From a trustworthy anonymous source (who also provided the name and correct wording for Chord of Calling yesterday). Sorry I didn't post this last night, but I got it right before my 30th birthday started, and... let's just say it's 4pm and I'm finally awake and coherant. Better late than never?
Transluminant - 1G
Creature - Dryad Shaman (U) W, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.
2/2
Seems like a tasty small-sized creature for Selesnya - power out larger convoke spells, attack for early beats, chump block twice, or simply turn into a Scryb Sprites to push through some flying damage. Or any combination of the above. Obviously a very nice bear for limited.
Warp World - 5RRR
Sorcery (R)
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts the rest on the bottom of his or her library in any order.
Every block needs a weird, overcosted red rare that does crazy random stuff, but... why? IMO for 8 mana you want to win the game. This looks to me to say "if you completely made your deck around this card, and you get lucky, and your opponent gets unlucky, you win the game next turn." At least that's how I see it. Why do enchantments come into play last?
Vindictive Mob - 4BB
Creature - Human Berserker (U)
When Vindictive Mob comes into play, sacrifice a creature.
Vindictive Mob can't be blocked by Saprolings.
5/5
Well, it's a very large Human, and the random Saproling hosing is pretty funny, but overall not very good IMO. Probably playable in draft for its size, but.... weird.
Dimir Machinations - 2B
Sorcery (R)
Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order.
Transmute 1BB(1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
Ooooooh, pretty cool (my belief that blue should be the only library manipulation / search colour aside). The Transmute ability is what really shines, to me. This is the tutor that can be T1 playable, if Transmute is as good as it seems to be. (People who have been playtesting with it have been reporting that it is very viable.) This one is mono-coloured (and what deck doesn't have access to black?) and searches for 3cc spells of any colour, and there are lots of good ones to be got.
The regular ability of the card is pretty nice. Screw over an opponent or fix your next couple draws. At the very worst, it says "remove the top three cards of target opponent's library from the game" which is something Dimir seems to like doing.
Machinations looks very playable. Warp world looks... interesting? i assume enchantments come last for the auras. if there's nothing there for them to come into play enchanting then they go right to the grave
of these only machinations looks construct worthy. but then again who knows? maybe saproling decks will be running rampant?
Wow fun stuff! I like the Transluminant, fun stuff in limited
You're right, there is always that one weird rare, and it always seems to be red! Reminds me a little of Thieves Auction
I think its funny that the Mob card randomly can't be blocked by saprolings...Are the people in the mob woodcutters? Maybe they don't like trees...
Don't like the sac a creature when it comes into play so unless saproling decks ravage the metagame, I'll stay away from this card
I'm liking the way that Transmute is looking, very cool ability. The only thing i dont like is that they're printing so many different mechanics in one set, and none of them seem connected, it seems like there's no theme yet, but I suppose that'll come.
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Originally Posted by PolarBearGod
I would hate to be the people who try and keep everything secretive about new sets and stuff. Magic players are like crack fiends for info on new stuff - myself included I guess.:rolleyes:
Transluminant: Definitely hard to kill. Warp World: Definitely a chaos card. Difficult to play. Vindictive Mob: It sucks Dimir Machinations: A very, very good card.
BTW, , R_E. I even have a birthday present for you.
I have it he... Wait!! Don't eat it!!
:spirit6:
Never mind.
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"The only thing necessary for the triumph of evil is for good men to do nothing."
Nothing real good or overrated here. Transluminant seems to be the one card that could be playable in Standard. Probably not though.
The Machinations would be good if we didn't have so many other good cards like that already. Cranial Extraction definitely overshadows this card. But the Transmute ability does make it shine. If only they make a decent 4cc Transmute card, so that you'll have an easy tutor for Gifts or Extraction, etc.
Edit: Happy Birthday, R_E, and thanx for the information. Hopefully, you got enough sleep before your birthday, so that you had enough energy to celebrate. Don't want you to be falling asleep in the cake or something. lol. Thanx again.
thanks for the info, R_E! though i think the first one is very playable in constructed. stictly better than Bears, and it can be equipped (unlike Humble Budoka). the Machinations are cool too, but i'm playing less and less black these days. tutoring keywords are great for Highlander, though!
