Zoe Stephenson
2012-08-05 04:34:10 UTC
Archive-name: games/magic-t-g/rules/part2
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/
------------------------------
Subject: 2.0: Returning Player Questions
This part of the FAQ deals with players returning to the game after a
time away. It notes when particular changes were made to the rules,
card templates or game philosophy so that returning players can catch
up without being caught out.
------------------------------
Subject: 2.1.00: 1993
Sets released: Alpha, Beta, Unlimited, Arabian Nights
The rules were in quite a state of flux, with many interactions
unexplored and undefined.
------------------------------
Subject: 2.1.01: 1994
Sets released: Antiquities. Revised Edition, Legends, the Dark,
Fallen Empires
Major stuff:
- The types 'poly artifact' and 'mono artifact' were dropped for
Revised Edition.
- The tilted-T tap symbol was introduced in Revised Edition.
- Legends introduced Enchant World, the Legend creature type and
Legendary lands, as well as gold-bordered cards with more than one
color.
Trivia:
- The original 'legend rule' restricted Legend cards to maximum one
of each name per deck as well as maximum one of any name in play.
------------------------------
Subject: 2.1.02: 1995
Sets released: Fourth Edition, Ice Age, Chronicles, Homelands
Major stuff:
- Fourth edition contained a batch timing system that delayed damage
dealing until the end of the batch and contained an interrupt window
and a damage-prevention bubble.
------------------------------
Subject: 2.1.03: 1996
Sets released: Alliances, Mirage
Major stuff:
- The card templating for instants and sorceries with an additional
cost changed in Mirage to writing the cost in the one-shot effect,
separated by a colon.
Trivia:
- Mirage was the first set that was designed as a block and with
limited play in mind as well as constructed. It also had 'theme decks',
the first preconstructed decks for an expansion.
------------------------------
Subject: 2.1.04: 1997
Sets released: Visions, Fifth Edition, Portal, Weatherlight, Tempest
Major stuff:
- Fifth Edition tightened up the timing rules even further, bringing in
phase abilities, phase costs, pre-series and all sorts of long-forgotten
concepts.
- The card templating changed again; abilities with non-mana and
non-tap costs used to be phrased '{0}: <other cost> to <effect>'.
This was changed to the more modern '<other cost>: <effect>' to keep
all the costs on the same side of the colon.
- Fifth Edition saw the introduction of mana source cards.
- Fifth Edition forced players to play interrupt cards that targeted
a permanent using the timing rules for instant cards.
- Fifth Edition removed an older rule about 'pumping' that allowed
a player to announce and pay for multiple activations of an effect
at once.
- April 1997 introduced the modern 'Paris mulligan' rule; previously
a mulligan required either all land or no land in the hand and could
be taken only once, now the mulligan can be taken as many times as
desired with any hand, but reduces starting hand size by one each time
the mulligan is taken.
Trivia:
Portal was a vastly simplified version of the game, using just
creatures, sorceries and lands.
Iconic creatures Serra Angel and Sengir Vampire were dropped from
the base set for Fifth Edition.
------------------------------
Subject: 2.1.05: 1998
Sets released: Stronghold, Exodus, Portal: Second Age, Unglued, Urza's
Saga, Anthologies
Major stuff:
- Exodus brought in a change to the card design to denote the card
rarity with the colour of the expansion symbol and the card number
and set size.
Trivia:
- Several cards from Urza's Saga were given errata to prevent their
comes-into-play abilities working unless they were played from your
hand; the errata were removed in 2006.
------------------------------
Subject: 2.1.06: 1999
Sets released: Urza's Legacy, Sixth Edition, Urza's Destiny, Portal:
Three Kingdoms, Starter, Mercadian Masques
Major stuff:
- Sixth edition was a pretty complete rethink of the whole timing system
and card templating, ending up with the 'Grand Unified Timing System'
- No more batches, interrupt windows, damage prevention bubbles,
pre-series, phase abilities or phase costs.
- No more interrupt or mana source cards, these can be played as
instant cards under the new system.
- The stack was introduced.
