A long-standing combat rule in Magic: The Gathering is about to change with the launch of the “Foundations” set. After more than 15 years, Wizards of the Coast is removing the damage assignment order from the game, altering how combat interactions unfold. This shift simplifies gameplay, slightly nerfs defensive combat tricks, and gives more power to attacking players. Let’s break down exactly what this means for players.
What Is Damage Assignment Order?
Currently, when multiple creatures block a single attacker, the attacking player must assign a damage order. This means the attacker lines up the blocking creatures, deciding which takes damage first. The attacker must deal lethal damage to the first creature in line before moving to the next. This order gives the defending player crucial information that can influence their decisions during the combat phase.
https://magic.wizards.com/en/news/feature/attacking-and-blocking-2014-11-10
Here’s an example:
- You attack with a 5/6 Vastwood Gorge.
- The defending player blocks with a 3/3 Canyon Minotaur and a 4/4 Bonebreaker Giant.
- You decide to deal 3 damage to the Canyon Minotaur first, then assign the remaining 2 damage to the Bonebreaker Giant. Alternatively, you could reverse the order, dealing 4 damage to the Bonebreaker Giant and leaving 1 damage for the Canyon Minotaur.
If the defending player has an instant-speed spell like Giant Growth, they can choose to use it after knowing how the damage will be distributed. This rule often allows the defending player to make optimal choices, creating a back-and-forth interaction.
How Combat Works with the New Rule
With the launch of Foundations, this process is streamlined. Players will no longer declare a damage assignment order when their creatures are blocked by multiple defenders. The attacker can freely assign damage to blocking creatures during the combat damage step without having to reveal their plan in advance.
Here’s the same example with the new rule:
- You attack with your 5/6 Vastwood Gorge.
- The opponent blocks with their 3/3 Canyon Minotaur and 4/4 Bonebreaker Giant.
- After blockers are declared, the defending player can still cast Giant Growth to protect their creatures, but they won’t know how the damage will be divided.
- Once the combat damage step begins, you can choose to deal all 5 damage to one creature, split it evenly, or distribute it however you see fit. The defender has no opportunity to react to this choice.
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Key Impacts of the Change
1. More Control for Attackers
The most significant impact is the flexibility attackers gain. By removing the requirement to reveal damage assignment order, attackers can keep their options open until the last moment, making defensive plays riskier.
2. Nerf to Combat Tricks
Spells like Giant Growth or Moment of Triumph become less effective because defenders must cast them without knowing the exact distribution of damage. This reduces the impact of surprise defensive plays.
3. Simplification of Combat
Combat in Magic can be complex, and this change removes one layer of decision-making that often slows down the game. For newer players, this makes the flow of combat easier to understand and navigate.
Why This Matters
This change is part of Wizards’ ongoing effort to streamline gameplay and reduce unnecessary complexity. While the previous rule allowed for interesting strategic interactions, it often felt cumbersome and unintuitive, especially for casual players. By shifting the balance slightly in favor of attackers, the game speeds up, and combat becomes more straightforward.
When Does This Rule Go Live?
The new combat rule will officially take effect with the release of the Foundations set on November 15th. Until then, players will continue using the current system.
Final Thoughts
Overall, this change is likely to be well-received by most players, as it removes a sometimes frustrating rule and simplifies combat interactions. However, defenders who rely heavily on combat tricks will need to adjust their strategies.
What do you think about this rule change? Does it simplify gameplay, or do you think the old rule added valuable strategic depth? Share your thoughts in the comments. And remember, if you don’t like the new rule, I’ll just play Ensnaring Bridge so you can’t attack me anyway.