I was wondering to anyones point of veiw what cards are going to be bombing at the pre release ,and what combos with what cards are going to be very helpfull as well??
I think I would be playing slivers or some combo. It would be easy enough. Thallids also might be viable longside echo and storm builds. Looks like the prerelease will be fun.
Green looks great, though there won't be any of the card draw from Planar Chaos available. Still though, Sporesower Thallid + Sporoloth Ancient = ridiculous. If you play those turns 4 and 5, and your turn 6 play is Nacatl War Band, there's a good chance you've won the game.
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third set prereleases are always such strange beasts.
It's virtually the only time that TS-FS will be a format, without the PC in the middle.
I'd even rather have FS FS FS if there was basic land.
I don't like it. Side drafts are the only salvation....
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The Steamflogged
Human Rigger Rebels
Resisting The Tyranny of the Anti-Contraptionists. Viva L'Assemblage!
Modern-- Fish; Jund; Burn; Affinity; Mill Legacy--UGBFood Chain; UFish; UBRG Delver Commander--UB Sygg, River Cutthroat; W Isamaru, H.O.K.WRG Naya grouphug Enchantress 60 Card Singleton -- WB value drain UN- -- W Weenie (Wordmail on Knight of the Hokey Pokey is good beats)
Since Gaea's Anthem is not in the mix, we can't play that 8/0 trampler????
That sucks.
Llanowar Reborn, the land with graft, allows you to play it.
White has soom good removal, and alot of good, cheap evasion. I think its finally going to have its set. Blue looks passable so far, but mostly is looks like overcosted creatures with bad abilities that have too much toughness and not enough power for their mana costs. Scry will be a tremendous boon though.
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Hmm. From what we have so far it looks it could go any way possible.
I would have to say if its FS - FS - FS draft, red and green beats. Depending on if you get Cycling Evoulution and Rift Elemental. Otherwise I would say draft blue and red for card advantage, removal and control. Black is a mentionable in this as well because of the legend *blackblade*, same with blue *linessa*
If its TS - PC - FS, blue and anything else, or white and anything else. Mono-red looks good as well in the block but defintally would consider green splash or white splash for any other tools you would need.
And for you people who get shafted at tables and have to go 3 color (apparently this happens to me alot, why do i get seated with the best players?). Red-Green-Black, Blue-White-Green are my choices for a 3 color situation, if I am stuck. (or if your really stuck Red-Black-Blue but you would have to have all bombs imo.)
If I was going to pre-re I would play blue and a splash of what I could get. And I would probably stick with this strat through the release of futuresight. Drafting Linessa ftw.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
I play whatever comes my way. I always make the weirdest Pre-release draft decks. Last time was a 5 color build that got me to second place. 5 colors! The apparent forbidden color combination in Draft. But what was I supposed to do? I got like 13 slivers and I think two of them were like rares.
A long time I go I played another weird deck that also got me second place. I think it was during Guildpact. or Dissension... Can't remember. I wonder what could have happened during PC pre-release... my Local shop went *****y and didn't throw PC tournament.
I didn't want to post in a thread like this until we had the full spoiler, but since the cards stopped oming so abruptly, I have to say at least this one thing for now: the Delve removal spell is probably much weaker than it seems at first glance. Green is very good in this set, it is also pretty playable in TS. That "nongreen" clause will be an absolute pain. So don't jump into the black right away, just because you have that Delve spell, that Madness/Cycling removal thing and the goodies of TS. Evaluate your black (and each other colour) on the merits of being able to deal with the green fat. A giant percentage of decks should have some green fat in them.
Ehh its pretty easy to make a guess on your favorites for FS.
BenGreen said it best really. "removal and evasion.... :)" I couldn't aggree with you more.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Agree.
But, I think that main-event'll be a laugh.
I hope to get Gathan Riders and/or that echo imp.
Since Gaea's Anthem is not in the mix, we can't play that 8/0 trampler????
That sucks.
And we woun't be seeing much Grandeur probably =)
The Graft land doesn't work, but the morphing parapet does! And you never know with Grandeur. I saw someone pull 3 Chronozoas at the PC prerelease, so it's possible. I also GUARENTEE you that at almost every single prerelease someone who doesn't know better will cast Korlash and then a few turns later discard his prerelease copy to it.
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Yeah, I mean obviously there are bomb rares that can and will win games single-handedly. Listing off the bombs though is kind of a waste of time. Sure, The Delve Demon is a huge black flier that will often be played for 4 or less mana. People will die to it, duh. The Dragon that can practically wrath the board every turn will be good, duh again. If you open these kinds of cards you will play them unless the rest of that color is trash. Chances are you WON'T open these cards because they're rare. So why don't we focus on the commons which you are much, much more likely to see.