Many of the cards on the incomplete spoiler are turning out to be quite weak, but I do LOVE that 2/2 bear that turns into a 1/1 flier, giving it two lifes and evasion(unless you tap out when it dies). Also, there is some other good stuff too.
I am still confident that when the other 200+ cards are known, that many of them will be good. Because of the hype and...well,
Click here to visit my userpage at Wikipedia, where I am currently an administrator.:cool2:
"Your attack has been rendered quite harmless, it is however, quite pretty." -Saprazzan vizier
"It was probably a lowsy spell in the first place." -Ertai, wizer adept
"The duel was going badly for me and Zur thought I was finished. He boasted that he would eat my soul--but all he ate were his words." -Gustha Ebbasdotter
Transluminant - :1mana::symg:
Creature - Dryad Shaman (U)
:symw:, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.
2/2
This particular card I like very much, it's got just enough cuteness to make it playable, and it's playable enough to make it interesting.
Many thanks R_E, I hope you got my PM o.k bro, send our thanks to the source for this latest batch!
Transluminant - 1G
Creature - Dryad Shaman (U) W, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.
2/2
Nice, decent card. Kinda wish it was a colorless, non-flying 1/1 to work with Kamigawa, or maybe a green Fairy creature (produced w/ white mana) for flavor... but it'sa solid card.
Warp World - 5RRR
Sorcery (R)
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts the rest on the bottom of his or her library in any order.
Red Minds Desire varient. Enchantments come in last so they can enchant creatures + etc.
Yes, it's a bad card.
Yes, it's a "fun" card.
Yes, costed at 6 or even 7 it might have been playable (severely hosing control decks like blue). At 8, yes, I think red should really be winning. Maybe with Seething song... of course, w/ seething song your deck has less creatures/perminants. Maybe in combo w/ green decks w/ lots o snakes or something.
Vindictive Mob - 4BB
Creature - Human Berserker (U)
When Vindictive Mob comes into play, sacrifice a creature.
Vindictive Mob can't be blocked by Saprolings.
5/5
1. Hate mobs.
2. Mobs aren't berserkers.
3. 5/5 for 6? Sheesh.
4. Random saproling hosing = cool. Maybe a 4/4 for 5 w/o the sacrifice but with this ability would be highly drafted. This won't see constrictive play ever.
Quote from rancored_elf »
Dimir Machinations - 2B
Sorcery (R)
Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order.
Transmute 1BB(1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
1. Blue mills 4-5 for U. This isn't a mill card.
2. Black should really get to look at the top 5 cards for this, at least. 6 or 7 would be far more aggressive. But 5 would have been ballanced, IMO, with the transmute ability (since it's apparently all the rage despite my disapproval).
3. Tutors that tutor for good cards are good. This can tutor for a few restricted cards in T1, so... guess what... it may be good.
The tranny kicks arse in limited. The transmuter is pretty good, too. I'm not surprised at red's randomness, but it does disappoint. And the random saproling hosing is just stupid, IMHO. I like saps and all, but I'm really hoping we don't see so many it makes that ability important.. Thanks again, and happy 30th, R_E!
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
I guess I don't see Dimir Machinations being especially good for Vintage. The main ability is meaningless, because you generate no card advantage and don't influence anything in play or in your opponent's hand. If you're lucky you'll hit a bomb, but that's not good enough; after all, no one plays Millstone or even Jester's Cap in Vintage anyway.
The Transmute ability essentially reads "fetch target Yawgmoth's Will," but that's not enough to justify slots for it, given the other tutors available in Vintage. I suppose if you had a deck like Hulk Smash with other strong three casting cost spells like Psychatog, Intuition, or Cunning Wish you could use it. But even then you would have to find slots after Demonic Tutor, Mystical Tutor, and Cunning Wish. No easy feat.
