Err, besides the fact that your comments are incorrect Tank, an overall decreasing power level would have no effect on how fun the game was. Or are you joking? O_o.
As for using spirits across blocks to encourage spiritcraft...there isn't really any other way in which it could be done. It is hard to refute that spirits are the central theme of Kamigawa, and slightly upping their concentration could at least open up some more options for constructed. To state the obvious, Rav's theme (and in reality basically every other set's theme every made) is much easier to support than Kamigawas, and so if this distresses you I'm sure it will be alleviated shortly. That, and I don't know how you can make those comments without access to any art or flavor text. Have you read the book, out of curiosity?
And our glorious land is revealed! Compared to the Ghiri tree, Sunhome is much much better. Also, EOT put Doublestrike on a creature and watch it spread when Concerted Effort is out!
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I don't see how a spirit would be all that odd next to vampires and necromancers. Considering it is a city, plenty of opportunities for random beings to just disappear and such.
If anything, they just didn't want too much overlap with the Golgari, hence that group having zombies and the like.
I certainly don't see anyone looking at the Boros and screaming 'Soldiers, a big angel? Didn't we have Onslaught already?"
And Tank, compare the Mix to Flash Counter and Envelop.
yea that vaishino helps take out guildmages people wouldnt block with.i like stuff like this has many different uses give it vigulince from a gate hound and bammo! attack and tap to kill 2 guys at once yay!
GOGORAV!
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One could easily get caught up in responding to every silly comment... I wish the set would come out sooner so I wouldn't be addicted to reading these forums!
At the end of the opponent's turn, you activate the ability. Which means one creature gains Double strike until the end of your turn, since it's already end of turn. Your turn begins, your upkeep comes, and all creatures gain double strike!
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Nightguard Patrol- fantastic card for limited 3 mana for a 2 power first striker is decent but when you add vigilance it becomes incredibly nice, good for convoke too.
Vedalken Dismisser- nice tempo ability but the creatures size and cost makes it entirely unusable.
Sewerdreg- solid if unimpressive, of course against any deck with swamps it becomes much better, also useful for stopping annoying dredge cards.
Viashino Fangtail- 1st pick red common if i ever saw one, it cost the same as Frostweilder can ping for the same amount but is a 3/3 instead of a 1/2, absolutely fantastic.
Elvish Skysweeper- a potentially playable 1 drop in limited, its in a good tribe and has an ability which might be useful(it hosess late game bomb flyers).
Dimir infiltrator- its cheap at ub, efficient as a 1/3 unblockable, in a good tribe- spirit and has the added bonus of being able to be used as a tutor for other 2cc cards in your deck, all round good card.
Golgari guildmage- solid just like all the other guildmages we've seen.
Glass Golem- power is higher than casting cost which is good, if you have removal to force it through or some way of protecting it(aura increasing toughness or giving regen etc.) it becomes much better, as it is its playable if uninteresting(except flavorwise).
Sunhome, fortress of the legion- w/r wants to be playing weenies and needs its colored mana, doublestrike is nice but i don't see it being worth the effort of using this.
Nice finds R_E. They're all nice fillers, some of them WILL get played, and with the way things are going, we could have the whole spoiler about 3 days from now (if R_E's sources become generous to the people of MTGS, then we will.)
Sunhome, Fortress of the Legion should be a Legendary Land.
Should be, but it isn't, much the same as the Center Tree for the Selsnya Conclave isn't Legendary.
Which, may I add, doesn't really bother me too much, as I was hoping the the last two instances of 'Legendary' in the set would belong to Creatures, not Lands.
Comparing the skysweeper to Viridian Scout and saying scout is better is kinda silly. The point being that Viridian Scout is a 1/2 for 4 so you want a good ability... not an overcosted sac ability to not even kill a flyer. The sweeper is fine because it's a 1/1 for 1, and against a flyer-heavy deck, you can take out many flyers over time (in limited, of course, constructed it's less likely). Remember the set is token-heavy. Sac a Knight token to kill a Hunted Dragon seems good. Etc etc.
The pinger is solid, the vedalken is pretty crap (it's costed conservatively, just summing ogre and ebb), the artifact's pretty decent (+1/+1 for 1 extra compared to dross croc, and not as pingable, see sunhome or pollenbright wings for soem extra uses. Also the only artifact creature with power > cost with no drawback) The other creatures are solid enough, the infiltrator resembles a Lumengrid Warden, sorta, but with two useful abilities.
