Remember when Trample didn't require reminder text?
I understand this is a core set, but I really never want to play Crumbling Colossus because of how gaudy it is alone. Too sluggish with text.
It actually makes sense since with new players, they may not know about Trample and Planswalkers as it wasn't until like M10 that it actually stated you could deal to planswalkers.
Remember when nobody used First Strike because nobody knew how it worked? I do. It was around the same time WotC printed in the Starter Deck (yes, Starter Deck, before they were called "tournament packs") rulebook "We apologize to anyone who has been killed by an Ornithopter" (true story).
The short version: Times have changed. Probably for the better.
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Old terminology reference:
Play (noun): Battlefield
Play (verb): Cast/Play
RFG: Exile
CIP: Enters the Battlefield
I think he means "This effect doesn't end at end of turn"...
anyway...
Trample is really hard to give a brief explanation...
It's complex and is easier to understand/teach when explained through actual demonstration...
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Currently Playing
TBA
Projects under construction:
Standard:
- Werewolves... O_o
Try this: remember when EVERY SINGLE KEYWORD IN THE CORE SET had reminder text? Now they're actually giving us credit for flying as well as others on rarer cards.
Or how about this: remember when trample wasn't even in the core set? Go check the 7th and 8th edition lists - no trample. Instead there was the "quasi-trample" of Thorn Elemental and friends. This reminder text should be viewed as a victory, letting new players actually get to use the real mechanic right off the bat, instead of a condescendingly watered-down version.
I think he means "This effect doesn't end at end of turn"...
Probably something more like "this effect lasts indefinitely," but yeah. Seems like most of the newer players I've run across are positive that you can't possibly keep the guy even if your crown gets destroyed... but maybe that's just the schlubs I know. Meh.
At the very least, quite a few seem to read the "gain control of that creature instead if you control all the Empire Artifacts" and assume that that implies you don't control the creature anymore if you lose control of ANY of the Empire Artifacts. Again though... maybe that's just the schlubs I know.
They just add it to cards arbitrarily. As long as there is space for it, they will print it. Not all of them in M12 have it.
Actually, they tend to place reminder text on the lower-rarities, because they are more common. The chances of a player's only Keyword creature being rare is incredibly low.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Remember when wizards didn't have reminder text for cumulative upkeep, and they made the unfortunate mistake of assuming that people knew what the word cumulative meant?
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Originally Posted by Massive Marc
You know back in the old days, when there wasn't EDH, these "griefer" cards in decks were the norm. If you played a Winter Orb when you're opponents were tapped out, it was a good play. Now, you get people tell you they wanna punch you ? It's really sad how carebare this format is, to the point that some loser has to rip up your cards.
Remember when wizards didn't have reminder text for cumulative upkeep, and they made the unfortunate mistake of assuming that people knew what the word cumulative meant?
or when creatures had just one one word keyword, and it was banding, and it was probably the greatest 'what does that do exactly??' mechanic ever.
and back to trample taking about 4 lines of reminder text. surely they could just print trample on those tips and tricks cards instead of the uselessness on them and allow crumbling collosus some flavour text
Banding isn't actually all that complicated once you boil it down to, "the controller of a band assigns combat damage against it, rather than the controller of the creature(s) attacking into the band or blocking it."
I didn't realize Trample damage was a "may" ability.
It's a "may" because you can continue to assign damage to a creature beyond lethal damage. This could be relevant, for example, if your Trampler can deal lethal damage (to the opposing player)... but the opponent chump blocks it and has a Vengeful Pharaoh in the graveyard. Rather than chipping another point or two of life off and losing your creature to the Pharaoh trigger, you assign beyond-lethal damage to the blocker so your creature can deal its full power in damage next turn.
This is also true even without Trample, in the case you don't want to kill a Perilous Myr in a double block or something. You just have to remember that damage beyond lethal can be applied to opposing creatures. (And without Trample, it usually is.) Trample just modifies the rule by allowing you to assign extra-lethal damage to the defending player/PW instead.
I remember that time it was around the time that phasing didnt have reminder text
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From MaRo
Every rarity gets good cards. That means that some mythic rares will be tournament quality as will some commons, some uncommons and some rares. My promise wasn't that mythic rares wouldn't get good cards but that we wouldn't limit the good cards to only being mythic rare.