- The term 'fast effect' was dropped from the rules.
- The term 'pseudospell' was dropped from the rules.
- The concept of setting up a prevention or replacement shield was
introduced.
- The term 'bury' was dropped from Magic vocabulary.
- The term 'successfully cast' was dropped as well.
- The ability 'haste' was introduced and the term 'summoning sickness'
was dropped.
- No more summon cards, replaced with creature cards instead.
- Creature cards with multiple-word creature types now count as each
separate creature type individually, with many older types being
hyphenated.
- No more 'fizzle', replaced with 'countered on resolution'.
- No more 'cast', replaced with 'play'.
- No more 'total mana cost', replaced with 'converted mana cost'.
- Triggered abilities never resolve at the pauses during a spell,
they all use the stack and resolve independently.
- Players lose from having 0 life almost immediately, rather than
waiting until the end of the phase.
- Combat became a phase of its own.
- Combat damage uses the stack.
- Protection no longer absorb all trample damage, as the damage
assignment ignores the protection ability.
- Tapped blockers now deal combat damage, they previously didn't.
- Tapped artifacts don't automatically turn off; Howling Mine, Static
Orb and Winter Orb got errata to preserve their turning off behaviour.
- The end of turn step / until end of turn wear-off distinction is
introduced.
- The Oracle was introduced.
- The core set has its own expansion symbol as of Sixth Edition.
- Urza's Legacy introduced premium (foil) cards.
- Urza's Legacy also marked a trend for effects that tap or untap
something to change from only being "target creature, artifact or land"
to "target permanent"
Trivia:
- No cards with trample were printed in Sixth Edition.
------------------------------
Subject: 2.1.07: 2000
Sets released: Nemesis, Starter 2000, Prophecy, Invasion, Beatdown
Major stuff:
- Invasion introduced the split cards and rules for checking
characteristics of split cards.
------------------------------
Subject: 2.1.08: 2001
Sets released: Planeshift, Seventh Edition, Apocalypse, Odyssey
Trivia:
- Some time around here the rule on creature type changed, so that
when asked to name a creature type, only an existing creature type
could be chosen.
------------------------------
Subject: 2.1.09: 2002
Sets released: Torment, Judgement, Onslaught
Major stuff:
- Onslaught brought back face-down creatures with more comprehensive
rules support.
Trivia:
- Torment contained more black cards at the expense of green and
white cards.
- Judgment contained more green and white cards at the expense of
black cards.
- Judgment introduced the cycle of Wishes, cards that retrieve other
cards from outside the game - an effect not seen since the Ring
of Ma'ruf.
------------------------------
Subject: 2.1.10: 2003
Sets released: Legions, Scourge, Eighth Edition, Mirrodin
Major stuff:
- Eighth Edition brought a new card frame with room for more artwork
and text. The frame for artifacts was considered too close to the
frame for white cards in appearance.
- Eighth Edition introduced the 'basic' supertype to identify basic
lands by their type.
- Mirrodin block introduced the Equipment subtype.
Trivia:
- Legions contained only creature cards.
- Legions introduced the first creatures with double strike.
- Mirrodin block saw a change to the card distribution across the block.
------------------------------
Subject: 2.1.11: 2004
Sets released: Darksteel, Fifth Dawn, Unhinged, Champions of Kamigawa
Major stuff:
- Darksteel introduced 'indestructible'.
- Fifth Dawn introduced a darker artifact frame to help distinguish
artifact cards from white cards.
- Champions of Kamigawa introduced a new Legend rule (if Legends share
a name, they are all put into their owners' graveyards, not just all
but the first) and removed the Legend creature type, creating 'Legendary
Creature'.
- Champions of Kamigawa introduced flip cards, cards with a compressed
card face on either end and a suitable picture in the middle.
- Champions of Kamigawa introduced a modification to the targeting rule
(targets only need to be unique for each instance of the qualifier
'target') to assist with splice cards.
- Champions of Kamigawa introduced the 'defender' ability, retroactively
added to all of the creatures with creature type Wall, to eliminate
the direct link between creature type and not being able to attack.
