This thread is to be used as a reference tool before posting anything concerning Innistrad in the rumor mill, and also to keep track of the progression of information on the set thus far. The first post will be kept updated until it’s time for the partial spoiler to take over.
Horror Lurks Within
Set Name:Innistrad Block: Set 1 of 3 in the Innistrad block Three-Letter Abbreviation: ISD Twitter Hashtag: #MTGINN Number of Cards: 264 Rarity Distribution: 107 Common, 67 Uncommon, 59 Rare, 16 Mythic and 15 Basic Lands Release Date: September 30, 2011 Prerelease Events: September 24-25, 2011 Launch Parties: September 30-October 3, 2011 Magic Online Release Date: October 17, 2011 Game Day: October 29-30, 2011 Start Previews on Daily MTG: August 29, 2011
This large set consists of 264 cards, while the latest large sets (Shards of Alara, Zendikar and Scars of Mirrodin all had 249.
Innistrad's distribution is: 229 normal cards, like other big sets before, plus 20 double-faced cards, plus 15 basic lands instead of usual 20.
This set has the most top-down design that has ever been.
Classic horror is the theme, with a tribal component. There are many different horror tropes to be found.
Innistrad is not a multicolor block. There will be a handful of multicolor cards like almost all blocks but this block is not about multicolored cards.
Innistrad features Vampires in and , Zombies in and :symu:, Werewolves in and , Humans primarly in and , Ghosts (Spirits) primarly in and :symw:.
Werewolves are a key part of this set, and get their own subtype (Werewolf)
Black zombies are the normal kind that we usually see, blue zombies are Frankenstein-type creations of science.
Humans will show up in all five colors but will be centered primarily in white, secondarily in green. Humans may be victims or slayers.
Spirits will show up in all five colors but will be centered primarily in blue. Blue made a lot of sense as it played into many ghosts tropes: flying, unblockable, invisible (hexproof), etc.
Other creature types include demons, devils and birds, knights, shamans and advisors
The set features graveyard and tribal mechanics
Returning mechanic: Flashback
There are two planeswalker cards in the set, one of which is a new Liliana, the other is a new Garruk.
Some cards have a and b versions. These cards are doublesided. For example: Mayor of Avenbruck is a human by day, and a werewolf named Howlpack Alpha by night.
Garruk has five loyalty abilities, divided over two card sides.
A double-faced card has no regular Magic back.
Its front face, which is marked with a sun symbol and has a mana cost, is the default. A double-faced card always enters the battlefield with its front face up. This is true whether it enters the battlefield from the stack as the result of being cast, or from anywhere else, such as your graveyard (due to a card like Zombify, for example).
The back face of a double-faced card is marked with a moon symbol, lacks a mana cost, and has a color indicator—that's the dot on its type line—that tells you what color it is. The two faces of a double-faced card are often the same color, but not always. The back face's characteristics matter only if the card is on the battlefield and its back face is showing. Otherwise, only the front face's characteristics count. (For example, Gatstaf Shepherd's converted mana cost when it's in your deck is 2, not zero.)
Each double-faced card has at least one ability that causes it to transform. To transform a double-faced card, you turn it over so that its other face is showing.
To put a double-faced card into your deck, you have two options: You can put your entire deck in opaque card sleeves, as many players already do, or you can use the checklist card provided in many Innistrad packs. If you're using checklist cards to represent any of the double-faced cards in your deck, you must use checklist cards to represent all of them.
After a double-faced card transforms, it's still the same card, so any Auras, counters, or other effects stay right where they are.
The word "transform" applies no matter which side is currently showing, but not all double-faced cards transform in both directions.
All of the Green and Red double-faced cards are Werewolves.
There is exactly one double-faced card in each Innistrad booster pack. This can be of any rarity, so it is possible to get a normal rare and a double-faced rare in the same pack (and even a third foil rare card as well).
The new morbid ability word indicates an ability that checks whether a creature died this turn.
A Curse is an Aura that enchants a player and does something nasty to them. There aren't any special rules for Curses—they follow all the normal rules for Auras that enchant players—but there are some cards in Innistrad that refer to the Curse subtype.
In addition to its block mechanics, Innistrad introduces a new evergreen rules term, fight. For a creature to fight another creature, each deals damage equal to its power to the other.
There will be a theme of the number 13.
There is 1 mythic for each of the 'monsters' (Vampires, Zombies, Werewolves, Ghosts)
The known landmass of Innistrad is divided into four regions called provinces.
The province of Gavony is where humanity remains safest and strongest. It is home to Thraben, largest city in the known world, which houses the mighty Cathedral of Avacyn. Gavony is more plagued by the undead than other provinces, and geists are more common as well.
