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This part of the FAQ deals with players returning to the game after a time away. It notes when particular changes were made to the rules, card templates or game philosophy so that returning players can catch up without being caught out.
------------------------------
Subject: 2.1.00: 1993
Sets released: Alpha, Beta, Unlimited, Arabian Nights
The rules were in quite a state of flux, with many interactions unexplored and undefined.
------------------------------
Subject: 2.1.01: 1994
Sets released: Antiquities. Revised Edition, Legends, the Dark, Fallen Empires
Major stuff:
- The types 'poly artifact' and 'mono artifact' were dropped for Revised Edition. - The tilted-T tap symbol was introduced in Revised Edition. - Legends introduced Enchant World, the Legend creature type and Legendary lands, as well as gold-bordered cards with more than one color.
Trivia:
- The original 'legend rule' restricted Legend cards to maximum one of each name per deck as well as maximum one of any name in play.
- Fourth edition contained a batch timing system that delayed damage dealing until the end of the batch and contained an interrupt window and a damage-prevention bubble.
------------------------------
Subject: 2.1.03: 1996
Sets released: Alliances, Mirage
Major stuff:
- The card templating for instants and sorceries with an additional cost changed in Mirage to writing the cost in the one-shot effect, separated by a colon.
Trivia:
- Mirage was the first set that was designed as a block and with limited play in mind as well as constructed. It also had 'theme decks', the first preconstructed decks for an expansion.
- Fifth Edition tightened up the timing rules even further, bringing in phase abilities, phase costs, pre-series and all sorts of long-forgotten concepts. - The card templating changed again; abilities with non-mana and non-tap costs used to be phrased '{0}: <other cost> to <effect>'. This was changed to the more modern '<other cost>: <effect>' to keep all the costs on the same side of the colon. - Fifth Edition saw the introduction of mana source cards. - Fifth Edition forced players to play interrupt cards that targeted a permanent using the timing rules for instant cards. - Fifth Edition removed an older rule about 'pumping' that allowed a player to announce and pay for multiple activations of an effect at once. - April 1997 introduced the modern 'Paris mulligan' rule; previously a mulligan required either all land or no land in the hand and could be taken only once, now the mulligan can be taken as many times as desired with any hand, but reduces starting hand size by one each time the mulligan is taken.
Trivia:
Portal was a vastly simplified version of the game, using just creatures, sorceries and lands. Iconic creatures Serra Angel and Sengir Vampire were dropped from the base set for Fifth Edition.
- Exodus brought in a change to the card design to denote the card rarity with the colour of the expansion symbol and the card number and set size.
Trivia:
- Several cards from Urza's Saga were given errata to prevent their comes-into-play abilities working unless they were played from your hand; the errata were removed in 2006.
- Sixth edition was a pretty complete rethink of the whole timing system and card templating, ending up with the 'Grand Unified Timing System' - No more batches, interrupt windows, damage prevention bubbles, pre-series, phase abilities or phase costs. - No more interrupt or mana source cards, these can be played as instant cards under the new system. - The stack was introduced. - The term 'fast effect' was dropped from the rules. - The term 'pseudospell' was dropped from the rules. - The concept of setting up a prevention or replacement shield was introduced. - The term 'bury' was dropped from Magic vocabulary. - The term 'successfully cast' was dropped as well. - The ability 'haste' was introduced and the term 'summoning sickness' was dropped. - No more summon cards, replaced with creature cards instead. - Creature cards with multiple-word creature types now count as each separate creature type individually, with many older types being hyphenated. - No more 'fizzle', replaced with 'countered on resolution'. - No more 'cast', replaced with 'play'. - No more 'total mana cost', replaced with 'converted mana cost'. - Triggered abilities never resolve at the pauses during a spell, they all use the stack and resolve independently. - Players lose from having 0 life almost immediately, rather than waiting until the end of the phase. - Combat became a phase of its own. - Combat damage uses the stack. - Protection no longer absorb all trample damage, as the damage assignment ignores the protection ability. - Tapped blockers now deal combat damage, they previously didn't. - Tapped artifacts don't automatically turn off; Howling Mine, Static Orb and Winter Orb got errata to preserve their turning off behaviour. - The end of turn step / until end of turn wear-off distinction is introduced. - The Oracle was introduced. - The core set has its own expansion symbol as of Sixth Edition.