------------------------------
Subject: 2.1.12: 2005
Sets released: Betrayers of Kamigawa, Saviors of Kamigawa, 9th Edition,
Ravnica: city of Guilds
Major stuff:
- Ravnica: City of Guilds introduced hybrid mana costs that can be
paid with one point of either of two specific colors of mana.
- Ninth edition introduced the Aura subtype and the enchant keyword.
------------------------------
Subject: 2.1.13: 2006
Sets released: Guildpact, Dissension, Coldsnap, Time Spiral
Major stuff:
- Coldsnap changed the 'snow-covered' supertype to 'snow' and expanded
its use to nonland permanents.
- Time Spiral introduced a rule to make +1/+1 and -1/-1 counters on
a permanent disappear in pairs.
- With the online release of Mirage block cards, the rules for phasing
were updated. Phasing out no longer triggers leaves play abilities.
- Time Spiral introduced suspend, a way of playing a card for less
mana by having it resolve some turns in the future.
- Time Spiral introduced split second, an ability that prevents
players from responding to the spell that it's on. The flavour is
similar to that of the pre-6th Edition interrupts.
------------------------------
Subject: 2.1.14: 2007
Sets released: Planar Chaos, Future Sight, Tenth Edition, Lorwyn
Major stuff:
- Future Sight introduced the idea of players being more like objects
in the game. For example, protection was extended so that it could
be gained by a player.
- Future Sight introduced new card types ostensibly from the future:
- The Planeswalker type was referred to but not used.
- The Tribal type was used - it attaches a creature type to a
non-creature card.
- Future Sight introduced new keyword abilities for existing
functionality:
- The ability reach was introduced to represent the ability of
a creature without flying to block a creature with flying.
- The ability deathtouch was introduced to represent the ability
of a creature to destroy creatures that it damages non-lethally.
- The ability shroud was introduced for permanents or players
that can't be the target of spells or abilities.
- The ability lifelink was introduced to cover some of the cases
where a creature's combat damage triggers life gain.
- Lorwyn introduced the Tribal type "properly", using it on a number
of cards to improve the flow of the "creature type matters" theme.
- Lorwyn introduced the changeling ability, which grants all creature
types.
- Lorwyn introduced actual Planeswalker cards. These cards have
abilities that you can play one of, once, during your main phase.
The card has a loyalty score and comes into play with that
many loyalty counters, and its abilities cost an increase or
decrease of a certain number of counters. The Planeswalker may
be damaged by effects that would deal non-combat damage to you
(as a redirection chosen by the effect's controller) and may be
attacked (you assign blockers for the Planeswalker as normal).
Minor stuff:
- Planar Chaos introduced a "parallel universe" card frame.
- Future Sight introduced a "future worlds" card frame.
- Future Sight created a lot of combinations of ideas that had not
been tried before, and may never be tried again, such as a land,
an enchantment and an artifact with morph, and more general
typecycling abilities such as slivercycling.
- Some terms appeared on only a few cards in Future Sight: delve,
gravestorm, aura swap, grandeur, transfigure, fateseal, frenzy,
- Abilities champion, hideaway and evoke appeared in Lorwyn.
- The Kithkin and Treefolk creature types were used more in Lorwyn
block than ever before.
------------------------------
Subject: 2.1.15: 2008
Sets released: Morningtide, Shadowmoor, Eventide, Shards of Alara
Major stuff:
- Shards of Alara made a move to a smaller set size and introduced
mythic rare cards, approximately twice as rare as rare cards.
- The concept of linked abilities was widened and got its own section
in the rulebook, marking the end of shenanigans with cards like
Callous Oppressor.
Minor stuff:
- The abilities prowl, reinforce and kinship appeared in Morningtide;
conspire, wither and persist in Shadowmoor and retrace in Eventide.
Shards of Alara brought exalted, unearth and devour.
- Shadowmoor introduced the untap symbol {Q}.
- Shadowmoor introduced costs that are paid with a number of
mana of any color or just one mana of a particular color, e.g.