At the end of the opponent's turn, you activate the ability. Which means one creature gains Double strike until the end of your turn, since it's already end of turn. Your turn begins, your upkeep comes, and all creatures gain double strike!
No it wouldnt work since it doesnt say "that creature loses double strike at end of turn".
"at end of turn" is triggered at the start of each end turn step and only once.
"until end of turn" is triggered then no player would like to do anything more in the end of turn step (and removes stuff like damage from creatures (which last "until end of turn))
Iam not sure if you could just respond to the enchantment at the start of your turn tho...
[edit] Why do everyone keep on saying this or that "will be so good in limitet" or "this will be a first or second pick". I think it has been said for atleast 90% of all the revealed cards. Sure we might have seen all the good limitet cards but I doubt it (which would mean what the chance that any given card is first pick card is around 50%...)[/edit]
At the end of the opponent's turn, you activate the ability. Which means one creature gains Double strike until the end of your turn, since it's already end of turn. Your turn begins, your upkeep comes, and all creatures gain double strike!
Actually if I remember it correctly then this doesn't work. Abilities that go "until end of turn" go away in the cleanup step, if you play ablities during this step there will be another cleanup step afterward (see rule 314.3). This kind of stacking only works for card that trigger "at end of turn", like Otherworldly Journey. Like I said in the other thread Conserted Effort is not really a good card...
Edit:Ok, so I'm a little slow. That's what I get for looking up the rule... oh well, you win this time reaper.
Hmmm....more "filler" cards; nothing overwhelming amongst the commons. The Viashino is definitely strong in Limited but nothing else really grabs me. Compare the white soldier to 9th's Pegasus Charger....I'd rather have flying than vigilance, so this card doesn't really excite me. Will be played in Limited.
The guildmage is decent.
I think the power of the set won't really be clear until we've seen much more of it, particularly the rares; this is why I always just shake my head and sigh when I read all of the "Ravnica sucks" comments already. Give it a rest - wait for the whole set to be revealed, play with the cards for awhile, then decide. At least R_Elf waited a little while before declaring complete apathy for Kamigawa. Not to mention: Dark Confidant, Birds of Paradise, Chord of Calling, Dimir Cutpurse, Master Warcraft, Glimpse, Plague Boiler and four new Dual Lands...that's pretty impressive already.
One last thought on spirits: I fear this may be more of Wizards focus on simplifying creature types more than anything else. Not my favorite decision; it likely also was planned for Kami block interaction, which I don't care about since I don't play constructed.
well that would be a good thing in my book! limited rocks and havin so many good card to use would help me out alot plus these are barely 1/3 of the set.
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well that would be a good thing in my book! limited rocks and havin so many good card to use would help me out alot plus these are barely 1/3 of the set.
Not really. A first pick is a card which is alot better then all the rest in a standard pack. Lets just say that we have seen all the good limitet cards now. it meanes that over 1/6 is a first pick and that any pack should on average contain over 2 first picks... So atleast half of those can't be first picks...
Btw. it wouldnt really help you out since everyone else got the same (from a powerlvl pow)
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As for using spirits across blocks to encourage spiritcraft...there isn't really any other way in which it could be done. It is hard to refute that spirits are the central theme of Kamigawa, and slightly upping their concentration could at least open up some more options for constructed. To state the obvious, Rav's theme (and in reality basically every other set's theme every made) is much easier to support than Kamigawas, and so if this distresses you I'm sure it will be alleviated shortly. That, and I don't know how you can make those comments without access to any art or flavor text. Have you read the book, out of curiosity?
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If anything, they just didn't want too much overlap with the Golgari, hence that group having zombies and the like.
I certainly don't see anyone looking at the Boros and screaming 'Soldiers, a big angel? Didn't we have Onslaught already?"
And Tank, compare the Mix to Flash Counter and Envelop.
I hear.
I touch.
I speak.
Do you?
Yeah, me too! Magic never used to have bad cards. I quit as soon as they came out with Urza's Saga. Blood Vassal - such a useless 2/2! ARG!
/me runs away and never plays Magic again, ever!!! *
.
Aside from the fact that wouldn't work it's a good idea
aslo these all will never see the light of construced, but the viashino (sp) is sick in limited at common.
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Thanks for the diversion guys.
He didn't say he doesn't play anymore, he says he doesn't buy it anymore.
