Originally posted by Michael He:Why are your players trying to move to combat without animating their lands and trying to pass priority in their main phase without moving to combat? Barring the corner-cases the judges you talked to brought up, there is no (non-sleazy) reason for them to ever do either of those things.
Because it seems to me that most judges I've talked to think it's fine as it is, but quite a lot of my players are very confused. It seems to me that this broad definition of the shortcut will allow for people who are knowledgable about it to play gotcha and prevent them from attacking with their manlands if they move to combat or even simply pass priority in the first main phase.
Originally posted by Robert Hinrichsen:I feel compelled to point out that Kevin's article represents the ‘O’fficial position on this policy.
I am planning to write a counterpoint article to point them out
Originally posted by Michael He:To summarize what's been said before: players have, repeatedly, tried to use linguistic games, traps, and “gotchas” to trick opponents into casting things in the “wrong” phase. Magic should be a game of skill, but that skill involves the rules of the game, not the skills of knowing the exact phrasing to bypass a defined shortcut. Players shouldn't be at an advantage because they are playing the game in their native language and their opponent isn't.
Why is passing priority in your first main phase a shortcut to move to declare attackers?
Originally posted by Eli Meyer:Michael HeTo summarize what's been said before: players have, repeatedly, tried to use linguistic games, traps, and “gotchas” to trick opponents into casting things in the “wrong” phase. Magic should be a game of skill, but that skill involves the rules of the game, not the skills of knowing the exact phrasing to bypass a defined shortcut. Players shouldn't be at an advantage because they are playing the game in their native language and their opponent isn't.
Why is passing priority in your first main phase a shortcut to move to declare attackers?
For that reason, policy (fficially, as Scoot points out) makes it clear that anything that sounds remotely like “go to combat” means you're using the “go to combat” shortcut. This does unfortunately mean that sometimes, players will get caught without their Landimals turned on. No policy is perfect, and the benefit of disallowing “gotchas” outweighs the occasional downside. This is especially true because the cases where this shortcut harms a player are generally corner case; as Callum points out, there are few non-sketchy reasons to need to activate Mishra's Factory in combat rather than in main.
And if you really, really need to do something in combat? Just do what Kevin suggests and propose a shortcut skipping straight to your action: "In my combat step, cast Cauldron Dance?“ or ”I would like to activate an ability in my Beginning of Combat phase. Before that, would you like to do anything in my Main Phase?"
Originally posted by Michael He:First, this is a lesson that only needs to be learned once; second, it has nothing to do with “using the right words” - just animate your lands, then attack with them.
allowing the opponent to prevent you from attacking with your manlands because you didn't use the right words when moving to combat
Originally posted by Michael He:This usually has no bearing on animating lands (or most pre-combat actions), except in certain cases - as you noted:
it's in a player's best interest to wait before doing something until the last moment in order to prevent giving their opponents information
Originally posted by Michael He:And we've (fairly clearly, I believe) explained how easy it is to handle that situation:
there are often mana floating in modern and legacy where you run cards that can destroy your opponents lands
Kevin DesprezIt's also been suggested you can say something like “I'd like to do something in Beginning of Combat, unless you have anything else in my Main Phase?” That's a fine way to make your opponent commit to using any floating mana, or losing it.
For instance, “In combat, I animate my land”.
Originally posted by Michael He:You are, indeed, misunderstanding it - as I just noted, above.
But am I understanding it wrong that you cannot enter beginning of combat with priority because of this shortcut?
Originally posted by Michael He:We didn't suddenly throw in this rule; it's been stated as policy for at least a decade, if I recall correctly. It was stated as such before we formalized the Shortcuts, and they've been in effect for a long time; the very first MTR took effect on July 1, 2009, replacing the Universal Tournament Rules (which had replaced the Magic Floor Rules). In that July 2009 document was the same wording of that shortcut as we have today. And the MTR continues to say that:
you suddenly through in a different rule
Players are responsible for … Being familiar with the rules contained within this document.
Originally posted by Scott Marshall:
It's also been suggested you can say something like “I'd like to do something in Beginning of Combat, unless you have anything else in my Main Phase?” That's a fine way to make your opponent commit to using any floating mana, or losing it.
Even the most thorough statement like: “I pass priority to you in Main Phase 1” or “I want to enter in the beginning of combat step” falls under that shortcut.
Originally posted by Scott Marshall:
The shortcuts also - esp. this one! - are designed to eliminate certain types of misleading communication - like the original example.
For all those who haven't read the entire post, I'm going to - at the risk of sounding snarky - sum it up:
OP: “I want a way to trick my opponent into tapping my guy during my main phase, so I can play my Haste creature and attack with it.”
Judge: “No.”
It really is that simple - so, please, stop trying to find a clever wording that will work, or arguing that we should allow some variation of clever wording.
Edited Edward Bell (May 28, 2016 05:49:28 PM)
Originally posted by Edward Bell:Why?
And I feel like “I'd like to do something in the Beginning of Combat” is getting close to word play. Even if it is clear (it is probably as clear as the two examples quoted).
Originally posted by Michael He:Those phrases aren't nearly as clear as you might believe–parsing all the implications of those phrases requires you to know exactly how priority ties into the turn structure. And not just know abstractly, but be familiar enough with to be able to handle on the fly in-game.
The problem I see is that something that is clear (“go to my beginning of combat step” or “End my first main step”) will now becomes muddy just because they fall under the shortcut. I'm fine with “combat”, or “go to attacks” being a shortcut, but lumping these two into it takes it a little too far as they are both very clear on exactly which phase they want to go to.
Originally posted by Michael He:If there is a gotcha here, it is a far smaller and less impactful one than the one that exists when the shortcut doesn't apply. Haste creatures and tap effects–and other ways of making the shortcut matter–exist in every Limited environment, often multiple times at common, while animateable lands show up only once every few years, and almost always at rare.
You said magic is not a game of words or gotchas, but you're creating one here by allowing the opponent to prevent you from attacking with your manlands because you didn't use the right words when moving to combat.
Originally posted by Michael He:On the contrary, it's a perfectly natural evolution. “Do things as late as possible” is at its heart a lie-to-children; the reality is much more complex–do your players play lands before combat in Limited so as to represent tricks?
Regarding activating your manlands in your main phase, it's in a player's best interest to wait before doing something until the last moment in order to prevent giving their opponents information. It's intuitive for players to do this (you never see a player want to use a combat trick before blockers are declared for example), and when you suddenly through in a different rule just for beginning of combat step it will confuse players.
Originally posted by Michael He:It requires the opponent to tap in such a way that land destruction can prevent removal from being cast, that the destruction needs to be used during the player's main phase (so it's something waiting in the hand rather than on the battlefield already, or it would have been used at the end of the opponent's turn), and that the player controls an animateable land that they definitely want to attack with on the current turn.
Although it's not as relevant for standard, but there are often mana floating in modern and legacy where you run cards that can destroy your opponents lands, and therefore players have a very good reason to wait before activating their manlands. You call them corner cases, but it happens quite frequently and players get into a habit to play that way.