White:
Judge Unworthy is great and if you one of your FS packs is 15 of them, you'll probably play at least 5 or 7.
Auger il-Vec, Knight of Sursi, Lucent Liminid, have evasion and so you'll play them. The fact that the Auger can block most shadow creatures makes the 1 toughness ok.
Luminthread Field is very good. It can survive combat with anything and can make your opponent waste kill spells.
Blade of the 6th Pride is good in aggro builds, meh in control.
Samite Cencer-Bearer is usually not worth it.
Gift of Granite is not good.
Blue:
Whip-Spine Drake, Sarcomite Myr, Infiltrator il-Kor, Aven Auger have evasion. You'll probably play them. Even though it can't be used in combat, Aven Auger is fantastic tempo. The Sarcomite is kind of expensive to use but evasion really is that good (and so is card draw).
Forsee is good card advantage and draw smoothing.
Leaden Fists is better than you think. It can be a cheap Eternity Snare, a Giant Growth kill/trick/protection, or good on vigilance.
Unblinking Bleb is ok if you have a few morphs or some bounce. The ability is strong but the body sucks.
Vesner's Diffusion is bounce. The suspended card bit is pure distraction as it's almost always better to wait for the thing to hit play before bouncing it.
Blind Phantasm is a decent body for blue.
Logic Knot is ok. You play Mesmiric Sliver if you have a bunch of slivers, but that's true of most slivers.
Vedalken AEthermage is a sideboard card unless you have one of the few good rare wizards.
Black:
Auger of Skulls is good on defense or for it's discard ability.
Ichor Slick and Death Rattle kill stuff, so you play them.
I think Cutthroat il-Dal is bad. It dies too easily and you'd rather be holding land than nothing at all. (land can pretend to be something). If you have a bunch of hellbent then maybe.
Grave Peril kills stuff too, but you only play it to maintain a lead you already have. I rate it like Conflagorate, a kill spell I play because it kills stuff but I don't like it.
Lost Hours is bad and Oblivion Crown is good (esp. with madness, xtra lands, hellbent, or flashback).
Putrid Cyclops is probably ok.
Deepcavern Imp is cheap evasion so you play it and you probably pay the echo cost without too much thought.
Frenzy Sliver is like most slivers in that it's good if you have a lot of them.
If you've got the outlets, Grave Scrabbler is good. If you don't it's horrid.
Mass of Ghouls is worse that Savage Thallid which isn't that good.
Red:
Bogardan Lancer is ok.
Emberwilde Auger is a good aggro creature that has a purpose once it's been outclassed.
Fatal Attraction, Riddle of Lightning, Flowstone Embrace, and Ghostfire are all at least good removal if not really good removal (in the case of Riddle). You happily play them all. Fatal Attraction will make you want to save it for bigger stuff, but often it'll be the correct play to kill the 2 toughness creature right off. Flowstone Embrace is what taps, not the creature. 0 toughness creatures can't regenerate and the damage can't be prevented.
Gathan Raiders is good since you can unmorph it to 3/3 while tapped out, and it helps you get hellbent making it much better.
Rift Elemental accelerates your suspended cards. This card makes UR storm very happy since you can easily time a bunch of suspend cards to go off at once.
Fomori Nomad is big and easy on the manabase, hence good.
Grinning Ignus is an interesting way to accelerate to 6 on turn 4. The Grey Ogre body isn't too bad considering how many morphs there are.
Henchfiend of Ukor is ok.
Homing Sliver is... just like other slivers, it's good if you've got a bunch.
Green:
Kavu Primarch is very good.
Llanowar Auger is made playable by the wall of wood body/cost. It lets you hold of early offense and does something useful after it becomes irrelevant.
Llanowar Empath will probably not be worth it because around half the time you pay 4 for a 2/2 and don't get a creature.
Petrified Plating is good. I like the idea of suspending an Aura on turn 1 with no creatures out.
Quiet Disrepair is a SB card.
Sprout Swarm is just ok since it takes a long time to matter.
Wrap in Vigor seems like a lame trick that will occasionally be amazing.
Edge of Autumn is good.
Nessian Courser is good.
Sporloth Ancient is good.
Thornweald Archer is good.
Virulent sliver is... like most slivers....
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:symtap:, sacrifice White Privilege: Destroy economic injustice.