{2/B} can be paid as {2} or {B}.
- Shadowmoor gave the game another multicolored artifact, the Reaper
King.
- Shards of Alara continued the colored artifact theme in earnest.
------------------------------
Subject: 2.1.16: 2009
Sets released: Conflux, Alara Reborn, Magic 2010, Zendikar
Major stuff:
- Magic 2010 came with a complete overhaul to the rules and the rulebook.
The important changes are:
- The base set is no longer purely reprints; it has its own cards
specifically designed for it;
- mana burn was removed from the game, and mana pools empty at the end
of steps as well as phases;
- the removed-from-the-game zone is now the exile zone, to which cards
may be exiled. Cards that fetch cards from outside the game now
can't reach the exile zone;
- the in-play zone is now the battlefield;
- spells are once again cast rather than played, and abilities are
activated;
- combat damage is assigned and then dealt in the combat damage step
without any player gaining priority;
- when assigning multiple attackers to a blocker or multiple blockers
to an attacker, the player splitting the damage needs to announce an
order in which damage is assigned. When the assignment occurs, a
later creature in the order can only be assigned damage if all of
the earlier creatures have a lethal damage assignment;
- the lifelink and deathtouch abilities became static abilities;
- the rules on token ownership changed so that the owner is the
initial controller, to match with more intuitive expectations;
- the layering rules changed so that:
- color-changing happens before adding or removing abilities;
- all effects that set power/toughness are applied before all
effects that adjust power/toughness up/down;
- the "bands with other ..." rules were changed so that only one
of the creatures in an attacking band needs the "bands with other
..."
ability, as long as everything else is a "...";
- phasing changed so that "phased out" is a status rather than a
zone, and causes the phased out permanent to be ignored except for
specifically mentioning phased-out permanents;
- the rules for mulligans changed so that both players decide on
mulligans simultaneously and then take them simultaneously, until
no player needs a mulligan.
- Rules were codified to explain how to use cards like the Planechase
planes to play Planar Magic. The Command Zone was added to explain
where these cards sit.
Minor stuff:
- Conflux brings back the domain mechanic from Invasion and introduces
basic landcycling.
- Alara Reborn contains the cascade mechanic and adds a few multicolor
hybrid cards.
- Zendikar introduces intimidate (a generalised fear ability) and
landfall (caring about lands entering the battlefield).
------------------------------
Subject: 2.1.17: 2010
Sets released: Worldwake, Rise of the Eldrazi, Magic 2011, Scars of Mirrodin
Major stuff:
- Emblems were introduced in Scars of Mirrodin. They sit in the command
zone and carry an ability. They aren't permanents, and Emblem isn't
a kind of card. They're essentially a way to get an ability to last
for the rest of the game with a convenient reminder somewhere in the
game, rather than just having to remember.
- The life total rules for two-headed giant got simplified so that cards
that care about a player's life total just see the team life total
directly.
- The Magic 2011 update clarified the deathtouch rules; when assigning
combat damage, the declared damage order is used but any amount of
damage from a source with deathtouch counts as lethal damage, so the
rest of the damage can be assigned further down the line.
Minor stuff:
- Worldwake gives us multikicker.
- Rise of the Eldrazi gives us annihilator and a range of colorless
spells,
and makes use of the tribal type again. It comes with leveler
creatures,
rebound spells and totem armor.
- Scars of Mirrodin brings metalcraft, proliferate and infect, and brings
back the imprint mechanic.
------------------------------
Subject: 2.1.18: 2011
Sets released: Mirrodin Besieged, New Phyrexia
Major stuff:
- New Phyrexia introduced Phyrexian mana costs {W/P}, {U/P}, {B/P},
{R/P} and {G/P}. These costs may be paid with one mana of the
appropriate color or by paying 2 life.
Minor stuff:
- Mirrodin Besieged brings battle cry and living weapon.
- New Phyrexia brings
- The rules on poison in the two-headed giant format were adjusted
to create a shared poison tally that can get up to 15 before the
team loses.
- Mirrodin Besieged has the first card in it to restart the game and
a cycle of cards that trigger when revealed from a player's opening
hand.
