Pattern Recognition #36 - Damage and Life Loss

Features Opinion

berryjon

13 July 2017

2258 views

Hello everybody! My name is berryjon, and I am TappedOut.net's resident Old Fogey and part-time Smart Ass. I have been playing this game for a very long time, and I've forgotten more rules than I care to admit. Heck, I remember when the Legendary Rule applied to all players on the table, and not just to each player by themselves.

Today's subject is about a rule that's even older than that, and one that you don't really think about. I'm also half-certain that without the existence of Planeswalkers, this particular rule would have been reduced out of the game at some point just to keep things simple.

Confused yet, because you didn't read the title of the article before clicking?

I want to talk about the difference between Life Loss and Damage

And there go most of you, being very confused again. Oh well, that's why I'm here, right?

For 99.999% of the time, give or take, the difference between the two will be academic at best. There is no immediately apparent functional difference between the two, except that Life Loss can only affect players. So, let's back up for a second here and actually break that down a little bit first.

Damage is dealt by one of the two manners. The first is whenever a source says that it deals damage, be it from Shock or Crossbow Infantry's activated ability. The other source is on a creature - the number on the left side of the slash in the lower right corner of the card represents how much damage it causes while in combat. It can affect, depending on the cards and the rules in question, creatures, Planeswalkers and Players. And how it works, depends on what it is affecting.

Now, while I want to talk about players, it's only fair (and eating up word count) that I also address creatures and Planeswalkers first. So, on to Creatures!

Every creature has a Toughness, that being the number on the right side of the slash in the lower-right corner of the creature's card. This is an absolute, and mostly binary distinction between the creature being alive, and being dead and off to the graveyard. Creatures take damage over the turn, and if the total accumulated damage exceeds their current toughness, they die. It's as simple as that. Damage 'resets' at the end of each turn, meaning that any creature that is still alive when a turn ends, starts the next turn with no damage on it.

Any damage that does not kill a creature has no other detrimental effects on it.

Planeswalkers are a special case, as they hitch their rules regarding damage to Players. Each Planeswalker has a certain number of Loyalty Counters on them, first when they come into play, and can be modified by a player activating one of their Loyalty Abilities. Whenever a player would receive damage from a source an opponent controls, that source's controller may, as that source resolves, redirect the damage away from the player and to a Planeswalker they control. This damage is applied to their Loyalty, and when a Planeswalker's Loyalty is reduced to 0 or less, they are discarded as a state-based action, like any dead creature.

Let me give you an example.

Anne casts Shock, and wants to target Nathan's Jace, the Mind Sculptor. However, Shock says that it only targets Players or Creatures. So what she can do is target Nathan with the Shock, but as it resolves, she can say that the damage is applied to Jace, the Mind Sculptor instead. Jace then takes 2 damage.

This is the same case with combat and creatures. You attack a player, but can redirect the damage to any Planeswalker they control during the Damage Resolution step of combat. Deciding that Jace, the Mind Sculptor wasn't dead enough, she attacks Nathan with her Gurzigost, and after blockers are declared, she activates it's ability and redirects all its damage to Jace, killing him because he has zero or less Loyalty counters.

No, I'm not picking on Jace at all. He deserves it! :)

Now, when it comes to players, I've pretty much already explained what happens to them. Except there's a small, but vital difference. You see, players don't have toughness, nor loyalty. But what they do have is a Life Total. Traditionally, this starts at 20 - though that can change based on your Vanguard leader, or what format you're playing.

Life totals are not counters (though you can use them to measure it), and thus cannot be affected by things like Doubling Season. It also doesn't reset at the end of the turn like a creature's toughness. And when a player's life total reaches zero? They Leave the Game.

So, what's the point I'm getting at here? What does all this have to do with Life Loss?

You see, Life Loss is the point where a player actively loses life, reducing their total.

And aside from that being blatantly self-evident, what's the point?

Well, let me break it down for you, starting with combat and general 'source of damage' effects. After damage is applied to a player (and before it can be redirected to a Planeswalker), the player taking the damage can respond to do something to mitigate the damage, or otherwise do something about it. This includes casting Healing Salve or Healing Leaves, or triggering a redirect on Pariah.