I'd play any of them without multiples - if I'm in that color. I just don't think that having 2 of any one of them is good or consistent enough to justify playing a color all by itself, especially since Korlash requires a huge commitment to black that the rest of your pool might not support. They're all great cards in their own right, and I'll want to play them. But none of them are so good (or so splashable) that I'd play them regardless of the rest of my pool. The (small) chance that I'll draw both in a single game (allowing me to use the Grandeur ability) isn't worth having the rest of the cards be of a lower quality.
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:symtap:, sacrifice White Privilege: Destroy economic injustice.
I usually only play one flight, and I usually come away with packs everytime I go to a pre-release.
My strategy...
Like someone said earlier, play your best evasion, play your best removal, play a solid curve, play as many creatures as possible; and take the unknown out by leaving the cards with questionable drawbacks and advantages in your take home pile.
Let your opponent tell you after the match.
'Yea, (this card) and (this card) really weren't as good as I thought they were. It really works well if (complicated scenario).....but that never seemed to happen when I needed it to. Speaking of which, you must have gotten lots of flyers and removal, you deck was really tough to handle...'
I think Bitter Ordeal is the best card to pull. Gravestorm is very easy to pile up (just attack with everything!), and you end up knocking out the best cards your opponent got from their packs. Pow.
As commons go, Kavu Primarch is very playable in the prerelease, and it should do quite well.
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'93-'94: Black Lotus, the moxen, and Mishra's Workshop introduced. Artifacts are broken.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
I was just talking to a team mate about what cards to look for a way to put them in your deck, heres what I came up with for the ones that should be looked at.
Just my opinions
White
Intervention Pact - 0
Instant (R)
Intervention Pact is white.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
Illus. Dave Kendall
Knight of Sursi - 3W
Creature - Human Knight (C)
Flying, flanking
Suspend 3- {W}
2/2
Magus of the Moat - 2WW
Creature - Human Wizard (R)
Creatures without flying can't attack.
0/3
Spirit en-Dal - 2W
Creature - Spirit (U)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Forecast - {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.)
2/1
Goldmeadow Lookout - 3W
Creature - Kithkin Spellshaper (U)
{W}, {T}, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier into play with "{W}, {T}:Tap target creature."
2/2
#22/180
Blue
Mystic Speculation - U
Sorcery (U)
Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)
Scry 3 (Look at the top three cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)
#41/180
Black
Minions' Murmurs - 2BB
Sorcery (U)
You draw X cards and you lose X life, where X is the number of creatures you control.
#71/180
(Not for the search, though seeing thier Library and knowing what bombs you need to hold for is key, but becuase you get to pick the card in thier hand to remove, hes a duress on a friggin stick)
Shimian Specter - 2BB
Creature - Specter (R)
Flying
Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. Choose a nonland card from it. Search that player's hand, graveyard, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.
2/2
Korlash, Heir to Blackblade - 2BB
Legendary Creature - Zombie Warrior (R)
Korlash, Heir to Blackblade's power and toughness are each equal to the number of swamps you control.
{1}{B}: Regenerate Korlash.
Grandeur - Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them into play tapped, then shuffle your library.
*/*
Tombstalker - 6BB
Creature - Demon (R)
Flying
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)
5/5
Red
Char Rumbler - 2RR
Creature - Elemental (U)
Doublestrike
{R}: Char Rumbler gets +1/+0 until end of turn.
-1/3
Molten Disaster - XRR
Sorcery (R)
Kicker {R} (You may pay an additional {R} as you play this spell.)
If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.
Scourge of Kher Ridges - 6RR
Creature - Dragon (R)
Flying
{1}{R}: Scourge of Kher Ridges deals 2 damage to each creature without flying.
{5}{R}: Scourge of Kher Ridges deals 6 damage to each other creature with flying.
6/6
Sparkspitter - R
Creature - Elemental Spellshaper (U)
{R}, {T}, Discard a card: Put a 3/1 Red Elemental creature token named Spark Elemental into play with "Trample, Haste. At end of turn, sacrifice Spark Elemental."
1/1
#109/180
Boldwyr Intimidator - 5RR
Creature - Giant Warrior (U)
Cowards cannot block Warriors.
{R}: Target creature's type becomes Coward until end of turn.
{2}{R}: Target creature's type becomes Warrior until end of turn.
5/5
Ghostfire - 2R
Instant (C)
Ghostfire is colorless.
Ghostfire deals 3 damage to target creature or player.
Thunderblade Charge - 1RR
Sorcery (R)
Thunderblade Charge deals 3 damage to target creature or player.
Whenever one or more creatures you control deals combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay {2}{R}{R}{R}, If you do, play it without paying its mana cost.
Green
Sprout Swarm - 1G
Instant (C)
Convoke (Each creature you tap while playing this spell reduces its total cost by {1} or by one mana of that creature's color)
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Put a 1/1 green Saproling creature token into play.
