Magic 2010

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Revision as of 03:12, 3 August 2009 by >LegacymtgsalvationUser1033 (→‎Cards removed from 10th Edition: added mention about no cards with fear.)
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Template:Expansion

Magic: The Gathering 2010 Core Set (Magic 2010), the current core set, was released July 17, 2009. The worldwide Prerelease took place July 11-12, and Launch Parties will be July 17-19.

Set details

Magic 2010 will be the first core set since Beta to bring new cards. It will also be the first core set with planeswalkers and mythic rares. There are no legendary cards in the set, unlike the previous core set. This set will be sold in new 6-card booster packs, as well as the standard 15-card ones.

Marketing cards

Boosters of Magic 2010 come with a bonus sixteenth card that is either a "tips & tricks card" or a creature token from Magic 2010. One face of the Magic 2010 bonus card has one of fifteen different rules tips or is one of eight different creature tokens. The other face has one of 13 advertisements for organized play programs, Zendikar, Duels of the Planeswalkers for Xbox Live, Magic Online, fat packs, From the Vault: Exiled and Ultra Pro products for Magic.

Tips & Tricks

The tips & tricks cards are:

  1. Assigning Combat Damage
  2. Planeswalker Cards
  3. Parts of the Turn
  4. Battlefield & Exile
  5. Damage & Lifelink
  6. Deathtouch
  7. Mana Pool
  8. Tokens & Creatures
  9. Building a Deck
  10. Limited Formats
  11. The Stack
  12. Two-Card Combos
  13. Two-Card Combos
  14. Two-Card Combos
  15. Two-Card Combos

Tokens

The Magic 2010 tokens are:

Rule changes

Many rule changes are implemented with Magic 2010, the most changes since Sixth Edition core set changes.

  • Simultaneous Mulligan - Starting with the player who will take the first turn of the game and proceeding in turn order around the table, each player announces whether he or she will take a mulligan or not. Then everyone who said they would take a mulligan does so at the same time. (If no one's taking a mulligan, the game proceeds onward.) If any players took a mulligan, then just those players repeat the process to see if any of them will take a second mulligan: First they announce yes or no, then all the yeses shuffle and redraw at the same time. This continues among the mulliganers until everyone's satisfied with their starting hands. Once you decide you're not taking a mulligan, your starting hand is locked in. You can't jump back into the mulligan process later.
  • Battlefield - The in-play zone is renamed the "battlefield," which brings it in line with other flavorful zone names like "graveyard" and "library." Permanents now "enter the battlefield" or are "put onto the battlefield" as opposed to "come into play" or "put into play."
  • Cast, Play, and Activate - "Cast" is being reinstated as the verb used when referring to the act of playing spells or types of spells. "Play" is being kept as the verb associated with lands (and with cards of unspecified types). Activated abilities are also no longer "played" but rather "activated."
  • Exile - The phrase "remove from the game" is being changed to "exile," which is shorter, more flavorful, and not at all misleading about actually being in the game. The zone is now called the "exile zone" and cards in it will be referred to as "exiled cards."
  • Beginning of the End Step - The "end-of-turn step" is now called "end step" and the phrase "at end of turn" will be replaced with "at the beginning of the end step".
  • Mana Pools and Mana Burn - Mana pools now empty at the end of each step and phase, which means mana can no longer be floated from the upkeep to the draw step, nor from the declare attackers step to the declare blockers step of combat. Mana burn is eliminated as a game concept. Mana left unspent at the end of steps or phases will simply vanish, with no accompanying loss of life.
  • Token Ownership - Now the owner of a token is the player under whose control it entered the battlefield.
  • Combat Damage No Longer Uses the Stack - There will no longer be a time-window between the assigning of damage and the damage being dealt in which activated abilities or instants could be played. Instead, damage is dealt as soon as the players have finished assigning it.
  • Multiple blockers are assigned damage in succession - If a creature is blocked by multiple creatures, the attacking players numbers the blockers in the order the attacking creature will deal damage to them. A creature can only assign damage to a blocking creature with a higher number if all creatures with numbers below that creatures number have been assigned lethal damage.
    • E.g.: A Trained Armodon (green, 3/3) is blocked by a Grizzly Bears and a Cylian Elf (both 2/2). The attacking player numbers the Bears as "Blocker #1" and the Elf as "Blocker #2". Now the defending player casts Shelter and gives the Bears protection from green. The attacking player now must assign 2 damage to the Bears and can only assign 1 point of damage to the Elf. Both 2/2's survive as the Bears damage is prevented by protection and the Elf is not dealt lethal damage. Meanwhile the Armodon is dealt a total of 4 damage and is destroyed since the damage on it exceeds it's toughness.
  • Deathtouch - First, deathtouch is becoming a static ability. Creatures dealt damage by a source with deathtouch will be destroyed as a state-based effect at the same time lethal damage would kill them. As a side effect, multiple instances of deathtouch will no longer be cumulative. Second, deathtouch allows a double-blocked creature to ignore the new damage assignment rules and split its damage among any number of creatures it's in combat with however its controller wants to.
  • Lifelink - Lifelink, like deathtouch, is turning into a static ability. If a source with lifelink deals damage, its controller gains that much life as that damage is being dealt. This brings the timing much closer to spells like Consume Spirit and Lightning Helix. As a side effect, multiple instances of lifelink are no longer cumulative.

Cycles

Mirrored pairs

Magic 2010 has 3 mirrored pairs.

  • Holy Strength and Unholy Strength are both common Auras with enchant creature that give a mirrored bonus to the enchanted creature's power/toughness.
  • White Knight and Black Knight are both uncommon Knights with a mana cost of CC, power/toughness of 2/2, first strike and protection from the other's color.
  • Mind Spring and Mind Shatter are both rare sorceries with a mana cost of {X}CC which result in a player drawing or discarding X cards.

Functional reprints

Magic 2010 has 20 functional reprints:

Intro Packs

For the first time, intro packs in a core set are two colored instead of the usual mono colored decks.

The intro packs are: Template:Intro packs

Cards added to Magic 2010

Changes in rarity

The biggest changes were the moving of the Lorwyn Planeswalkers from rare to mythic rare and the card Righteousness, which had always been rare, was moved to uncommon.

Cards removed from 10th Edition

  • The cycle of Manlands, Muses (rare spirit creatures), Painlands (both allied and enemy colored rare lands) and the Weavers (2/1 Wizards that have abilities that help allied-color creatures) were not included in Magic 2010.
  • The 11 legendary cards that were added to 10th Edition were not included in Magic 2010.
  • With the removal of Story Circle, there are no white enchantments that grant protection from a color in the core set. Core sets had the Circle of Protection cycle for a long time. Now, there are no enchantments that grant protection.
  • The instant Windstorm is a uncommon replacement for the rare sorcery Hurricane, the latter damages players also while the former does not.
  • There are no cards with the fear keyword ability in the set.

External links

Rules changes

Magic 2010 videos