I really, really love the WG (Supply) part of the split card. And its uncommon!
Wont be a powerhouse in constructed (probably pretty unplayed) but I love the GW side. A bit like Goblin Offensive back then. Just better (and better picture :))
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Sometimes those with the most sin cast the first stones.
i would realy like to see all those that say graft sucks eat their words when the set comes out, just like the people that said glare sucks and jitte is just an ok card compare to ravager.
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cookie wizards of the the simic
Quote from !Chucklez! »
In summation: You are not inherintely superior for using a rogue deck.
How do you know that, we only know of one graft card..
Unless you magically know all simic cards.
I know what GRAFT does. You do too. Note that I didn't say that all cards with Graft suck. I'm saying that the ability is fairly narrow, boring, and not that strong. Cytoplast Rootkin is a great card, but Graft isn't why he's a great card.
The ability to move counters from creatures with graft to a creature as you play that creature is just not that strong or that interesting of an ability. Lots of things interacting with counters ARE interesting or strong, and I suspect some of the graft creatures will have them. That doesn't make graft a good ability; it makes counters good.
With that view on Graft you could even say that haunt does nothing, cause after all: Haunt only removes cards from the game instead of sending them to your graveyard.
No; Haunt mechanically either repeats the CiP of a creature or repeats the effect of an instant/sorcery by associating it with a creature. In that case, the mechanic is fairly broad and limited only by the abilities that it repeats, similar to imprint.
i would realy like to see all those that say graft sucks eat their words when the set comes out, just like the people that said glare sucks and jitte is just an ok card compare to ravager.
Jitte is just an ok card compared to ravager. That was true back then, and would still be true if Ravager would still be around (I know that Ravager isn't the card that makes Affinity broken, yet it is a main part of it)
Seraph
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Sometimes those with the most sin cast the first stones.
WTF are ppl judging graft for, and why the hell are ppl saying it sucks b/c it's not a broken as spikes or modular. You guys have seen one cards, and from past experience the preview cards are rarely the best, in fact... never to my recolection. I'm enjoying this block, I ended up skipping onslaught, mirrodin, and kamigawa blocks (thank god), and graft looks like, something useful, thats not broken. So all you naysays, just chill, b/c every graft creature may have a cool ability to work with the +1/+1 counters.
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"It was probably a lousy spell in the first place" - E.
They might. That still wouldn't make Graft a good mechanic. Every creature with amplify might've been the coolest thing out there, but at the end of the day all it does is make a creature bigger. That's not that cool.
Four DS's would make him 64/64, not 32/32, as the number of counters would be multiplied by 16.
However:
When a creature comes into play, you could move one counter from Cytoplast, but 16 would magically arrive on the new creature.
It would put 16 +1/+1 counters on everything else with at least one when it comes into play
Every +1/+1 counter he'd move onto itself would become 16 as well.
I wouldn't mind turn 1 Llanowar Elves, turn 2 double pit-skulk(with bloodthirst), turn 3 Root-kin.
Hmmm, that's monogreen ...
you bet your bacon it is good, and on turn 3 i think they are takin' 6, cause i doubt they would have 2 3/3s
follow up on turn 4 by casting some creatures then ninjitsu root-kin back for ninja, or just peeel from reality to remove blocker. :):)
I'm already gonna start building this deck, then once all the 1cc and 2cc grafts come out...POW!Right in the kisser.
After seeing the Simic Guildmage, I feel this Root-Kin looks a lot better. Instant speed +1/+1 counter moving is hawt. Plus the mechanic has some synergy with Bloodthirst. Gogo Pit-Skulks!!!
Entropic Eidolon 3b
Creature-Sprit
Common
B: Sacrifice ~ : Target Player Loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return ~ from your graveyard to your hand
2/2
Crapikawa deja vu? Reminds me too much of the pain in Crapikawa. Ugh...
Supply XGW // Demand 1UW! (NOT 1UB! My mistake!)
Unc
Sorcery
Put X 1/1 green Saprolings creature tokens into play.
//////////////
Sorcery
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.
Very sweet! Supply is most definitely going into my Selesnya deck. It may see play in some Ghazi-Glare decks. But Demand seems so out of colour. When did W/U gets to search for a multicolored card? Or a better question would be how does W/U gets to search for a multicolored card, according to the colour pie?