Innistrad's vast, wooded hinterland is called Kessig, a province in a state of perpetual autumn and plagued by werewolves.
Vampires control the province of Stensia, which covers the darkest and most mountainous parts of the plane.
There are 4 vampire bloodlines, Markov is one of them.
The misty coastal province of Nephalia is populated mainly by humans, geists, and vampires.
Demons and Devils are the newest foes, they are wordsipped by Skirsdag Cultists.
The archangel Avacyn is the protector of humankind, but has disappeared.
The great demon Griselbrand disappeared around the same time that Avacyn did.
A year knows three seasons: Harvest Moon, Hunter's Moon and New Moon.
Now that we know that the tribes are allied colored, what do people think the multi-color will be, gold or hybrid?
I almost want to say hybrid, for two reasons:
- The frames look nicer, hybrid translates the cards colors better, and this block may or may not involve color-matters sub-theme (this is based on intimidate on that white spectral night card, and the eventual push WOTC will do for that ability). It's also been a while since straight up hybrid (SHA), though it seems WOTC isn't that interested in leap-frogging tropes.
- If the block after ISD truly is a return to Ravnica, ISD with hybrid cards will help create a visual distinction between it and the (presumably) gold frames of RAV2. I'd assume as well that WOTC would be saving the idea of "gold-matters" for this RAV2.
I will admit that since there isn't that much multi-color in standard at the moment, there's no need for the easy-pay aspect of hybrid. But on the flip side, its easier to throw hybrid cards into current decks than it is for new gold cards. Another block with gold cards would force people to change their mana base in a more intentional way, from the designer's perspective.
on the large plus side this set will have lots of flavor to go along with it, it will be totally creature typed based though, which I would normally not like at all however since they are new creature types, Innistrad features :symb::symr: Vampires, :symb::symu: Zombies, :symg::symr: Werewolves, :symw::symg: Humans, :symu::symw: Ghosts (Spirits) Vampires still have not seen enough of those yet, I'm very happy to see werewolves, Zombies in blue means they will be powerful, very, humans.......I feel that they are going to be filler and serve to real purpose, ghosts could be fun as well, I really like the fact that there are finally going to be more spirits, yeah Kamigawa! making a come back with you creature type. More spirits now if only there were Arcanes as well that would be sweet.
Private Mod Note
Rollback Post to RevisionRollBack
Magic it's a hobby. (retired from Magic, it's become lame. Can't wait for ultra-turbo-platinum rarity to come out.)
It's such a major bummer that SJW's/Feminists have now gotten their dirty rainbow hands on magic and here in the forums. The thought police seem to be everywhere now. FYI: Xenophobic means nothing. Racist means nothing. Sexist means nothing. Your words have lost their power because you have excessively used them and shown everyone that you're lying to get what you want. You keep crying wolf and I don't care anymore. Get a job you dirty hippies. I'll be back when I can rock a land destruction deck in standard again. World Breaker + Ulamog, the Ceaseless Hunger Standard was slow enough to live the dream for a short time. Can I get a stone rain or Molten Rain No? How about a discard spell? Counter spell? I want to punish my opponent. Watch them squirm and sit there. That's the game I started playing. Turn onedark ritual, duress, then Hymn to Tourach, turn three Hypnotic Specter or Royal Assassin. Games were brutal and fun. Another game plan was stone rain, pillage, attack with Magnivore and Terravore for the win. Also planes walkers ruined the game.
I'm really excited after seeing the werewolfs, I've never been this excited about anything, except when I got my liscense. Does the Red/Green mean they will be gold cards or some for the seperate colors? Either way I really excited:D This will also be my first set release since starting, besides M12.:)
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
"Top down" means the design process for the card starts with a creative concept, and then the mechanics of the card are made to fit that concept. One of the most extreme examples of this is Form of the Dragon, which was built entirely around the concept of turning its controller into a dragon. Another example would be Bloodshot Trainee, which has mechanics expressing the idea of a goblin which can throw big rocks only after it has gotten strong enough to do so. This is contrary to the majority of designs which are made mechanically and then given flavor afterwards.
So, in Innistrad we should expect to see numerous cards with mechanics made to express the ideas of various horror tropes, such as "Creepy Doll" and things like Ghosts and Werewolves.
Well just one thing bothers me about the whole tribal thing why would they print the phantasmals and the lord in m12 when the last ones were printed years ago unless the ghosts are phantasmals/illusions or there is a Trina theme with everything having sub types such as goblin/zombies or human/knight