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/
------------------------------
Subject: 2.0: Returning Player Questions
This part of the FAQ deals with players returning to the game after a
time away. It notes when particular changes were made to the rules,
card templates or game philosophy so that returning players can catch
up without being caught out.
------------------------------
Subject: 2.1.00: 1993
Sets released: Alpha, Beta, Unlimited, Arabian Nights
The rules were in quite a state of flux, with many interactions
unexplored and undefined.
------------------------------
Subject: 2.1.01: 1994
Sets released: Antiquities. Revised Edition, Legends, the Dark,
Fallen Empires
Major stuff:
- The types 'poly artifact' and 'mono artifact' were dropped for
Revised Edition.
- The tilted-T tap symbol was introduced in Revised Edition.
- Legends introduced Enchant World, the Legend creature type and
Legendary lands, as well as gold-bordered cards with more than one
color.
Trivia:
- The original 'legend rule' restricted Legend cards to maximum one
of each name per deck as well as maximum one of any name in play.
------------------------------
Subject: 2.1.02: 1995
Sets released: Fourth Edition, Ice Age, Chronicles, Homelands
Major stuff:
- Fourth edition contained a batch timing system that delayed damage
dealing until the end of the batch and contained an interrupt window
and a damage-prevention bubble.
------------------------------
Subject: 2.1.03: 1996
Sets released: Alliances, Mirage
Major stuff:
- The card templating for instants and sorceries with an additional
cost changed in Mirage to writing the cost in the one-shot effect,
separated by a colon.
Trivia:
- Mirage was the first set that was designed as a block and with
limited play in mind as well as constructed. It also had 'theme decks',
the first preconstructed decks for an expansion.
------------------------------
Subject: 2.1.04: 1997
Sets released: Visions, Fifth Edition, Portal, Weatherlight, Tempest
Major stuff:
- Fifth Edition tightened up the timing rules even further, bringing in
phase abilities, phase costs, pre-series and all sorts of long-forgotten
concepts.
- The card templating changed again; abilities with non-mana and
non-tap costs used to be phrased '{0}: <other cost> to <effect>'.
This was changed to the more modern '<other cost>: <effect>' to keep
all the costs on the same side of the colon.
- Fifth Edition saw the introduction of mana source cards.
- Fifth Edition forced players to play interrupt cards that targeted
a permanent using the timing rules for instant cards.
- Fifth Edition removed an older rule about 'pumping' that allowed
a player to announce and pay for multiple activations of an effect
at once.
- April 1997 introduced the modern 'Paris mulligan' rule; previously
a mulligan required either all land or no land in the hand and could
be taken only once, now the mulligan can be taken as many times as
desired with any hand, but reduces starting hand size by one each time
the mulligan is taken.
Trivia:
Portal was a vastly simplified version of the game, using just
creatures, sorceries and lands.
Iconic creatures Serra Angel and Sengir Vampire were dropped from
the base set for Fifth Edition.
------------------------------
Subject: 2.1.05: 1998
Sets released: Stronghold, Exodus, Portal: Second Age, Unglued, Urza's
Saga, Anthologies
Major stuff:
- Exodus brought in a change to the card design to denote the card
rarity with the colour of the expansion symbol and the card number
and set size.
Trivia:
- Several cards from Urza's Saga were given errata to prevent their
comes-into-play abilities working unless they were played from your
hand; the errata were removed in 2006.
------------------------------
Subject: 2.1.06: 1999
Sets released: Urza's Legacy, Sixth Edition, Urza's Destiny, Portal:
Three Kingdoms, Starter, Mercadian Masques
Major stuff:
- Sixth edition was a pretty complete rethink of the whole timing system
and card templating, ending up with the 'Grand Unified Timing System'
- No more batches, interrupt windows, damage prevention bubbles,
pre-series, phase abilities or phase costs.
- No more interrupt or mana source cards, these can be played as
instant cards under the new system.
- The stack was introduced.
- The term 'fast effect' was dropped from the rules.