But once all that is done, the damage being dealt to the player takes an intermediate step. At this point, all damage is converted to life loss, and the player looses that much life.

Never, in the history of Magic, has anyone ever died due to damage. It has been to Life Loss, or some other condition or action.

Damage becomes Life Loss, but Life Loss can never become damage.

And for the most part none of this matters. Except when it does. So, when does it then?

Well, there are things that bypass the 'damage' step and go straight to loosing life. And they are all through and through. This is an important and vital distinction to make, as nothing can be done about life loss. It happens!

Damage can be prevented, absorbed or redirected. But once it hits the 'Life Loss', that's it.

This is one of Black's hidden advantages, and one that was implemented into the colour from a very early stage. Why, you may be wondering, would Black get this, and not straight up damage? Two - no, three - reasons for that. First is that Direct Damage is now the domain of . Red gets all the direct damage effects, edging out (Fledgling Mawcor) and in almost all cases that don't involve combat.

Second is the colour pie. As Red and Black are really good at causing pain like this, White has become really, really, really good at preventing damage. From Samite Healer to Lashknife Barrier to Battlefield Medic to Master Healer and beyond, White is the uncontested champion of not only keeping their existing life total, but also in improving it. So, while Red attempts to overpower White's defences, Black simply goes around it.

The third advantage, although I can't really say it's an advantage, is one of sacrifice. You see, Black will pay their life directly for some advantage - and it's often 1 life for a single card drawn, but can be anything else. Look at Phyrexian Scuta for example. And this can only apply to a player - never to a creature or Planeswalker.

This is the core concept behind Suicide Black as an archetype. You can and will burn every resource you have to gain an advantage, even if it means killing yourself in the process. And as any old time Black player will tell you - the only point of life that matters is the last one.

Now, how does this all tie together and why do I think that Planeswalkers helped save this small facet of damage to players.

Well, I want to point out first that there was some evidence that Wizards was considering removing Life Loss as a concept, and replacing it with a conditional on damage that read "this damage can't be prevented." Look at Demonfire or Flames of the Blood Hand or Lightning Surge.

Yes, these sources are all in Red, but the idea is there. That you can have plain old normal damage that skips the annoying parts of White and goes straight for the player. Or creature. Or Planeswalker.

So what happened? Why did Wizards step back from implementing a potential rules change to make the rules simpler at the cost of putting more words on the cards? Well, for starters, there would need to be a huge revision of the text on all the older cards. Make no mistake, this would have been a massive undertaking, even before the 'walkers first showed up, and that may have added some reluctance to make the change. It would have been too little, too late to amount to anything.

The second was the impending New World Order. Adding text to cards increases their complexity, and having a rider on certain sources of damage that say "no, you can't do anything to this damage" may have been a bridge too far in terms of what they wanted to put on a card.

And the third reason, I believe, was the impending introduction of Planeswalkers.

As I pointed out earlier, 'walkers take a lot of their damage cues from how they act as a sort of 'second player' on the field. So, how would such a change interact with the 'walkers? On the surface, it seems easy, but then you have to account for how players will react to unpreventable damage being redirected. Can it be? Well, sure, but you're still going to get players asking that question.

In the end, Life Loss is here to stay. There's too much weight and usefulness behind it, and too much to lose by getting rid of it.

And isn't it so much more fun when your opponents can't do a thing to stop you?

Join me next week, when I talk about ... something or other.

Until then, I'm selling out! Or is that tapping out? Visit my Patreon page, and see if you want to help me out. Basic donors get a preview copy of the final article, while advanced donors get that as well as the opportunity to join me in a podcast version of the series where I talk and you respond.

This article is a follow-up to Pattern Recognition #35 - Core Sets The next article in this series is Pattern Recognition #37 - Figure of Destiny and Level Up

abby315 says... #1

Maybe it's a good idea to also consider life loss from the other perspective--as a downside not upside? It's non preventable life loss, but I think nowadays it's also read as a nerf on black's ability to deal damage to 'walkers, and because it's so often also a life DRAIN, I think it's been carved out as a place for players to interact with players' life totals directly without the advantages of modal use. It's also more prevalent now because white has lost a lot of its "prevent damage" abilities in favor of life gain, which still counteracts life loss. For simplicity, I gather, but also because it stopped being that useful of an ability.

