Subject: Re: 6E will kill MTG Date: Wed, 02 Dec 1998 20:43:53 +0000 From: Laurence Parsons To: Frank Kusumoto Frank, sorry, but it's yet another post on this subject. In case Peter Adkinson reads the Dojo, which by now seems doubtful, I wonder if he considered the following ideas: 1) Phase out Interrupts from type two by just not making them anymore. Replace Counterspell with 'Counterblast. BB. Instant. Target spell fizzles' This would have the effect of keeping Interrupts for those who can understand them (ie, all of us) legal for Type 1, 1.5 etc. but gradually removing them from Type 2. If his argument is that Counterspell is a basic spell in the game, well then Interrupts are a basic rule of the game. I know of no player who does not understand them. 2) Don't change the rule for tapped artifacts. Print new ones that don't turn off - with different names, of course. Again, I don't see the problem here. Unless the card says otherwise, tapped = off, untapped = on. Easy. 3) Damage Prevention. It is difficult to comment on the removal of this (perfectly understandable) part of the game, until we know how they will replace it. Typically, they are not going to tell us. Maybe because they haven't worked it all out yet. If WOTC make cards that confuse these rules, (Mana Vault vs Mana Crypt ?), they should not 'fix' the basic rules, but the cards instead. They seem to have lost the plot a little. Making sweeping changes to the basic nature of the game will not win them friends. Neither will it win them new customers. A prospective new player will make a desicion on whether to play the game, based on whether they want to play 'D&D on cards'. To the uninitiated, this is what Magic is. Abolishing Interrupts won't change that perception, but it may lose players. Thanks for reading this. I just hope that someone in WOTC is paying attention to the way the players have responded to this news. Laurence Parsons