- The term 'pseudospell' was dropped from the rules.
- The concept of setting up a prevention or replacement shield was
introduced.
- The term 'bury' was dropped from Magic vocabulary.
- The term 'successfully cast' was dropped as well.
- The ability 'haste' was introduced and the term 'summoning sickness'
was dropped.
- No more summon cards, replaced with creature cards instead.
- Creature cards with multiple-word creature types now count as each
separate creature type individually, with many older types being
hyphenated.
- No more 'fizzle', replaced with 'countered on resolution'.
- No more 'cast', replaced with 'play'.
- No more 'total mana cost', replaced with 'converted mana cost'.
- Triggered abilities never resolve at the pauses during a spell,
they all use the stack and resolve independently.
- Players lose from having 0 life almost immediately, rather than
waiting until the end of the phase.
- Combat became a phase of its own.
- Combat damage uses the stack.
- Protection no longer absorb all trample damage, as the damage
assignment ignores the protection ability.
- Tapped blockers now deal combat damage, they previously didn't.
- Tapped artifacts don't automatically turn off; Howling Mine, Static
Orb and Winter Orb got errata to preserve their turning off behaviour.
- The end of turn step / until end of turn wear-off distinction is
introduced.
- The Oracle was introduced.
- The core set has its own expansion symbol as of Sixth Edition.
- Urza's Legacy introduced premium (foil) cards.
- Urza's Legacy also marked a trend for effects that tap or untap
something to change from only being "target creature, artifact or land"
to "target permanent"
Trivia:
- No cards with trample were printed in Sixth Edition.
------------------------------
Subject: 2.1.07: 2000
Sets released: Nemesis, Starter 2000, Prophecy, Invasion, Beatdown
Major stuff:
- Invasion introduced the split cards and rules for checking
characteristics of split cards.
------------------------------
Subject: 2.1.08: 2001
Sets released: Planeshift, Seventh Edition, Apocalypse, Odyssey
Trivia:
- Some time around here the rule on creature type changed, so that
when asked to name a creature type, only an existing creature type
could be chosen.
------------------------------
Subject: 2.1.09: 2002
Sets released: Torment, Judgement, Onslaught
Major stuff:
- Onslaught brought back face-down creatures with more comprehensive
rules support.
Trivia:
- Torment contained more black cards at the expense of green and
white cards.
- Judgment contained more green and white cards at the expense of
black cards.
- Judgment introduced the cycle of Wishes, cards that retrieve other
cards from outside the game - an effect not seen since the Ring
of Ma'ruf.
------------------------------
Subject: 2.1.10: 2003
Sets released: Legions, Scourge, Eighth Edition, Mirrodin
Major stuff:
- Eighth Edition brought a new card frame with room for more artwork
and text. The frame for artifacts was considered too close to the
frame for white cards in appearance.
- Eighth Edition introduced the 'basic' supertype to identify basic
lands by their type.
- Mirrodin block introduced the Equipment subtype.
Trivia:
- Legions contained only creature cards.
- Legions introduced the first creatures with double strike.
- Mirrodin block saw a change to the card distribution across the block.
------------------------------
Subject: 2.1.11: 2004
Sets released: Darksteel, Fifth Dawn, Unhinged, Champions of Kamigawa
Major stuff:
- Darksteel introduced 'indestructible'.
- Fifth Dawn introduced a darker artifact frame to help distinguish
artifact cards from white cards.
- Champions of Kamigawa introduced a new Legend rule (if Legends share
a name, they are all put into their owners' graveyards, not just all
but the first) and removed the Legend creature type, creating 'Legendary
Creature'.
- Champions of Kamigawa introduced flip cards, cards with a compressed
card face on either end and a suitable picture in the middle.
- Champions of Kamigawa introduced a modification to the targeting rule
(targets only need to be unique for each instance of the qualifier
'target') to assist with splice cards.
- Champions of Kamigawa introduced the 'defender' ability, retroactively
added to all of the creatures with creature type Wall, to eliminate
the direct link between creature type and not being able to attack.
