MR_Soren wrote:zaphod wrote:When they removed interrupts from the game and just upgraded instants to where interrupts were is when i lost my respect for the game.
Actually, instants always worked like that. They just modified interrupts to work within the rules for instants. I hated the change at first, but as I continued playing I realized that the game's rules are much cleaner and more manageable today.
No, no, NO!
People thinking the way you did is why they made the change.
I repeat. Although they were resolved last to first, from a game mechanics perspective, they were understood to happen from first to last.
Damage is delayed so this logic would work.
Old rules.
You cast lightning bolt on my Llanowar elves.
In response, I play Healing salve, preventing up to 3 damage.
From a game mechanics standpoint, the following happens.
The healing salve resolves first, preventing the 3 damage that is about to be applied by the lightning bolt.
However, what really happens is this.
The lightning bolt spell is cast. Lighting starts to streak towards the creature. It's damage is not instantaneous, but is delayed long enough that an instant can respond to it and prevent it before the damage strikes.
Repeat after me. Although spells are resolved from last to first from a game mechanics standpoint, they happen from first to last. UNless they are an interrupt. Interrupts are so fast that you can finish casting them before the other mage finishes their spell. SO they actually DO happen first, and that is how an interrupt can cancel a spell. A red Elemental blast under original rule was capable of killing a Tim before it tapped, because it actually happened first, and prevented the action, and only an interrupt can respond to an interrupt, and tapping Tim to deal damage was an instant..
Another case of first to last logic.
We are both at 3 life. You cast lightning bolt on me. In response, i cast lightning bolt on you.
Game mechanics standpoint, my bolt resolves first, but because the death check is delayed until the stack empties, your lightning bolt also resolves, zapping me too. The game is a draw. It doesn't matter who zaps first. Destroying the source of an effect doesn't counter the effect. It still happens.
Logically, your bolt happens first, but because my bolt is an instant, i am able to get it off before I die. It's actually you destroying ME that fails to counter my bolt, because youes is the one that happens first.
I understood this.
Old rules. you block my 3-3 creature with your 3-3 creature. I cast giant growth on my creature. You respond with lightning bolt. Bolt resolves first, but it's damage is delayed until after my giant growth resolves. my creature is 3-6, both then take 3 damage and die.
New rules.
Same situation. Your bolt resolves first, taking my creature to 0/3, it dies, my giant growth fizzles, your creature lives, taking no damage.
I shock you for 2 points, takign yuu to 0 life i win.
In response, i shock you for 2 points taking you to 0 life. I win because you hit 0 life first.
In this scenario, why would the guy who responded simply not have used the shock earlier? This doesn't typically happen in a real game.
Under old rules, the situating of both players being able to shock the other is a stalemate. If you knew you weren't gonna win, you would zap and take the draw, because it was better than a loss. In fact you'd zap as soon as you knew a win was hopeless.
Under new rules, he who zaps first LOSES! Let me repeat. He who zaps first LOSES. Therefore, you MUST wait til you have an answer to his zap. This answer can be a SECOND ZAP, which of course doesn't work at all under old rules. That would have been a draw. The guy waited because he knew the other guy probably had some direct damage, but the other guy didn't know he had some ready, so he zapped first, and paid the price. Or perhaps he just got sick of waiting. Maybe he forgot that he who zaps first loses. The guy who zapped first was the one who made the mistake of zapping without a way to deal with a counterzap.
And honestly, there's just too damn much luck involved. If you don't make a mono colored deck, you have to worry about not only mana screw and mana gluts, but also color screw (where you get all your mana one color and all your cards another color). I've had every single one of these happen on a regular basis with the SAME DECK.
Two and three color decks that work consistently well are quite possible with the right mix of cards.
Then how the heck do you explain mana glut, mana screw, and color screw happening in the same deck?!?! I have never had ANY deck, no matter how well constructed, work consistently enough to guarantee a win against an inferior deck. At times no matter how much i shuffle, I suffer mana glut or mana screw after more than 50% of opening hands. And in a splash color deck, i've gotten all land of my splash color and all cards of my non splash in the opening hand. That mean i have too much of my splash color? when i've got 1/3rd one color and 2/3rds the other one?