New Features of Urza's Destiny
Urza's Saga introduced the following new features to the Magic game; Urza's
Legacy and Urza's Destiny further explore these features. These features are
explained on the cards themselves.
Cycling
Many spells are priceless in the right circumstances but deadweight in your hand
the rest of the time. Cycling is an ability that helps in these situations. If
you're holding a card with cycling, then instead of playing it, you can pay its
cycling cost and discard it to draw another card.
EXAMPLE: Fend Off reads:
"Cycling 2
Target creature deals no combat damage this turn."
Cycling is played as an instant, so you can play it any time instants are legal.
Remember that you draw the new card when the cycling ability resolves, not when
it's played. You discard the card as part of paying the cycling cost, so it
won't be in your hand during any responses.
Cycling is an ability, so it can't be countered by spells or abilities that
counter only spells.
Echo
Echo is a new ability that spreads the cost of a permanent, usually a creature,
over two turns. Spells with echo cost less to play than similar ones without it.
However, during your next upkeep, you must pay the permanent's casting cost
again or sacrifice it.
EXAMPLE: Pouncing Jaguar is a green 2/2 creature that costs only G, so you can
play it on your first turn. However, since it has echo, you have to pay another
G next turn during your upkeep or sacrifice Pouncing Jaguar.
The payment is required any time a permanent with echo comes under your control,
not just when you play one from your hand.
EXAMPLE: You gain control of your opponent's Pouncing Jaguar. On your next
upkeep, you must either pay G (which may be difficult if you're playing a pure
blue deck!) or sacrifice the Pouncing Jaguar.
Echo is a triggered ability that triggers at the beginning of your upkeep. If
you have a permanent that requires an echo payment, you can't end your upkeep
until you've either paid the cost or sacrificed the permanent. Also, if the
permanent has any activated abilities, you can't play them until the echo
ability has resolved.
New Enchantments
Urza's Destiny includes two special types of enchantments, nicknamed "sleeping"
and "growing."
"Sleeping" Enchantments
Sleeping enchantments start out as enchantments but can "awaken" when an
appropriate event triggers them.
EXAMPLE: Lurking Jackals reads:
"When one of your opponents has 10 life or less, if Lurking Jackals is an
enchantment, it becomes a 3/2 Hound creature."
Many sleeping enchantments become creatures when they wake. In this case, they
no longer count as enchantments. Most sleeping enchantments change once and stay
that way, but a few have a second ability that can "put them back to sleep" by
changing them into enchantments again.
If a spell or ability counters the enchantment's trigger condition (such as
playing a creature spell), the countered spell or ability doesn't resolve and
won't "wake" the enchantment.
"Growing" Enchantments
Growing enchantments have a one-time ability that you control. These
enchantments start out powerless but grow potentially stronger each turn.
EXAMPLE: Incendiary reads:
"At the beginning of your upkeep, you may put a fuse counter on Incendiary.
When enchanted creature is put into a graveyard, Incendiary deals X damage to
target creature or player, where X is the number of fuse counters on
Incendiary."
Adding the counter is an optional upkeep ability. If you forget to add a counter
during your upkeep, you don't get to back up.
Remember, if you sacrifice a permanent with counters on it as part of an
ability's cost, the ability "looks at" the number of counters the permanent had
before it left play. Thus, you can decide whether to add the counter before
activating a growing enchantment's ability.
Classic Rules Changes
The game rules have been revised with the release of the Magic: The
Gathering-Classic™ set. The most significant changes are summarized below. For
more information, check the Classic (Sixth Edition) rulebook.
The Stack
Forget batches and series-whenever you play a spell or ability, it goes on the
stack. You can then play another spell or ability or pass. If you pass, your
opponent gets priority to play spells and abilities. When you both pass in
succession, the spell or ability on top of the stack resolves. Then the player
whose turn it is (the active player) gets priority again. You don't have to wait
for everything on the stack to resolve before playing another spell.
Abilities that add mana to your pool don't go on the stack. You simply get the
mana immediately. Spells that produce mana, however, such as Dark Ritual, go on
the stack like other spells. Mana sources no longer exist.
Countering Spells
All interrupts are now instants, which means you can counter a spell any time
before it resolves.
Damage Prevention and Regeneration
There's no more damage prevention step. Damage prevention, regeneration, and
other spells and abilities that generate replacement effects are now played just
like other instants.
When such a spell or ability resolves, its effect creates a kind of shield.
These shields last until used up or until the next cleanup step, whichever comes
first.
If an effect prevents a specific amount of damage, it creates a shield that
hangs around until that amount of damage is prevented. If two different effects
could each prevent the same damage, the "shielded" player or controller of the
"shielded" creature chooses. All damage-prevention spells and abilities are now
targeted.
Triggered Abilities
Any ability that begins with "when," "whenever," or "at" is a triggered ability.
When a triggered ability's condition is met, the ability automatically goes on
the stack. Its controller chooses all targets for it, and when it resolves,
makes all other choices for it.
Triggered abilities can no longer resolve while another spell or ability is
resolving. Phase abilities have all been changed to triggered abilities that
trigger when the specified phase or step begins.
Phases and Steps
Each turn now has five phases: beginning, main, combat, main (again), and end.
The beginning phase has three steps: untap, upkeep, and draw. If an effect
instructs you to do something at the beginning of the turn, you do it at the
beginning of upkeep. Upkeep abilities are now triggered abilities.
There are now two main phases in every turn. They're separated by combat, which
is now its own phase.
The end phase has two steps: end of turn and cleanup. When the end-of-turn step
begins, all triggered abilities that start with "At end of turn" go on the
stack. When the cleanup step begins, the active player discards down to the
maximum hand size (usually seven cards). Then all damage on creatures is removed
and effects that last "until end of turn" end. If any abilities trigger during
the cleanup step, they go on the stack, and then the active player gets priority
to play spells and abilities. If any spells or abilities resolve during cleanup,
the whole step is repeated. Otherwise, the turn ends.
Combat
Combat is now its own phase with five steps: beginning of combat, declare
attackers, declare blockers, combat damage, and end of combat. Spells and
abilities may be played during each of these steps, but only after the step's
mandatory parts have been completed.
Dealing combat damage works differently. The active player announces how he or
she wants attacking creatures' combat damage to be dealt, then the defending
player does the same for blocking creatures. Tapped blockers now deal combat
damage just like untapped ones. Combat damage isn't dealt immediately-instead,
it goes on the stack. Players may then play spells and abilities as usual. When
the combat damage resolves, it's dealt according to the earlier announcements,
even if one or more of the creatures in combat are no longer in play.
When the end-of-combat step begins, all abilities that trigger on the end of
combat go on the stack.
Miscellaneous
You now lose the game as soon as you reach 0 life, not at the end of the phase.
Artifacts' continuous abilities now work the same way as other permanents'
abilities. They no longer "shut off" while the artifact is tapped.
You choose modes and targets for a spell or ability (and pay costs) when you
play it, but you make all other choices when the spell or ability resolves, not
when it's played.