Ik vind het maar niks dat het voor het ene type counter wel werkt en het andere niet. Zowiezo lijkt het me vrij zelden relevant op het moment. Ik ben tegen deze wijziging in de regels.+1/+1 and -1/-1 Counters
Introducing . . . a new rule! Starting with Time Spiral, +1/+1 counters and -1/-1 counters annihilate each other.
The old way: You have a Hill Giant with two +1/+1 counters on it, and I put a -1/-1 counter on it. Now it’s a 4/4 creature with three counters sitting on it.
The new way: You have a Hill Giant with two +1/+1 counters on it, and I put a -1/-1 counter on it. A +1/+1 and a -1/-1 counter are removed from it. Now it’s a 4/4 creature with one counter sitting on it.
Why the change? Simplification. This doesn’t affect the power or toughness of the affected creature, but it simplifies the bookkeeping. R&D has been gunshy for years about proliferation of counters. If too many different types of counters are floating around at once, then it gets confusing to keep track of the game state. (“OK, my Hill Giant has two pennies, a scrap of paper, and a button on it. The pennies are +1/+1 counters, the scrap of paper is a fate counter . . . what’s the button again?”) That’s why blocks will generally have only a single “main” type of counter: In Time Spiral, it’s time counters, and +1/+1 counters are hard to find. In Ravnica block, it was +1/+1 counters, and other types of counters with funny names were hard to find. Mirrodin block had both +1/+1 counters and charge counters, but they were pretty clearly delineated between creatures and non-creature artifacts.
In all of this, -1/-1 counters get squeezed out. They’re so powerful that they’ve never been a block’s primary counter, so in all cases, they’re liable to be confused with the counters that do exist (especially +1/+1 counters, and doubly especially if they’re on the same creature at the same time). This rule alleviates that concern, and makes it more viable to print cards that use -1/-1 counters in the future. (And a couple might show up sooner than you’d expect.)
Some interactions will change as a result of this. For example, if you put Shambling Swarm’s -1/-1 counters on a fully-stocked Triskelion, the Trike will now be permanently hobbled rather than just shrinking for the rest of the turn. There will be fewer counters for Chisei, Heart of Oceans to eat. If you use -1/-1 counters to annihilate all the +1/+1 counters on a creature, that creature will no longer be able to be affected by Helium Squirter’s (or any graft creature’s) activated ability. This may seem at first glance like it makes the game less interactive, but in all cases, a new interaction stunts an old interaction. The amount of interactivity is preserved (and possibly increased because these new options exist); the interactions now just live in a different place.
This is a state-based effect, so the game removes these counters at the same time it checks to see if a creature has been dealt lethal damage, or an Aura is attached to nothing, etc. The effect will remove the maximum number of +1/+1 and -1/-1 counters that it can. It won’t remove any other kind of counters, so if you’re playing with older cards and wind up with a -1/-0 counter, a -0/-1 counter, and a +1/+1 counter all on the same permanent, for example, they’ll all stay there.
mazzel
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