- Urza's Legacy introduced premium (foil) cards. - Urza's Legacy also marked a trend for effects that tap or untap something to change from only being "target creature, artifact or land" to "target permanent"
Trivia:
- No cards with trample were printed in Sixth Edition.
- Some time around here the rule on creature type changed, so that when asked to name a creature type, only an existing creature type could be chosen.
------------------------------
Subject: 2.1.09: 2002
Sets released: Torment, Judgement, Onslaught
Major stuff:
- Onslaught brought back face-down creatures with more comprehensive rules support.
Trivia:
- Torment contained more black cards at the expense of green and white cards. - Judgment contained more green and white cards at the expense of black cards. - Judgment introduced the cycle of Wishes, cards that retrieve other cards from outside the game - an effect not seen since the Ring of Ma'ruf.
- Eighth Edition brought a new card frame with room for more artwork and text. The frame for artifacts was considered too close to the frame for white cards in appearance. - Eighth Edition introduced the 'basic' supertype to identify basic lands by their type. - Mirrodin block introduced the Equipment subtype.
Trivia:
- Legions contained only creature cards. - Legions introduced the first creatures with double strike. - Mirrodin block saw a change to the card distribution across the block.
------------------------------
Subject: 2.1.11: 2004
Sets released: Darksteel, Fifth Dawn, Unhinged, Champions of Kamigawa
Major stuff:
- Darksteel introduced 'indestructible'. - Fifth Dawn introduced a darker artifact frame to help distinguish artifact cards from white cards. - Champions of Kamigawa introduced a new Legend rule (if Legends share a name, they are all put into their owners' graveyards, not just all but the first) and removed the Legend creature type, creating 'Legendary Creature'. - Champions of Kamigawa introduced flip cards, cards with a compressed card face on either end and a suitable picture in the middle. - Champions of Kamigawa introduced a modification to the targeting rule (targets only need to be unique for each instance of the qualifier 'target') to assist with splice cards. - Champions of Kamigawa introduced the 'defender' ability, retroactively added to all of the creatures with creature type Wall, to eliminate the direct link between creature type and not being able to attack.
------------------------------
Subject: 2.1.12: 2005
Sets released: Betrayers of Kamigawa, Saviors of Kamigawa, 9th Edition, Ravnica: city of Guilds
Major stuff:
- Ravnica: City of Guilds introduced hybrid mana costs that can be paid with one point of either of two specific colors of mana. - Ninth edition introduced the Aura subtype and the enchant keyword.
------------------------------
Subject: 2.1.13: 2006
Sets released: Guildpact, Dissension, Coldsnap, Time Spiral
Major stuff:
- Coldsnap changed the 'snow-covered' supertype to 'snow' and expanded its use to nonland permanents. - Time Spiral introduced a rule to make +1/+1 and -1/-1 counters on a permanent disappear in pairs. - With the online release of Mirage block cards, the rules for phasing were updated. Phasing out no longer
...
This part of the FAQ deals with advanced issues that delve into parts of the game that have changed, or which are complex. For beginners, this section gives the answers to some difficult questions; for players with more experience, the discussion should provide skills that will help solve most Magic problems. For this part of the FAQ especially, it's worth having the Comprehensive Rulebook available while reading.
------------------------------
Subject: 3.01: Templating and identification
Magic card text uses specific templates to indicate that a particular type of effect is intended. Some of the templates refer to the use of particular words, some of the templates are simply idiomatic use of English that Magic has adopted.