------------------------------
Subject: 2.1.12: 2005
Sets released: Betrayers of Kamigawa, Saviors of Kamigawa, 9th Edition,
Ravnica: city of Guilds
Major stuff:
- Ravnica: City of Guilds introduced hybrid mana costs that can be
paid with one point of either of two specific colors of mana.
- Ninth edition introduced the Aura subtype and the enchant keyword.
------------------------------
Subject: 2.1.13: 2006
Sets released: Guildpact, Dissension, Coldsnap, Time Spiral
Major stuff:
- Coldsnap changed the 'snow-covered' supertype to 'snow' and expanded
its use to nonland permanents.
- Time Spiral introduced a rule to make +1/+1 and -1/-1 counters on
a permanent disappear in pairs.
- With the online release of Mirage block cards, the rules for phasing
were updated. Phasing out no longer triggers leaves play abilities.
- Time Spiral introduced suspend, a way of playing a card for less
mana by having it resolve some turns in the future.
- Time Spiral introduced split second, an ability that prevents
players from responding to the spell that it's on. The flavour is
similar to that of the pre-6th Edition interrupts.
------------------------------
Subject: 2.1.14: 2007
Sets released: Planar Chaos, Future Sight, Tenth Edition, Lorwyn
Major stuff:
- Future Sight introduced the idea of players being more like objects
in the game. For example, protection was extended so that it could
be gained by a player.
- Future Sight introduced new card types ostensibly from the future:
- The Planeswalker type was referred to but not used.
- The Tribal type was used - it attaches a creature type to a
non-creature card.
- Future Sight introduced new keyword abilities for existing
functionality:
- The ability reach was introduced to represent the ability of
a creature without flying to block a creature with flying.
- The ability deathtouch was introduced to represent the ability
of a creature to destroy creatures that it damages non-lethally.
- The ability shroud was introduced for permanents or players
that can't be the target of spells or abilities.
- The ability lifelink was introduced to cover some of the cases
where a creature's combat damage triggers life gain.
- Lorwyn introduced the Tribal type "properly", using it on a number
of cards to improve the flow of the "creature type matters" theme.
- Lorwyn introduced the changeling ability, which grants all creature
types.
- Lorwyn introduced actual Planeswalker cards. These cards have
abilities that you can play one of, once, during your main phase.
The card has a loyalty score and comes into play with that
many loyalty counters, and its abilities cost an increase or
decrease of a certain number of counters. The Planeswalker may
be damaged by effects that would deal non-combat damage to you
(as a redirection chosen by the effect's controller) and may be
attacked (you assign blockers for the Planeswalker as normal).
Minor stuff:
- Planar Chaos introduced a "parallel universe" card frame.
- Future Sight introduced a "future worlds" card frame.
- Future Sight created a lot of combinations of ideas that had not
been tried before, and may never be tried again, such as a land,
an enchantment and an artifact with morph, and more general
typecycling abilities such as slivercycling.
- Some terms appeared on only a few cards in Future Sight: delve,
gravestorm, aura swap, grandeur, transfigure, fateseal, frenzy,
- Abilities champion, hideaway and evoke appeared in Lorwyn.
- The Kithkin and Treefolk creature types were used more in Lorwyn
block than ever before.
------------------------------
Subject: 2.1.15: 2008
Sets released: Morningtide, Shadowmoor, Eventide, Shards of Alara
Major stuff:
- Shards of Alara made a move to a smaller set size and introduced
mythic rare cards, approximately twice as rare as rare cards.
- The concept of linked abilities was widened and got its own section
in the rulebook, marking the end of shenanigans with cards like
Callous Oppressor.
Minor stuff:
- The abilities prowl, reinforce and kinship appeared in Morningtide;
conspire, wither and persist in Shadowmoor and retrace in Eventide.
Shards of Alara brought exalted, unearth and devour.
- Shadowmoor introduced the untap symbol {Q}.
- Shadowmoor introduced costs that are paid with a number of
mana of any color or just one mana of a particular color, e.g.
{2/B} can be paid as {2} or {B}.