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it)
When ~ Comes into play put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
2: Move a +1/+1 counter from target creature you control onto ~.
0/0
I have no idea of anyone calling Cytoplast Root-Kin sux or whatsoever. A 4 mana 4/4 with no drawbacks is definitely going to see some play. There are many creatures with +1/+1 counters attached to them and a permanent pseudo-Glorious Anthem is awesome. What I'm worried is how Graft going to work with blue cards. I haven't seen blue creatures with +1/+1 counters lately and this seems so much green than blue. Hopefully they will explain this.
Other than that, if the picture in one of the boosters match this Cytoplast, what will be the other legend in the Simic guild besides Momir Vig?
Quote from Aaron Forsythe on Guildpact: Twenty Questions »
When Guildpact was handed over from design, it also had seven gold rares per guild,... and that the seventh gold rare in each guild was less important to the set than the Nephilim. So each guild is down a rare in this set.
Gruul, Izzet and Orzhov. Officially screwed by WOTC.
They might. That still wouldn't make Graft a good mechanic. Every creature with amplify might've been the coolest thing out there, but at the end of the day all it does is make a creature bigger. That's not that cool.
I'm assuming you only play control decks, which makes the game slow and boring. I can't believe some people don't like to beat peoples face in with gigantic creatures of doom and death. But that's just me.
Again, I'm talking about the mechanic. I don't just play control decks. I like designing decks, or thinking about design of decks. To me, something that makes creatures big at sorcery speed isn't that interesting. Big fatties can be really cool, but if that's all a mechanic does it's not that interesting to me.
But hey, instead of asking me what I like, just make gross assumptions! That's the internet way!
Again, I'm talking about the mechanic. I don't just play control decks. I like designing decks, or thinking about design of decks. To me, something that makes creatures big at sorcery speed isn't that interesting. Big fatties can be really cool, but if that's all a mechanic does it's not that interesting to me.
But hey, instead of asking me what I like, just make gross assumptions! That's the internet way!
I wouldn't call that much of a gross assumption. An assumption, yes, but not in any way offensive. Graft is what gives the creatures power, so having too many other abilities would be overdoing it. The mechanics for the guilds weren't made to be super-fantanstic, it's more for the flavor of the guild and a fancy trick at a certain time. I'll admit, Graft isn't very blue, except for the controlling of the counters which is still more green than anything. Some mechanics were good, others really sucked. Some were interesting, some were really boring. But they were never intended to be broken. So I'm sorry if I assumed you liked just control decks, it just didn't sound like you'd crack a smile while smacking someone in the face for 150 to end the game(I've only got to 124). So tell me what you like, and what decks you have. Cool?
Graft is very interesting. It's basically another Spike-ability, but without having to pay the mana to move counters (except for this rare guy.)
Possible reprints of spike-like creatures? It gives green a Modular feel, but they had it first... so it was the artifacts that stole Green's ability (and how funny, because green destroys artifacts.)
Mostly Graft is just a way to make all of your guys threatening instead of the bomb. It totaly agrees with greens ability to "share", but then you have blues "me-me-me" ability, which is why the Graft creatures want to steal +1/+1 counters from all of the others creatures as they come into play.
As pointed out, blue Graft creatures are seem very odd... I'm expecting to see some really small blue ones (maybe 2 or 3 total, most will be Green or gold)... but I can see like a 6-mana Graft 3 guy with some ability (like flying.) Heck, the blue guys might even be 5 and 6-mana Graft 2's, just because of the "steal +1/+1 counters" ability, therefore making huge flyers or unblockables... we'll see I guess.
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"In response to your Brainstorm, I use Vedalken Orrery to play Chains of Mephistopheles as an instant."
-- Duncan McGregor, DCI L3 Judge, while playing his "judgebreaker" deck in an IRL EDH game
Maybe the blue ones will have triggered effects when the +1+1 counters move around. But most of the blue creatures might steer towards auras, as implied by the guildmages blue ability. Maybe we'll get an aura that automatically gives a creature +1+1 counters instead of more power. Or an aura that gives the creature a +1+1 counter every upkeep or something. I'm not quite sure how much blue itself will contribute to graft, but it might be kinda cool.
