I still play with interrupts #getoffmylawn
My friend would totally approve of that. He was pissed when they all became instants. I never played the game with that rule set though. The stack seemed so much easier when he explained it to me, but that's the rule set I learned from the get go.
Funny how your first rule set is the one you tend to want to support.
IIRC Dungeons and Dragons has a similar effect, no?
I liked 4e D&D for a while, but it lacked lasting value to me. The problem was the amount of focus and detail on the individual actions was too high for the relative lack of diversity between them. Many 4e enthusiasts are confused by this complaint, because 3e has a much lower diversity of actions! However, 3e "zooms out", so you don't really have to care about that, instead focusing on the larger scale character construction issues that 4e largely de-emphasizes. When in the very first book (4e player's handbook) two couldn't be any more different classes already had IDENTICAL POWERS AT THE SAME LEVEL (Rogue and Cleric Level 1 encounter powers where youdo 1 [w] and daze), it signaled a problem in the making.
I enjoy playing 4e still, but it has some serious issues:I liked 4e D&D for a while, but it lacked lasting value to me.
damage on the stack ... makes no sense at all flavorwise.
this has got to be the most baffling part of anti-damage on the stack people's arguments
we can pretend to be wizards and that creatures appear out of thin air and a hundred other things required for the suspension of disbelief to 'buy into' the flavor of magic, but it's somehow a step to far to say "well a wizard can do magic stuff literally as blows are landing and whatnot".
it's pretty transparently a matter of whether you want it to 'make sense' or not
that said i'm definitely not rehashing the damage on the stack argument that we all went round and round in different places back when the change was announced. i'll just leave it at; lol @ the notion that it 'streamlines' the game to have combat resolve in it's own special bs rather than the stack which like 90% of the game runs on
this has got to be the most baffling part of anti-damage on the stack people's arguments
we can pretend to be wizards and that creatures appear out of thin air and a hundred other things required for the suspension of disbelief to 'buy into' the flavor of magic, but it's somehow a step to far to say "well a wizard can do magic stuff literally as blows are landing and whatnot".
it's pretty transparently a matter of whether you want it to 'make sense' or not
that said i'm definitely not rehashing the damage on the stack argument that we all went round and round in different places back when the change was announced. i'll just leave it at; lol @ the notion that it 'streamlines' the game to have combat resolve in it's own special bs rather than the stack which like 90% of the game runs on
I guess you can look at it that way, but to me, it's the creature that's sacrificing itself to do something while still landing a successful blow, not the wizard doing that stuff. How can you land a successful blow, meaning you receive a successful blow as well, and still sacrifice yourself to do something else? Yes, you could reason your way out of that, but I think the flavor synchs a lot better without damage on the stack. The creature either fights to the death, or it uses it's special powers by sacrificing itself, not both.this has got to be the most baffling part of anti-damage on the stack people's arguments
we can pretend to be wizards and that creatures appear out of thin air and a hundred other things required for the suspension of disbelief to 'buy into' the flavor of magic, but it's somehow a step to far to say "well a wizard can do magic stuff literally as blows are landing and whatnot".
it's pretty transparently a matter of whether you want it to 'make sense' or not
that said i'm definitely not rehashing the damage on the stack argument that we all went round and round in different places back when the change was announced. i'll just leave it at; lol @ the notion that it 'streamlines' the game to have combat resolve in it's own special bs rather than the stack which like 90% of the game runs on
I agree with everything you say, but I still think it's better that blue is no longer able to kill legends with clones and color X is no longer the best color to play because it has planeswalker X that you need to legend rule out of the game. The legend rule is still not optimal, but at least it's better than the previous two incarnations.
It comes up often enough in cube and all the time in commander. While Griselbrand and Emrakul are OP if you can cheat them into play, I still maintain that mono blue should not be able to use their clones as removal spells because a creature happens to have the wrong supertype.clones vs. legends rarely comes up in any format but legacy, where Griselbrand and Emrakul are now more annoying than ever before. taking away an answer to these guys is certainly bad development here, and though i can say this only with some uncertainty, i think it's bad design in the abstract. in that vein, i like that clones can trade with legends, which are always undercosted -- maybe not undercosted enough with the new rules, because retconning.
clones vs. legends rarely comes up in any format but legacy
whaaaaat that's not true. Phantasmal Image (and to a lesser extent, Phyrexian Metamorph) was the de facto best answer to Thrun for a good year or so. I know this is before the new legend rule came into effect, but it's ironic that for all the anti-blue clauses Thrun had stapled to him to enable him to fight big Jace, the indisputable best answer to him was in blue. Other stuff like Sigarda - who was probably borderline to begin with - was also rendered unplayable by the prevalence of clones in that format.
I almost assumed that the legend rule change was a response to the failure of Thrun, actually, though I'm sure that a lot more went into the decision than that.