Summoner's Pact - 0
Instant (R)
Summoner's Pact is green.
Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game.
Imperiosaur - 2GG
Creature - Lizard (U)
Spend only mana produced by basic lands to play Imperiosaur.
"An ancient force of unbelievable power dominates the valley. I grieve for its inhabitants, but I rejoice for the earth." - Olanti, druidess of Muraganda
5/5
Nacatl War-Pride - 3GGG
Creature - Cat Warrior (U)
Nacatl War-Pride must be blocked by exactly one creature if able.
Whenever Nacatl War-Pride attacks, put X tokens into play, tapped and attacking, that are copies of Nacatl War-Pride, where X is equal to the numbers of creatures controlled by the defending player. Remove those tokens from the game at end of turn.
3/3
Multi
Seriously, if you get good slivers, and a gemhide or two... just wow.
Sliver Legion - WUBRG
Legendary Creature - Sliver (R)
All Sliver creatures get +1/+1 for each other Sliver in play.
Hidden within the clicking, chittering swarm is a unique mind, still young, but growing more aware as time passes.
7/7
Jhoria wouldnt be bad eitehr.
Artifact
I can see this being annoying.
Veilstone Amulet - 3
Artifact (R)
Whenever you play a spell, creatures you control can't be the targets of spells or abilities your opponents control this turn.
Land
Most the lands are good, if your in that color.
This land though, is mighty good, its an amazing bluff card and if they use creture kill on it, you just flip it over and it all fizzles.
Zoetic Cavern
Land (U)
{T}: Add {1} to your mana pool.
Morph {2} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Nothing lives within it, yet there is life.
Illus. Lars Grant-West
If anyone knows why G0-DRAW was banned I would love it if they would PM me. That guy was pure entertainment 100% of the time. Plus he never publicly responded to his Contraptions "Proof" that never panned out.
But it doesnt really do anything at the gamezone. It may seem good but... I wouldnt play that.
tis is a common argument. control current game state or control future game state. oth have valid points ut if youre behind on the current then youd prefer to gain control. (no ordeal) but if youre ahead then digging through their deck and removing everything that gives them a chance to comeback ( burn, removal, huge beef) is great. (with ordeal) what it comes down to is do ylu think youll be ahead at the point you cast it. if i had spot removal id run the removal over it. only way to get it to trigger a lot is to have a sac outlet or attack both of which can lose you more than you like.
Some big bombs are obviously Scourge of Whatever and Hellbent land. Other hot limited cards are Morph land and Judge Unworthy. BenGreen really said it all. I plan on reading his whole list later, maybe I'll have some commentary then
1 W Angel of Salvation-****** 2 W Augur il-Vec-*** 3 W Barren Glory-* 4 W Chronomantic Escape-**** 5 W Dust of Moments-*** 6 W Even the Odds-***** 7 W Gift of Granite-** 8 W Intervention Pact -*** 9 W Judge Unworthy-***** 10 W Knight of Sursi-**** 11 W Lost Auramancers-** 12 W Magus of the Moat-****** 13 W Marshaling Cry-*** 14 W Saltskitter-* 15 W Samite Censer-Bearer-** 16 W Scout’s Warning-** 17 W Spirit en-Dal-*** 18 W (Ts) Aven Mindcensor-*** 19 W (Ts) Blade of the Sixth Pride-*** 20 W (Ts) Bound in Silence-**** 21 W (Ts) Daybreak Coronet-**** 22 W (Ts) Goldmeadow Lookout-** 23 W (Ts) Imperial Mask-*** 24 W (Ts) Lucent Liminid-** 25 W (Ts) Lumithread Field-** 26 W (Ts) Lymph Sliver-* 28 W (Ts) Oriss, Samite Guardian-****** 