Wont be a powerhouse in constructed (probably pretty unplayed) but I love the GW side. A bit like Goblin Offensive back then. Just better (and better picture :))
cookie wizards of the the simic
The extendo siggy thingy currently dead
The ability to move counters from creatures with graft to a creature as you play that creature is just not that strong or that interesting of an ability. Lots of things interacting with counters ARE interesting or strong, and I suspect some of the graft creatures will have them. That doesn't make graft a good ability; it makes counters good.
No; Haunt mechanically either repeats the CiP of a creature or repeats the effect of an instant/sorcery by associating it with a creature. In that case, the mechanic is fairly broad and limited only by the abilities that it repeats, similar to imprint.
Jitte is just an ok card compared to ravager. That was true back then, and would still be true if Ravager would still be around (I know that Ravager isn't the card that makes Affinity broken, yet it is a main part of it)
Seraph
However:
When a creature comes into play, you could move one counter from Cytoplast, but 16 would magically arrive on the new creature.
It would put 16 +1/+1 counters on everything else with at least one when it comes into play
Every +1/+1 counter he'd move onto itself would become 16 as well.
you bet your bacon it is good, and on turn 3 i think they are takin' 6, cause i doubt they would have 2 3/3s
follow up on turn 4 by casting some creatures then ninjitsu root-kin back for ninja, or just peeel from reality to remove blocker. :):)
I'm already gonna start building this deck, then once all the 1cc and 2cc grafts come out...POW!Right in the kisser.
Crapikawa deja vu? Reminds me too much of the pain in Crapikawa. Ugh...
Very sweet! Supply is most definitely going into my Selesnya deck. It may see play in some Ghazi-Glare decks. But Demand seems so out of colour. When did W/U gets to search for a multicolored card? Or a better question would be how does W/U gets to search for a multicolored card, according to the colour pie?
I have no idea of anyone calling Cytoplast Root-Kin sux or whatsoever. A 4 mana 4/4 with no drawbacks is definitely going to see some play. There are many creatures with +1/+1 counters attached to them and a permanent pseudo-Glorious Anthem is awesome. What I'm worried is how Graft going to work with blue cards. I haven't seen blue creatures with +1/+1 counters lately and this seems so much green than blue. Hopefully they will explain this.
Other than that, if the picture in one of the boosters match this Cytoplast, what will be the other legend in the Simic guild besides Momir Vig?
Cycle Index (Warning for 56k) | Avatar credit to bobinite of Untitled | Banner credit to Craven of Epic Graphics
_
Gruul, Izzet and Orzhov. Officially screwed by WOTC.
I'm assuming you only play control decks, which makes the game slow and boring. I can't believe some people don't like to beat peoples face in with gigantic creatures of doom and death. But that's just me.
But hey, instead of asking me what I like, just make gross assumptions! That's the internet way!
I wouldn't call that much of a gross assumption. An assumption, yes, but not in any way offensive. Graft is what gives the creatures power, so having too many other abilities would be overdoing it. The mechanics for the guilds weren't made to be super-fantanstic, it's more for the flavor of the guild and a fancy trick at a certain time. I'll admit, Graft isn't very blue, except for the controlling of the counters which is still more green than anything. Some mechanics were good, others really sucked. Some were interesting, some were really boring. But they were never intended to be broken. So I'm sorry if I assumed you liked just control decks, it just didn't sound like you'd crack a smile while smacking someone in the face for 150 to end the game(I've only got to 124). So tell me what you like, and what decks you have. Cool?
Possible reprints of spike-like creatures? It gives green a Modular feel, but they had it first... so it was the artifacts that stole Green's ability (and how funny, because green destroys artifacts.)
Mostly Graft is just a way to make all of your guys threatening instead of the bomb. It totaly agrees with greens ability to "share", but then you have blues "me-me-me" ability, which is why the Graft creatures want to steal +1/+1 counters from all of the others creatures as they come into play.
As pointed out, blue Graft creatures are seem very odd... I'm expecting to see some really small blue ones (maybe 2 or 3 total, most will be Green or gold)... but I can see like a 6-mana Graft 3 guy with some ability (like flying.) Heck, the blue guys might even be 5 and 6-mana Graft 2's, just because of the "steal +1/+1 counters" ability, therefore making huge flyers or unblockables... we'll see I guess.
-- Duncan McGregor, DCI L3 Judge, while playing his "judgebreaker" deck in an IRL EDH game