I mention this because, as a newer player and your intended audience, I've always read life loss over damage as a downside. Not just because of walkers, but also because it can't target creatures inherently. And it seems weird to only consider it one way!

Anyway it would only be like a paragraph include at most, no need to change your stance. But maybe interesting to see it evolve from an upside in a "prevent damage" heavy game to a downside in a walker and creature heavy one.

July 7, 2017 12:40 a.m. Edited.

miracleHat says... #2

Consider making the point that damage converts to life-loss a bit larger, since it is (at least, in my opinion) the most important (damage => life loss, and that life loss does not => damage) is something that would trip people up after reading this.

July 8, 2017 3:39 p.m.

HonkStonk says... #3

Great article but i would like to clarify that plainwalkers work a bit diffrent in combat than described. When you choose attackers you either choose a plainswalker or a player to attack and if unblocked or trampling any combat damage sticks with the original target and can not be redirected.

July 13, 2017 12:46 p.m.

DruneGrey says... #4

Like squirlfood said, here are the combat rules. But great article other than that!

508.1. First, the active player declares attackers. This turn-based action doesn't use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 717, "Handling Illegal Actions").

508.1a The active player chooses which creatures that he or she controls, if any, will attack. The chosen creatures must be untapped, and each one must either have haste or have been controlled by the active player continuously since the turn began.

508.1b If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, the active player announces which player or planeswalker each of the chosen creatures is attacking.

July 13, 2017 1:14 p.m.

HonkStonk says... #5

Also rule that handles redirection specifically omits combat damage.

306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the redirection effect is applied. #

July 13, 2017 1:35 p.m.

Epochalyptik says... #6

It might be worth clarifying that damage remains "marked" on creatures (that is, a creature remembers how much damage has been dealt to it so far in the current turn) and that damage does not reduce a creature's toughness, but that damage to a planeswalker results in the removal of that many loyalty counters from the planeswalker.

And, as others have said, you cannot redirect combat damage. You must explicitly attack either a planeswalker or player using a given creature (you can have some creatures attack a player and some attack a planeswalker).

July 13, 2017 1:57 p.m.

Rhadamanthus says... #7

I really doubt the "this damage can't be prevented" cards were indicative of a planned rules change. It's just a rider added to red cards every once in a while to give them a little more upside. If it were a sign of something bigger then we should have seen it on some black cards as well, but the only example is the B/R hybrid Everlasting Torment.

July 13, 2017 4:16 p.m.

berryjon says... #8

Thanks for the feedback. This one is definitely getting thrown into the 'massive rewrites due to feedback pile', right alongside all my math in the Rarity article.

July 14, 2017 6:43 a.m.

Boza says... #9

Enjoyed this one a lot and I think you are onto something with the planeswalkers being a thing. Lifeloss is one of the things affected by it for sure. Great article!

July 15, 2017 7:46 a.m.

Argy says... #10

Two points of interest from the Magic: The Gathering Tournament Rules

4.2 Tournament Shortcuts

  • A player is assumed to be attacking another player with his or her creatures and not any planeswalkers that player may control unless the attacking player specifies otherwise.

  • A player who chooses a planeswalker as the target of a spell or ability that would deal damage is assumed to be targeting the planeswalkers controller and redirecting the damage on resolution. The player must adhere to that choice unless an opponent responds.


I've heard (after the fact) more experienced Players have told newer Players that they can't target their Planeswalker with damage.

They don't go on to say that their Opponent can target them, then redirect the damage to their Planeswalker.

In this way they have made newer Players believe that they can't deal any damage to a Planeswalker.

The Tournament Rules clearly show that you can say you are choosing to deal damage to a Planeswalker, as an acceptable shortcut for dealing damage to a Player, then redirecting it.

July 27, 2017 3:41 p.m.

Please login to comment