The templating has changed over the years, gradually improving to eliminate ambiguities and inconsistencies. The following points cover most of the templating found in card texts these days:
- Activated abilities are written with a cost, a colon and an effect. The effect is a one-shot effect, containing instructions to follow. The instructions may set up a continuous effect or a delayed triggered ability. - Triggered abilities are written using the word when, whenever or at. They specify either a particular part of a step or phase to trigger at, a particular event to trigger on, or a particular state to trigger on. When they resolve, they have a one-shot effect containing instructions that may set up a continuous effect or a delayed triggered ability. - The one-shot instructions on an instant or sorcery spell are spell abilities. - Anything else is a static ability, including instructions on an instant or sorcery that modify how it's cast. They have a continuous effect that is always active in the appropriate zone.
- An instruction can refer to a permanent by its type, by just using the type word alone. This always refers to a permanent of that type, not to any other object with that type. So "creature" on its own always means a creature permanent, and so on.
- A cost can include the tap-symbol. This stands for tapping the permanent the ability is on, and this cost cannot be paid if the permanent is a creature that its controller did not continuously control since the beginning of his or her most recent turn. This is different to a cost that involves tapping a particular type of permanent; a creature that isn't eligible for paying a tap-symbol tap cost may still be used to pay a more general tap-cost.
- An effect may have one instruction that is conditional on choosing a particular option previously in the effect. This used the phrase "if you do". It refers to the choice to perform the action, in case a replacement effect intervened.
- An effect can place a restriction or compulsion on attacking or blocking. The template for these effects applies only to the act of declaring a creature as an attacking creature or a blocking creature. It does not refer to other ways for a creature to become an attacking or blocking creature.
- Effects often instruct a player to make a choice of some kind. The only choices available are those that exist within the game. So, a choice of permanent is limited to the permanents that exist at the time, a choice of color to one of the five colors, and a choice of creature type to an existing creature type in the set of Magic cards.
- An instruction can refer to the card that it's on by using the card's name as a noun. The instruction refers only to that particular instance of the card. This can get complicated when instructions move between cards with copy, gain or grant effects:
- When one card copies another, the name references refer to the card doing the copying. - When one card grants new abilities to another, the name references the card doing the granting. - When one card gains the existing abilities of another, the name references the card doing the gaining.
In some cases, a card will refer to itself using just the first part of its name, rather than the whole name - this follows the same pattern:
Ink-Eyes, Servant of Oni {4}{B}{B} Legendary Creature - Rat Ninja 5/4 / Ninjutsu {3}{B}{B} / Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control. / {1}{B}: Regenerate Ink-Eyes.
Even with all of these guidelines on the templating of Magic cards, sometimes the templates are not followed strictly in order to fit the text onto the card in all of the languages in which Magic is printed.
------------------------------
Subject: 3.02: Spiders and stone
The rules on the spider ability (the ability to block creatures with flying, without actually having flying) have changed over the course of the game. First they were mandatory, then they could have been considered optional, then they were mandatory again but people often read them as optional, then another wording change was used, and finally the whole thing was replaced with a new ability, reach. So now, the situation is as follows:
The spider ability itself:
Giant Spider {3}{G} Creature - Spider 2/4 / Reach (This creature can block creatures with flying.)
Flying-evasion:
Stone Spirit {4}{R} Creature - Elemental Spirit 4/3 / Stone Spirit can't be blocked by creatures with flying.
Nonflying-evasion:
Treetop Scout {G} Creature - Elf Scout 1/1 / Treetop Scout can't be blocked except by creatures with flying.
The Giant Spider can block a creature with flying, and it can block the Stone Spirit, but it can't block the Treetop Scout.
------------------------------
Subject: 3.03: Time Vault
The wording and behaviour of Time Vault has changed over the course of the game, in part to try to clean it up and in part to try to control its power level. The current wording is as follows:
Time Vault {2} Artifact / Time Vault enters the battlefield tapped. / Time Vault doesn't untap during your untap step. / If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault. / {T}: Take an extra turn after this one.
This uses turn-skipping, which is an extension of phase- and step- skipping, to try to limit the number of times the Time Vault could be untapped and tapped again in a turn.