Bear this in mind the next time a powerful mythic rare is spoiled
Thanks to chaostheory90 for finding this quiz for me
I still meet a lot of long-time players that forget trample is a may ability. I actually forgot about it trying to kill someone in a multiplayer game that cost me the win:
Player A had a Stuffy Doll with Player B chosen. I wanted to kill Player B but his defenses were too strong. Had I remembered that if I attacked Player A and assigned all the damage to Stuffy Doll, Player B would've died. I was thinking my creature with trample would only deal 1 damage to Stuffy Doll and the rest to Player A (who I didn't want to kill because we had teamed up).
I think the reminder text on trample is a great idea in core sets.
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I understand this is a core set, but I really never want to play Crumbling Colossus because of how gaudy it is alone. Too sluggish with text.
Ya feel me, fellas?
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
I mean, I know a few people that have asked me to clarify how that card works... what is reminder text really for then, ya know?
Yeah, I don't miss those times either. Trample has always been a very complex game mechanic, and adding reminder in a core set makes perfect sense.
ex:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135249
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207335
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83151
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83977
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3977
:symch:Finkle tastes like cardboard.:chaos:
So, be careful what you complain about.
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Crown of empires doesn't haven any keywords....
The short version: Times have changed. Probably for the better.
Play (verb): Cast/Play
RFG: Exile
CIP: Enters the Battlefield
Fetchland: Arid Mesa
Shockland: Watery Grave
M10 Dual: Glacial Fortress
I think he means "This effect doesn't end at end of turn"...
anyway...
Trample is really hard to give a brief explanation...
It's complex and is easier to understand/teach when explained through actual demonstration...
TBA
Projects under construction:
Standard:
- Werewolves... O_o
Others
- Sliver Overlord EDH
- Riku
Or how about this: remember when trample wasn't even in the core set? Go check the 7th and 8th edition lists - no trample. Instead there was the "quasi-trample" of Thorn Elemental and friends. This reminder text should be viewed as a victory, letting new players actually get to use the real mechanic right off the bat, instead of a condescendingly watered-down version.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Probably something more like "this effect lasts indefinitely," but yeah. Seems like most of the newer players I've run across are positive that you can't possibly keep the guy even if your crown gets destroyed... but maybe that's just the schlubs I know. Meh.
At the very least, quite a few seem to read the "gain control of that creature instead if you control all the Empire Artifacts" and assume that that implies you don't control the creature anymore if you lose control of ANY of the Empire Artifacts. Again though... maybe that's just the schlubs I know.
Actually, they tend to place reminder text on the lower-rarities, because they are more common. The chances of a player's only Keyword creature being rare is incredibly low.
- To my youngest sister when she was 6.
You know back in the old days, when there wasn't EDH, these "griefer" cards in decks were the norm. If you played a Winter Orb when you're opponents were tapped out, it was a good play. Now, you get people tell you they wanna punch you ? It's really sad how carebare this format is, to the point that some loser has to rip up your cards.
or when creatures had just one one word keyword, and it was banding, and it was probably the greatest 'what does that do exactly??' mechanic ever.
and back to trample taking about 4 lines of reminder text. surely they could just print trample on those tips and tricks cards instead of the uselessness on them and allow crumbling collosus some flavour text
It's a "may" because you can continue to assign damage to a creature beyond lethal damage. This could be relevant, for example, if your Trampler can deal lethal damage (to the opposing player)... but the opponent chump blocks it and has a Vengeful Pharaoh in the graveyard. Rather than chipping another point or two of life off and losing your creature to the Pharaoh trigger, you assign beyond-lethal damage to the blocker so your creature can deal its full power in damage next turn.
This is also true even without Trample, in the case you don't want to kill a Perilous Myr in a double block or something. You just have to remember that damage beyond lethal can be applied to opposing creatures. (And without Trample, it usually is.) Trample just modifies the rule by allowing you to assign extra-lethal damage to the defending player/PW instead.
Bear this in mind the next time a powerful mythic rare is spoiled
Thanks to chaostheory90 for finding this quiz for me
Player A had a Stuffy Doll with Player B chosen. I wanted to kill Player B but his defenses were too strong. Had I remembered that if I attacked Player A and assigned all the damage to Stuffy Doll, Player B would've died. I was thinking my creature with trample would only deal 1 damage to Stuffy Doll and the rest to Player A (who I didn't want to kill because we had teamed up).
I think the reminder text on trample is a great idea in core sets.