J-
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Now it looks as though they're here to stay
I don't know about Warp World being a bad card - it rewards players who run more permanent cards in their library as opposed to Instants and Sorceries, and would work well with Green, since the two colours are the kings of ramping up to 8 mana, and Green has so many spells in this block that generate permanents (read: tokens). Using permanents that put permanents into play like Wood Elves or that just generate plain card advantage like Haru-Onna mean you can make Warp World's effect asymmetrical. Definitely a Johnny card, and depending on what the rest of the set gives us, possibly a Spike card?
I don't know about Warp World being a bad card - it rewards players who run more permanent cards in their library as opposed to Instants and Sorceries, and would work well with Green, since the two colours are the kings of ramping up to 8 mana, and Green has so many spells in this block that generate permanents (read: tokens). Using permanents that put permanents into play like Wood Elves or that just generate plain card advantage like Haru-Onna mean you can make Warp World's effect asymmetrical. Definitely a Johnny card, and depending on what the rest of the set gives us, possibly a Spike card?
But the problem is that it's 8 mana. Tooth and Nail was 9. Now you tell me this better than tooth and nail.
it's a damned cool idea. But it's overcosted by 1 or 2.
Vindictive Mob - 4BB
Creature - Human Berserker (U)
When Vindictive Mob comes into play, sacrifice a creature.
Vindictive Mob can't be blocked by Saprolings.
5/5
what is this???this is really bad... and it won't have convoke....wow....
"If I do go to heaven, I'll smack god across the face and tell him to get me a grilled-cheeses sandwhich and then say 'Yea what now god!? Say some'in! I dare you!' "
Transluminant - 1G
Creature - Dryad Shaman (U)
W, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.
2/2
Seems like a tasty small-sized creature for Selesnya - power out larger convoke spells, attack for early beats, chump block twice, or simply turn into a Scryb Sprites to push through some flying damage. Or any combination of the above. Obviously a very nice bear for limited.
Warp World - 5RRR
Sorcery (R)
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts the rest on the bottom of his or her library in any order.
Every block needs a weird, overcosted red rare that does crazy random stuff, but... why? IMO for 8 mana you want to win the game. This looks to me to say "if you completely made your deck around this card, and you get lucky, and your opponent gets unlucky, you win the game next turn." At least that's how I see it. Why do enchantments come into play last?
Vindictive Mob - 4BB
Creature - Human Berserker (U)
When Vindictive Mob comes into play, sacrifice a creature.
Vindictive Mob can't be blocked by Saprolings.
5/5
Well, it's a very large Human, and the random Saproling hosing is pretty funny, but overall not very good IMO. Probably playable in draft for its size, but.... weird.
Dimir Machinations - 2B
Sorcery (R)
Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order.
Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
Ooooooh, pretty cool (my belief that blue should be the only library manipulation / search colour aside). The Transmute ability is what really shines, to me. This is the tutor that can be T1 playable, if Transmute is as good as it seems to be. (People who have been playtesting with it have been reporting that it is very viable.) This one is mono-coloured (and what deck doesn't have access to black?) and searches for 3cc spells of any colour, and there are lots of good ones to be got.
The regular ability of the card is pretty nice. Screw over an opponent or fix your next couple draws. At the very worst, it says "remove the top three cards of target opponent's library from the game" which is something Dimir seems to like doing.
.
of these only machinations looks construct worthy. but then again who knows? maybe saproling decks will be running rampant?
You're right, there is always that one weird rare, and it always seems to be red! Reminds me a little of Thieves Auction
I think its funny that the Mob card randomly can't be blocked by saprolings...Are the people in the mob woodcutters? Maybe they don't like trees...
Don't like the sac a creature when it comes into play so unless saproling decks ravage the metagame, I'll stay away from this card
I'm liking the way that Transmute is looking, very cool ability. The only thing i dont like is that they're printing so many different mechanics in one set, and none of them seem connected, it seems like there's no theme yet, but I suppose that'll come.
Fun stuff thanks R_E!!
:symwg::symwg::symwg::symwg::symwg::symwg::symwg:
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Join the Selesnya Guild!
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also enchantments come into play last since there are enchant creatures and such.
New cards look interesting. Nothing really special, though.