------------------------------
Subject: 3.04: Trample vs. protection
The interaction between trample and protection has changed over the course of the game. Nowadays, it's as follows:
Combat damage happens in two distinct steps, assignment and dealing. In assignment, a record is made of the source, destination and amount of each piece of combat damage. If a creature has trample, then it's legal to assign some or all of the damage from that creature to the defending player, as long as the assignment also assigns lethal damage to all creatures blocking the creature with trample. Lethal damage is considered as however much damage is needed to make up the difference between damage already marked on the creature from before the assignment was made, and the toughness of the creature. Effects that would alter the amount of damage that actually gets dealt are not taken into account at this stage.
When the damage is dealt, there may be replacements that alter the amount of damage or prevent it entirely. This is where the protection can step in and shield the creature.
------------------------------
Subject: 3.05: Order of triggered abilities
The way in which triggered abilities have been dealt with has changed dramatically throughout the history of the game.
When any instruction is followed in the game, it may match the trigger event of any number of triggered abilities. Each time this happens, the triggered event triggers. When a player is in the process of gaining priority to play spells and abilities, players put any triggered abilities that have triggered onto the stack. First the active player adds all the triggered abilities that he or she controls, in the order of his or her choice, and then the non-active player does so. With multiple non-active players, players go in turn order.
With this system, triggered abilities never go onto the stack while another spell or ability is resolving. They always wait until a player is about to gain priority.
Some damage prevention effects have "side-effects", extra things that are written along with the damage prevention:
Brace for Impact {4}{W} Instant / Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
These are not usually triggered abilities. They just happen as part of the event that would have dealt the damage.
------------------------------
Subject: 3.06: Flagbearers
The original Flagbearer text tried to constrain the target selection for spells and abilities that could target them, but it was unclear whether that constraint also affected spells and abilities that change targets. Nowadays, the wording is clearer:
Standard Bearer {1}{W} Creature - Human Flagbearer 1/1 / Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer on the battlefield but doesn't, that opponent changes one of its targets to a Flagbearer.
This triggers once each time a spell or ability is played or copied.
------------------------------
Subject: 3.07: Attack and block restrictions / requirements
This part of the FAQ deals with advanced issues that delve into parts of the game that have changed, or which are complex. For beginners, this section gives the answers to some difficult questions; for players with more experience, the discussion should provide skills that will help solve most Magic problems. For this part of the FAQ especially, it's worth having the Comprehensive Rulebook available while reading.
------------------------------
Subject: 3.01: Templating and identification
Magic card text uses specific templates to indicate that a particular type of effect is intended. Some of the templates refer to the use of particular words, some of the templates are simply idiomatic use of English that Magic has adopted.
The templating has changed over the years, gradually improving to eliminate ambiguities and inconsistencies. The following points cover most of the templating found in card texts these days:
- Activated abilities are written with a cost, a colon and an effect. The effect is a one-shot effect, containing instructions to follow. The instructions may set up a continuous effect or a delayed triggered ability. - Triggered abilities are written using the word when, whenever or at. They specify either a particular part of a step or phase to trigger at, a particular event to trigger on, or a particular state to trigger on. When they resolve, they have a one-shot effect containing instructions that may set up a continuous effect or a delayed triggered ability. - The one-shot instructions on an instant or sorcery spell are spell abilities. - Anything else is a static ability, including instructions on an instant or sorcery that modify how it's cast. They have a continuous effect that is always active in the appropriate zone.
- An instruction can refer to a permanent by its type, by just using the type word alone. This always refers to a permanent of that type, not to any other object with that type. So "creature" on its own always means a creature permanent, and so on.
- A cost can include the tap-symbol. This stands for tapping the permanent the ability is on, and this cost cannot be paid if the permanent is a creature that its controller did not continuously control since the beginning of his or her most recent turn. This is different to a cost that involves tapping a particular type of permanent; a creature that isn't eligible for paying a tap-symbol tap cost may still be used to pay a more general tap-cost.
- An effect may have one instruction that is conditional on choosing a particular option previously in the effect. This used the phrase "if you do". It refers to the choice to perform the action, in case a replacement effect intervened.