- Shadowmoor gave the game another multicolored artifact, the Reaper
King.
- Shards of Alara continued the colored artifact theme in earnest.
------------------------------
Subject: 2.1.16: 2009
Sets released: Conflux, Alara Reborn, Magic 2010, Zendikar
Major stuff:
- Magic 2010 came with a complete overhaul to the rules and the rulebook.
The important changes are:
- The base set is no longer purely reprints; it has its own cards
specifically designed for it;
- mana burn was removed from the game, and mana pools empty at the end
of steps as well as phases;
- the removed-from-the-game zone is now the exile zone, to which cards
may be exiled. Cards that fetch cards from outside the game now
can't reach the exile zone;
- the in-play zone is now the battlefield;
- spells are once again cast rather than played, and abilities are
activated;
- combat damage is assigned and then dealt in the combat damage step
without any player gaining priority;
- when assigning multiple attackers to a blocker or multiple blockers
to an attacker, the player splitting the damage needs to announce an
order in which damage is assigned. When the assignment occurs, a
later creature in the order can only be assigned damage if all of
the earlier creatures have a lethal damage assignment;
- the lifelink and deathtouch abilities became static abilities;
- the rules on token ownership changed so that the owner is the
initial controller, to match with more intuitive expectations;
- the layering rules changed so that:
- color-changing happens before adding or removing abilities;
- all effects that set power/toughness are applied before all
effects that adjust power/toughness up/down;
- the "bands with other ..." rules were changed so that only one
of the creatures in an attacking band needs the "bands with other
..."
ability, as long as everything else is a "...";
- phasing changed so that "phased out" is a status rather than a
zone, and causes the phased out permanent to be ignored except for
specifically mentioning phased-out permanents;
- the rules for mulligans changed so that both players decide on
mulligans simultaneously and then take them simultaneously, until
no player needs a mulligan.
- Rules were codified to explain how to use cards like the Planechase
planes to play Planar Magic. The Command Zone was added to explain
where these cards sit.
Minor stuff:
- Conflux brings back the domain mechanic from Invasion and introduces
basic landcycling.
- Alara Reborn contains the cascade mechanic and adds a few multicolor
hybrid cards.
- Zendikar introduces intimidate (a generalised fear ability) and
landfall (caring about lands entering the battlefield).
------------------------------
Subject: 2.1.17: 2010
Sets released: Worldwake, Rise of the Eldrazi, Magic 2011, Scars of Mirrodin
Major stuff:
- Emblems were introduced in Scars of Mirrodin. They sit in the command
zone and carry an ability. They aren't permanents, and Emblem isn't
a kind of card. They're essentially a way to get an ability to last
for the rest of the game with a convenient reminder somewhere in the
game, rather than just having to remember.
- The life total rules for two-headed giant got simplified so that cards
that care about a player's life total just see the team life total
directly.
- The Magic 2011 update clarified the deathtouch rules; when assigning
combat damage, the declared damage order is used but any amount of
damage from a source with deathtouch counts as lethal damage, so the
rest of the damage can be assigned further down the line.
Minor stuff:
- Worldwake gives us multikicker.
- Rise of the Eldrazi gives us annihilator and a range of colorless
spells,
and makes use of the tribal type again. It comes with leveler
creatures,
rebound spells and totem armor.
- Scars of Mirrodin brings metalcraft, proliferate and infect, and brings
back the imprint mechanic.
------------------------------
Subject: 2.1.18: 2011
Sets released: Mirrodin Besieged, New Phyrexia
Major stuff:
- New Phyrexia introduced Phyrexian mana costs {W/P}, {U/P}, {B/P},
{R/P} and {G/P}. These costs may be paid with one mana of the
appropriate color or by paying 2 life.
Minor stuff:
- Mirrodin Besieged brings battle cry and living weapon.
- New Phyrexia brings
- The rules on poison in the two-headed giant format were adjusted
to create a shared poison tally that can get up to 15 before the
team loses.
- Mirrodin Besieged has the first card in it to restart the game and
a cycle of cards that trigger when revealed from a player's opening
hand.