I'll bet he plays on Apprentice/MWS.
At the end of the opponent's turn, you activate the ability. Which means one creature gains Double strike until the end of your turn, since it's already end of turn. Your turn begins, your upkeep comes, and all creatures gain double strike!
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Vedalken Dismisser- nice tempo ability but the creatures size and cost makes it entirely unusable.
Sewerdreg- solid if unimpressive, of course against any deck with swamps it becomes much better, also useful for stopping annoying dredge cards.
Viashino Fangtail- 1st pick red common if i ever saw one, it cost the same as Frostweilder can ping for the same amount but is a 3/3 instead of a 1/2, absolutely fantastic.
Elvish Skysweeper- a potentially playable 1 drop in limited, its in a good tribe and has an ability which might be useful(it hosess late game bomb flyers).
Dimir infiltrator- its cheap at ub, efficient as a 1/3 unblockable, in a good tribe- spirit and has the added bonus of being able to be used as a tutor for other 2cc cards in your deck, all round good card.
Golgari guildmage- solid just like all the other guildmages we've seen.
Glass Golem- power is higher than casting cost which is good, if you have removal to force it through or some way of protecting it(aura increasing toughness or giving regen etc.) it becomes much better, as it is its playable if uninteresting(except flavorwise).
Sunhome, fortress of the legion- w/r wants to be playing weenies and needs its colored mana, doublestrike is nice but i don't see it being worth the effort of using this.
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Should be, but it isn't, much the same as the Center Tree for the Selsnya Conclave isn't Legendary.
Which, may I add, doesn't really bother me too much, as I was hoping the the last two instances of 'Legendary' in the set would belong to Creatures, not Lands.
The pinger is solid, the vedalken is pretty crap (it's costed conservatively, just summing ogre and ebb), the artifact's pretty decent (+1/+1 for 1 extra compared to dross croc, and not as pingable, see sunhome or pollenbright wings for soem extra uses. Also the only artifact creature with power > cost with no drawback) The other creatures are solid enough, the infiltrator resembles a Lumengrid Warden, sorta, but with two useful abilities.
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No it wouldnt work since it doesnt say "that creature loses double strike at end of turn".
"at end of turn" is triggered at the start of each end turn step and only once.
"until end of turn" is triggered then no player would like to do anything more in the end of turn step (and removes stuff like damage from creatures (which last "until end of turn))
Iam not sure if you could just respond to the enchantment at the start of your turn tho...
[edit] Why do everyone keep on saying this or that "will be so good in limitet" or "this will be a first or second pick". I think it has been said for atleast 90% of all the revealed cards. Sure we might have seen all the good limitet cards but I doubt it (which would mean what the chance that any given card is first pick card is around 50%...)[/edit]
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Actually if I remember it correctly then this doesn't work. Abilities that go "until end of turn" go away in the cleanup step, if you play ablities during this step there will be another cleanup step afterward (see rule 314.3). This kind of stacking only works for card that trigger "at end of turn", like Otherworldly Journey. Like I said in the other thread Conserted Effort is not really a good card...
Edit:Ok, so I'm a little slow. That's what I get for looking up the rule... oh well, you win this time reaper.
Tau
The guildmage is decent.
I think the power of the set won't really be clear until we've seen much more of it, particularly the rares; this is why I always just shake my head and sigh when I read all of the "Ravnica sucks" comments already. Give it a rest - wait for the whole set to be revealed, play with the cards for awhile, then decide. At least R_Elf waited a little while before declaring complete apathy for Kamigawa. Not to mention: Dark Confidant, Birds of Paradise, Chord of Calling, Dimir Cutpurse, Master Warcraft, Glimpse, Plague Boiler and four new Dual Lands...that's pretty impressive already.
One last thought on spirits: I fear this may be more of Wizards focus on simplifying creature types more than anything else. Not my favorite decision; it likely also was planned for Kami block interaction, which I don't care about since I don't play constructed.
Okay...bring on Filler IV!!!!
Yes just like half the rest of the pack... What I mean is that there are to many first picks...
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Not really. A first pick is a card which is alot better then all the rest in a standard pack. Lets just say that we have seen all the good limitet cards now. it meanes that over 1/6 is a first pick and that any pack should on average contain over 2 first picks... So atleast half of those can't be first picks...
Btw. it wouldnt really help you out since everyone else got the same (from a powerlvl pow)