- An effect can place a restriction or compulsion on attacking or blocking. The template for these effects applies only to the act of declaring a creature as an attacking creature or a blocking creature. It does not refer to other ways for a creature to become an attacking or blocking creature.
- Effects often instruct a player to make a choice of some kind. The only choices available are those that exist within the game. So, a choice of permanent is limited to the permanents that exist at the time, a choice of color to one of the five colors, and a choice of creature type to an existing creature type in the set of Magic cards.
- An instruction can refer to the card that it's on by using the card's name as a noun. The instruction refers only to that particular instance of the card. This can get complicated when instructions move between cards with copy, gain or grant effects:
- When one card copies another, the name references refer to the card doing the copying. - When one card grants new abilities to another, the name references the card doing the granting. - When one card gains the existing abilities of another, the name references the card doing the gaining.
In some cases, a card will refer to itself using just the first part of its name, rather than the whole name - this follows the same pattern:
Ink-Eyes, Servant of Oni {4}{B}{B} Legendary Creature - Rat Ninja 5/4 / Ninjutsu {3}{B}{B} / Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control. / {1}{B}: Regenerate Ink-Eyes.
Even with all of these guidelines on the templating of Magic cards, sometimes the templates are not followed strictly in order to fit the text onto the card in all of the languages in which Magic is printed.
------------------------------
Subject: 3.02: Spiders and stone
The rules on the spider ability (the ability to block creatures with flying, without actually having flying) have changed over the course of the game. First they were mandatory, then they could have been considered optional, then they were mandatory again but people often read them as optional, then another wording change was used, and finally the whole thing was replaced with a new ability, reach. So now, the situation is as follows:
The spider ability itself:
Giant Spider {3}{G} Creature - Spider 2/4 / Reach (This creature can block creatures with flying.)
Flying-evasion:
Stone Spirit {4}{R} Creature - Elemental Spirit 4/3 / Stone Spirit can't be blocked by creatures with flying.
Nonflying-evasion:
Treetop Scout {G} Creature - Elf Scout 1/1 / Treetop Scout can't be blocked except by creatures with flying.
The Giant Spider can block a creature with flying, and it can block the Stone Spirit, but it can't block the Treetop Scout.
------------------------------
Subject: 3.03: Time Vault
The wording and behaviour of Time Vault has changed over the course of the game, in part to try to clean it up and in part to try to control its power level. The current wording is as follows:
Time Vault {2} Artifact / Time Vault enters the battlefield tapped. / Time Vault doesn't untap during your untap step. / If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault. / {T}: Take an extra turn after this one.
This uses turn-skipping, which is an extension of phase- and step- skipping, to try to limit the number of times the Time Vault could be untapped and tapped again in a turn.
------------------------------
Subject: 3.04: Trample vs. protection
The interaction between trample and protection has changed over the course of the game. Nowadays, it's as follows:
Combat damage happens in two distinct steps, assignment and dealing. In assignment, a record is made of the source, destination and amount of each piece of combat damage. If a creature has trample, then it's legal to assign some or all of the damage from that creature to the defending player, as long as the assignment also assigns lethal damage to all creatures blocking the creature with trample. Lethal damage is considered as however much damage is needed to make up the difference between damage already marked on the creature from before the assignment was made, and the toughness of the creature. Effects that would alter the amount of damage that actually gets dealt are not taken into account at this stage.
When the damage is dealt, there may be replacements that alter the amount of damage or prevent it entirely. This is where the protection can step in and shield the creature.
------------------------------
Subject: 3.05: Order of triggered abilities
The way in which triggered abilities have been dealt with has changed dramatically throughout the history of the game.
When any instruction is followed in the game, it may match the trigger event of any number of triggered abilities. Each time this happens, the triggered event triggers. When a player is in the process of gaining priority to play spells and abilities, players put any triggered abilities that have triggered onto the stack. First the active player adds all the triggered abilities that he or she controls, in the order of his or her choice, and then the non-active player does so. With multiple non-active players, players go in turn order.