Random saproling hosing? Will saprolings be THAT good?
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(:symrg:.:symrg:)
c(> <)
U U
*adds it to a deck full of Thieve's Auction, Confusion in the Ranks and Grip of Chaos*
Transluminant: Definitely hard to kill.
Warp World: Definitely a chaos card. Difficult to play.
Vindictive Mob: It sucks
Dimir Machinations: A very, very good card.
BTW, , R_E. I even have a birthday present for you.
I have it he... Wait!! Don't eat it!!
:spirit6:
Never mind.
GOGO Ravnica
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The Machinations would be good if we didn't have so many other good cards like that already. Cranial Extraction definitely overshadows this card. But the Transmute ability does make it shine. If only they make a decent 4cc Transmute card, so that you'll have an easy tutor for Gifts or Extraction, etc.
Edit: Happy Birthday, R_E, and thanx for the information. Hopefully, you got enough sleep before your birthday, so that you had enough energy to celebrate. Don't want you to be falling asleep in the cake or something. lol. Thanx again.
uh... Twist Allegiance.
thanks for the info, R_E! though i think the first one is very playable in constructed. stictly better than Bears, and it can be equipped (unlike Humble Budoka). the Machinations are cool too, but i'm playing less and less black these days. tutoring keywords are great for Highlander, though!
GOGO RAVNICA!!
and also
Saproling hosing?! Maybe those little guys will be better than we think.
I am still confident that when the other 200+ cards are known, that many of them will be good. Because of the hype and...well,
GOGO Ravnica!
"Your attack has been rendered quite harmless, it is however, quite pretty." -Saprazzan vizier
"It was probably a lowsy spell in the first place." -Ertai, wizer adept
"The duel was going badly for me and Zur thought I was finished. He boasted that he would eat my soul--but all he ate were his words." -Gustha Ebbasdotter
This particular card I like very much, it's got just enough cuteness to make it playable, and it's playable enough to make it interesting.
Many thanks R_E, I hope you got my PM o.k bro, send our thanks to the source for this latest batch!
Ravnica... Are you feelin' it yet?!
Nice, decent card. Kinda wish it was a colorless, non-flying 1/1 to work with Kamigawa, or maybe a green Fairy creature (produced w/ white mana) for flavor... but it'sa solid card.
Red Minds Desire varient. Enchantments come in last so they can enchant creatures + etc.
Yes, it's a bad card.
Yes, it's a "fun" card.
Yes, costed at 6 or even 7 it might have been playable (severely hosing control decks like blue). At 8, yes, I think red should really be winning. Maybe with Seething song... of course, w/ seething song your deck has less creatures/perminants. Maybe in combo w/ green decks w/ lots o snakes or something.
1. Hate mobs.
2. Mobs aren't berserkers.
3. 5/5 for 6? Sheesh.
4. Random saproling hosing = cool. Maybe a 4/4 for 5 w/o the sacrifice but with this ability would be highly drafted. This won't see constrictive play ever.
1. Blue mills 4-5 for U. This isn't a mill card.
2. Black should really get to look at the top 5 cards for this, at least. 6 or 7 would be far more aggressive. But 5 would have been ballanced, IMO, with the transmute ability (since it's apparently all the rage despite my disapproval).
3. Tutors that tutor for good cards are good. This can tutor for a few restricted cards in T1, so... guess what... it may be good.
Guildmaster Jarad
The Transmute ability essentially reads "fetch target Yawgmoth's Will," but that's not enough to justify slots for it, given the other tutors available in Vintage. I suppose if you had a deck like Hulk Smash with other strong three casting cost spells like Psychatog, Intuition, or Cunning Wish you could use it. But even then you would have to find slots after Demonic Tutor, Mystical Tutor, and Cunning Wish. No easy feat.
J-
Yesterday
All my troubles were so far away
Now it looks as though they're here to stay
But the problem is that it's 8 mana. Tooth and Nail was 9. Now you tell me this better than tooth and nail.
it's a damned cool idea. But it's overcosted by 1 or 2.
what is this???this is really bad... and it won't have convoke....wow....
other ones are good though.
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