Thursday, 22 December 2011

Rules changes conundrum

Players other than the controller of a trigger are under no obligation to point out that a trigger has been missed, though they may do so if they wish.

Is it me or do the rules changes for triggers spell trouble for all levels of Magic play, not just the higher RELs? The recent update to the Infraction Procedure Guide allows for a different proceedure for missed triggers and defines exactly what optional and non-optional triggers are.

Why would I, casual Commander player, get my panties in a knot about this? These changes will be enforced from 01/01/12 and only in higher REL events. We avid followers of the Commander format know from long experience with the Commander RC that any statement from an official source, even with a pretty large caveat like "in your own group, you don't need to do it like this", will be taken as a de facto blanket change. After all, outside of the target events, there's no form of official enforcement to rule one way or another on any cases that come up. Whereas before, when there was one rule, it's either printed "may" on the card and thus skipped if forgotten, or it's printed "Do X", thus it's obligatory and it's everyone's responsbility to point it out.

What's annoying in addition is being required to re-learn new complex rules in an era when Wizards are purportedly looking to make the game easier to access. We can cite the recent move by Wizards to move away from "may" triggers as they are deemed to confusing as a clear and relevant example. This change is effectively a complete U-turn on that policy making a huge swath of previously obligatory triggers effectively optional if a player or both players aren't vigilant enough. Worse still, they have set down criteria as to which triggers are optional and which are not. You'll see why I say "worse" a little later.

I don't know about your playgroup, I can only comment on mine. We have a very casual playgroup but with time restraints. Our ongoing policy (now that Marc is gone!) is that "Go!" actually means "I've finished my turn and there's no take-backs." The triggered ability on a permanent that doesn't say "may" means that it will happen, even if it's initially missed by everybody and we need to rewind. This may seem a little strict for a very casual group but it's one of the best learning tools we can implement. No-one is afraid to dish out advice, detailed explainations are available before and after the fact and we're pretty honest as to what we consider douchy plays and, for the most part, we avoid inflicting them on our group. Outside of that, it's your responsability to know your deck and to pay attention. You snooze, you lose!

Where it gets sticky is when a player decides that the new policy applies to our group. It's in the IPG after all. Who cares that Wizards say it's only for high REL events? Johnny had to play with these rules at the PTQ, the Grand Prix, States and the National Qualifier, why should it be any different here? Why do we blindly stick to the Commander rules & banned list if we're going to pick and mix other policies?

To be honest, I think we'll manage to sort it out for our group though I'm not so sure that some of the more "competitive" commander groups will weather the changes so well. After all, who actually says, when they attack with Phage: "The ability triggers and you're dead"? No, they don't, they just attack and assume you're dead. I can see the scene already when Phage hits and the attacking player just plays a 2nd-Main-Phase land without announcing the resolution of the Phage's death trigger and is literally flummoxed when the player hit by Phage has the temerity to untap and draw as normal. Let's face it, everyone knows someone who, if they thought they could successfully argue their way out of leaving a game, they'd do it. Groups where the spirit of the rules is championed over rules lawyering should be able to resolve this without too much antagonism; other groups have just found an entirely new level of wrangling and there will be additional tension.

Here's an annotated version of the definition of what now constitutes an optional ability with additional commentary on the "exceptions" (i.e.: those that seem optional but are not) courtesy of Jason Wong's excellent article over on www.manadeprived.com.

An optional ability does one or more of the following things, and nothing else:
  • Gains you life or causes an opponent to lose life. (Soul Warden)
  • Puts cards from your library, graveyard, or exile zones into your hand or onto the battlefield. This includes drawing cards. (Elvish Visionary)
  • Causes opponents to put objects from their hand or the battlefield into the library, graveyard or exile. (Ravenous Rats)
  • Puts a permanent into play under your control or gives you control of a permanent. (Sower of Temptation)
  • Puts +x/+x counters, or counters linked to a beneficial effect, on a permanent you control. (Shrine of Burning Rage)
  • Gives +x/+x or a beneficial ability to a target creature you control. (Chasm Drake)
  • Exiles, damages, destroys, taps, or gives -x/-x to an opponent’s target permanent. If the ability could target your own permanents, it is not optional unless that ability could target an opponent. (Kor Hookmaster is optional, Acidic Slime is not optional, Inferno Titan is optional)
  • Gives you additional turns or phases. (Lighthouse Chronologist)
  • Counters a spell or conditionally counters a spell, but only when cast by an opponent. (Chancellor of the Annex)

Abilities that trigger at the same point in each player’s turn and do something to “that player” (e.g. Howling Mine) are never optional.