With this system, triggered abilities never go onto the stack while another spell or ability is resolving. They always wait until a player is about to gain priority.
Some damage prevention effects have "side-effects", extra things that are written along with the damage prevention:
Brace for Impact {4}{W} Instant / Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
These are not usually triggered abilities. They just happen as part of the event that would have dealt the damage.
------------------------------
Subject: 3.06: Flagbearers
The original Flagbearer text tried to constrain the target selection for spells and abilities that could target them, but it was unclear whether that constraint also affected spells and abilities that change targets. Nowadays, the wording is clearer:
Standard Bearer {1}{W} Creature - Human Flagbearer 1/1 / Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer on the battlefield but doesn't, that opponent changes one of its targets to a Flagbearer.
This triggers once each time a spell or ability is played or copied.
------------------------------
Subject: 3.07: Attack and block restrictions / requirements
This part of the FAQ deals with players returning to the game after a time away. It notes when particular changes were made to the rules, card templates or game philosophy so that returning players can catch up without being caught out.
------------------------------
Subject: 2.1.00: 1993
Sets released: Alpha, Beta, Unlimited, Arabian Nights
The rules were in quite a state of flux, with many interactions unexplored and undefined.
------------------------------
Subject: 2.1.01: 1994
Sets released: Antiquities. Revised Edition, Legends, the Dark, Fallen Empires
Major stuff:
- The types 'poly artifact' and 'mono artifact' were dropped for Revised Edition. - The tilted-T tap symbol was introduced in Revised Edition. - Legends introduced Enchant World, the Legend creature type and Legendary lands, as well as gold-bordered cards with more than one color.
Trivia:
- The original 'legend rule' restricted Legend cards to maximum one of each name per deck as well as maximum one of any name in play.
- Fourth edition contained a batch timing system that delayed damage dealing until the end of the batch and contained an interrupt window and a damage-prevention bubble.
------------------------------
Subject: 2.1.03: 1996
Sets released: Alliances, Mirage
Major stuff:
- The card templating for instants and sorceries with an additional cost changed in Mirage to writing the cost in the one-shot effect, separated by a colon.
Trivia:
- Mirage was the first set that was designed as a block and with limited play in mind as well as constructed. It also had 'theme decks', the first preconstructed decks for an expansion.
- Fifth Edition tightened up the timing rules even further, bringing in phase abilities, phase costs, pre-series and all sorts of long-forgotten concepts. - The card templating changed again; abilities with non-mana and non-tap costs used to be phrased '{0}: <other cost> to <effect>'. This was changed to the more modern '<other cost>: <effect>' to keep all the costs on the same side of the colon. - Fifth Edition saw the introduction of mana source cards. - Fifth Edition forced players to play interrupt cards that targeted a permanent using the timing rules for instant cards. - Fifth Edition removed an older rule about 'pumping' that allowed a player to announce and pay for multiple activations of an effect at once. - April 1997 introduced the modern 'Paris mulligan' rule; previously a mulligan required either all land or no land in the hand and could be taken only once, now the mulligan can be taken as many times as desired with any hand, but reduces starting hand size by one each time the mulligan is taken.
Trivia:
Portal was a vastly simplified version of the game, using just creatures, sorceries and lands. Iconic creatures Serra Angel and Sengir Vampire were dropped from the base set for Fifth Edition.
- Exodus brought in a change to the card design to denote the card rarity with the colour of the expansion symbol and the card number and set size.
Trivia:
- Several cards from Urza's Saga were given errata to prevent their comes-into-play abilities working unless they were played from your hand; the errata were removed in 2006.
