Friday, July 29, 2005

Magic cleans up their aura.

There are rules changes in Ninth Edition. Wizards is rightly taking the opportunity to spruce up some wording, even if it technically means issuing hundreds of errata. This is the kind of good errata that players will embrace now and going forward. For players joining the game in the next year or two, enchantment cards will be a little confusing, but the new system is so clean and good that they'll get it and move on. It also makes all the card type lines consistent, and that's great.

I love it when a game makes changes like this. Looks like they also did a good job finding the very few cards that get functionality changes. Of course, in the grand scheme of things, changing enchantments (especially "local" enchantments) ain't that big a deal because players don't play with 'em much. You'll note that they didn't have any kind of poll to see if players would like this, because players always hate this kind of thing and it's better to just do it and move on. The initial resentment melts away when players see it makes sense.

By the way, the Ask Wizards today explains what's special about a Spin-Down Life counter. What it doesn't point out is that a properly made regular 20-sider has opposite sides adding up to 21, just like a regular die has opposite sides adding up to 7.

4 comments:

TheGirard said...

I was sure you would be all over the May vs. Can discussion as well.

that brought a smile to my face.

Shocho said...

Yep, forgot to mention that. Before Origins, Karzender called me with a question about may vs. can, and I told him I should charge for that info, because it's such good stuff.

TheGirard said...

i thank my lucky stars that all my info was handed to me free of charge.

well, free of monetary charges. ;)

Kindralas said...

I don't like the rework. Some of it's decent (May vs. Can is good), but the whole Aura thing seems to be put in in an effort to clean everything up, but is only generating confusion. I read that whole thing and went "huh?"

Why not just make them all "Enchantments," no goofy Aura, and put in the text what it enchants? I mean, I assume that they want to do something with the Aura keyword, but it seems to me they're just confusing people.

And I don't understand what's confusing about local and global as subtypes of Enchantments. If they're trying to hold cohesion to the story, perhaps they should have a story worth being cohesive to first.