Here are some abilities that you may think are optional, but are not:
  • Frost Titan’s first ability – In the list of allowable actions for optional abilities, there is an entry that says “… conditionally counters a spell, but only when cast by an opponent.” Frost Titan’s ability does this when your opponent casts Doom Blade, but not when your opponent activates Royal Assassin. Since it is not optional sometimes, it is never optional.
  • Dark Confidant – The ability puts a card into your hand, but it also does something else. Since it doesn’t fit into exactly into the options listed, it is not optional.
  • Crypt Cobra – This follows the philosophy of optional abilities, but it is not covered in the list of acceptable actions.
  • Morkrut Banshee – Like Acidic Slime, it can target permanents you control as well, while not being able to target your opponent.
  • Manic Vandal when only your opponent controls artifacts – The “optionalness” of an ability is not influenced by the game state. In a vacuum, Manic Vandal could target an artifact you control. Even though you don’t control any artifacts, the ability is not optional.

Particularly confusing are the differences between effects like Inferno Titan and Acidic Slime/Manic Vandal. Why would damage be optional but destruction not be optional? Both are encompassed by the same definition but a difference is being made in the application of the definition. In the same definition, Manic Vandal is not optional because theoretically you could control artifacts even if you don't just right now. The issue I have with this is that all three cards are worded to say that it happens, not that you may choose. This was my "worse still": Complex game just got more complex.

How about the +X/+X rule with something that gives multiple creatures +1/+1 counters like Mayael's Aria? If you put counters on some of your creatures but not all you've obviously not missed the trigger. Does that allow you to go back and complete the process for a creature you may have forgotten?

Jason Wong went on to talk about how not to deck yourself with Jin-Gitaxias by "forgetting" as drawing cards from triggered abilities is now optional, irregardless of whether your opponent points it out. You're no longer required to draw 7 at the end of your turn with the Praetor and his "Draw 7" now technically reads "You may draw 7".

The other side of the coin is that, if for some reason you forgot to draw your 7 cards, you don't get to rewind now. How many Commander playgroups are going to want to continue to implement the old ruling (which, I suppose, is still the current ruling seeing as Commander isn't concerned by the REL changes) when you can choose to implement the new ruling and have the Jin-Gitaxias player skip drawing those cards?

I can say with some honesty: Not many.

As a good man once said about Jin-Gitaxias, he's a Knut!!

At least, I think that's what he said.

3 comments:

  1. Good post.

    I'd think that this ends up being less of a valid concern in EDH-land as it would be elsewhere. While I do agree that most people like to follow rules to the letter of the rulebook, this "change" really doesn't do anything that wasn't already done before. Something something 'social contract'... ;)

    Case in point: I attack you with Phage, and don't mention the trigger. The playgroup (amend that with the words 'average' and 'reasonable'...) implicitly understands what happens next, and I don't think that anyone would let you get away with not losing to Phage's ability on a technicality.

    The same probably goes with Jin Gitaxis...if the group is being punished by someone with a card like Jin, they're not going to give the offending player a bye on any of the abilities.

    I think in general these things work themselves out at a casual level. People will continue to forget triggers, and other people will continue to remind those people. People will continue to 'catch up draw' when they've passed the turn and someone reminds them Howling Mine is out. People will continue to remind me that the Abundance I played isn't just there to look nice...

    People will continue to call the format "EDH". It all works out in the end.

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  2. Oh, I agree. With Phage & Jin I'm just highlighting that for every instance where someone forces you to die off Phage due to the new REL changes, as many will do the opposite and use it as an excuse not to allow you to draw off Jin, even if you forget.

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  3. Yeah, really not digging the rule change. For one, it doesn't encourage a more simplistic game (a goal of Wizards'), it is going to lead to disputes within some groups, and it seems to allow more dishonest mistakes (such as that Jin-Gitaxias "slip" mentioned) without really helping the people who are playing straight. I cannot imagine my playgroup considering this rule change relevant to us, but nonetheless it's concerning and irritating. I really don't see much in the way of upside. Sure, the one guy who benefits from not paying for his Pact might think it's cute (if that's a trigger that is even changed by this ruling, I'm still trying to figure out exactly what all they messed with), but everyone else is just gonna have one more thing to sigh and roll their eyes about.

    This rule change really doesn't seem to change anything for the better. Hopefully I'm wrong and someone can point out the really solid reasoning that I'm missing out on (not being sarcastic) and I'll hop on board, but until then...blehhh.

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