- Sixth edition was a pretty complete rethink of the whole timing system and card templating, ending up with the 'Grand Unified Timing System' - No more batches, interrupt windows, damage prevention bubbles, pre-series, phase abilities or phase costs. - No more interrupt or mana source cards, these can be played as instant cards under the new system. - The stack was introduced. - The term 'fast effect' was dropped from the rules. - The term 'pseudospell' was dropped from the rules. - The concept of setting up a prevention or replacement shield was introduced. - The term 'bury' was dropped from Magic vocabulary. - The term 'successfully cast' was dropped as well. - The ability 'haste' was introduced and the term 'summoning sickness' was dropped. - No more summon cards, replaced with creature cards instead. - Creature cards with multiple-word creature types now count as each separate creature type individually, with many older types being hyphenated. - No more 'fizzle', replaced with 'countered on resolution'. - No more 'cast', replaced with 'play'. - No more 'total mana cost', replaced with 'converted mana cost'. - Triggered abilities never resolve at the pauses during a spell, they all use the stack and resolve independently. - Players lose from having 0 life almost immediately, rather than waiting until the end of the phase. - Combat became a phase of its own. - Combat damage uses the stack. - Protection no longer absorb all trample damage, as the damage assignment ignores the protection ability. - Tapped blockers now deal combat damage, they previously didn't. - Tapped artifacts don't automatically turn off; Howling Mine, Static Orb and Winter Orb got errata to preserve their turning off behaviour. - The end of turn step / until end of turn wear-off distinction is introduced. - The Oracle was introduced. - The core set has its own expansion symbol as of Sixth Edition.
- Urza's Legacy introduced premium (foil) cards. - Urza's Legacy also marked a trend for effects that tap or untap something to change from only being "target creature, artifact or land" to "target permanent"
Trivia:
- No cards with trample were printed in Sixth Edition.
- Some time around here the rule on creature type changed, so that when asked to name a creature type, only an existing creature type could be chosen.
------------------------------
Subject: 2.1.09: 2002
Sets released: Torment, Judgement, Onslaught
Major stuff:
- Onslaught brought back face-down creatures with more comprehensive rules support.
Trivia:
- Torment contained more black cards at the expense of green and white cards. - Judgment contained more green and white cards at the expense of black cards. - Judgment introduced the cycle of Wishes, cards that retrieve other cards from outside the game - an effect not seen since the Ring of Ma'ruf.
- Eighth Edition brought a new card frame with room for more artwork and text. The frame for artifacts was considered too close to the frame for white cards in appearance. - Eighth Edition introduced the 'basic' supertype to identify basic lands by their type. - Mirrodin block introduced the Equipment subtype.
Trivia:
- Legions contained only creature cards. - Legions introduced the first creatures with double strike. - Mirrodin block saw a change to the card distribution across the block.
------------------------------
Subject: 2.1.11: 2004
Sets released: Darksteel, Fifth Dawn, Unhinged, Champions of Kamigawa
Major stuff:
- Darksteel introduced 'indestructible'. - Fifth Dawn introduced a darker artifact frame to help distinguish artifact cards from white cards. - Champions of Kamigawa introduced a new Legend rule (if Legends share a name, they are all put into their owners' graveyards, not just all but the first) and removed the Legend creature type, creating 'Legendary Creature'. - Champions of Kamigawa introduced flip cards, cards with a compressed card face on either end and a suitable picture in the middle. - Champions of Kamigawa introduced a modification to the targeting rule (targets only need to be unique for each instance of the qualifier 'target') to assist with splice cards. - Champions of Kamigawa introduced the 'defender' ability, retroactively added to all of the creatures with creature type Wall, to eliminate the direct link between creature type and not being able to attack.
------------------------------
Subject: 2.1.12: 2005
Sets released: Betrayers of Kamigawa, Saviors of Kamigawa, 9th Edition, Ravnica: city of Guilds
Major stuff:
- Ravnica: City of Guilds introduced hybrid mana costs that can be paid with one point of either of two specific colors of mana. - Ninth edition introduced the Aura subtype and the enchant keyword.
------------------------------
Subject: 2.1.13: 2006
Sets released: Guildpact, Dissension, Coldsnap, Time Spiral
Major stuff:
- Coldsnap changed the 'snow-covered' supertype to 'snow' and expanded its use to nonland permanents. - Time Spiral introduced a rule to make +1/+1 and -1/-1 counters on a permanent disappear in pairs. - With the online release of Mirage block cards, the rules for phasing were updated. Phasing out no longer
...