29 W (Ts) Patrician’s Scorn-***** 30 W (Ts) Ramosian Revivalist-** 31 W (Ts) Seht’s Tiger-***** 32 U Aven Augur-*** 33 U Cloudseeder-** 34 U Cryptic Annelid-***** 35 U Delay-*** 36 U Foresee-**** 37 U Infiltrator il-Kor-*** 38 U Leaden Fists-**** 39 U Maelstrom Djinn-**** 40 U Magus of the Future-** 41 U Mystic Speculation-*** 42 U Pact of Negation-*** 44 U Take Possession-**** 45 U Unblinking Bleb-*** 46 U Venser, Shaper Savant-** 47 U Venser’s Diffusion-***** 48 U (Ts) Arcanum Wings-*** 49 U (Ts) Blind Phantasm-** 50 U (Ts) Bonded Fetch-*** 51 U (Ts) Linessa, Zephyr Mage-**** 52 U (Ts) Logic Knot-**** 53 U (Ts) Mesmeric Sliver-*** 54 U (Ts) Narcomoeba-** 55 U (Ts) Nix-***** 56 U (Ts) Sarcomite Myr-*** 57 U (Ts) Second Wind-**** 59 U (Ts) Spellweaver Volute-** 60 U (Ts) Spin into Myth-*** 61 U (Ts) Vedalken AEthermage-*** 62 U (Ts) Whip-Spine Drake-** 63 B Augur of Skulls-*** 64 B Cutthroat il-Dal-*** 65 B Festering March-*** 66 B Gibbering Descent-****** 67 B Grave Peril-** 68 B Ichor Slick-**** 69 B Lost Hours-** 70 B Magus of the Abyss-***** 71 B Minions’ Murmurs-***** 73 B Oblivion Crown-**** 74 B Pooling Venom-**** 75 B Putrid Cyclops-** 76 B Shimian Specter-**** 77 B Skirk Ridge Exhumer-**** 78 B Slaughter Pact-***** 80 B (Ts) Bitter Ordeal-****** 81 B (Ts) Bridge from Below-*** 82 B (Ts) Death Rattle-**** 83 B (Ts) Deepcavern Imp-**** 84 B (Ts) Fleshwrither-*** 85 B (Ts) Frenzy Sliver-* 86 B (Ts) Grave Scrabbler-***** 87 B (Ts) Korlash, Heir to Blackblade-**** 88 B (Ts) Mass of Ghouls-** 89 B (Ts) Snake Cult Initiation-**** 90 B (Ts) Street Wraith-**** 91 B (Ts) Tombstalker-****** 92 B (Ts) Witch’s Mist-***** 93 B (Ts) Yixlid Jailer-*** 94 R Arc Blade-*** 95 R Bogardan Lancer-**** 96 R Char-Rumbler-**** 97 R Emberwilde Augur-**** 98 R Fatal Attraction-** 99 R Gathan Raiders-***** 100 R Haze of Rage-****** 101 R Magus of the Moon-** 102 R Molten Disaster-***** 103 R Pact of the Titan-*** 104 R Pyromancer’s Swath-****** 105 R Riddle of Lightning-***** 106 R Rift Elemental -***** 107 R Scourge of Kher Ridges-****** 109 R Sparkspitter-***** 110 R (Ts) Bloodshot Trainee-** 111 R (Ts) Boldwyr Intimidator-*** 112 R (Ts) Emblem of the Warmind-**** 113 R (Ts) Flowstone Embrace-**** 114 R (Ts) Fomori Nomad-** 115 R (Ts) Ghostfire-*** 116 R (Ts) Grinning Ignus-**** 117 R (Ts) Henchfiend of Ukor-**** 118 R (Ts) Homing Sliver-*** 119 R (Ts) Shah of Naar Isle-**** 120 R (Ts) Skizzik Surger-**** 121 R (Ts) Steamflogger Boss-* 122 R (Ts) Storm Entity-**** 123 R (Ts) Tarox Bladewing-**** 124 R (Ts) Thunderblade Charge-***** 125 G Cyclical Evolution-*** 126 G Force of Savagery-* 127 G Heartwood Stoyteller-***** 128 G Kavu Primarch-***** 129 G Llanowar Augur-***** 130 G Llanowar Empath-*** 131 G Llanowar Mentor-**** 132 G Magus of the Vineyard-****** 133 G Petrified Plating-*** 134 G Quiet Disrepair-*** 135 G Ravaging Riftwurm-**** 136 G Riftsweeper-**** 137 G Rites of Flourishing-***** 138 G Sprout Swarm-**** 139 G Summoner’s Pact-*** 140 G Utopia Mycon-**** 141 G Wrap in Vigor-*** 142 G (Ts) Baru, Fist of Krosa-*** 143 G (Ts) Centaur Omenreader-**** 144 G (Ts) Edge of Autumn-***** 145 G (Ts) Imperiosaur-**** 146 G (Ts) Muraganda Petroglyphs-** 147 G (Ts) Nacatl War-Pride-**** 148 G (Ts) Nessian Courser-** 149 G (Ts) Phosphorescent Feast-** 151 G (Ts) Spellwild Ouphe-***** 152 G (Ts) Sporoloth Ancient-**** 153 G (Ts) Tarmogoyf-***** 154 G (Ts) Thornweald Archer-**** 155 G (Ts) Virulent Sliver-****** 156 O Glittering Wish-** 157 O Jhoira of the Ghitu-*** 158 O Sliver Legion-*** 159 A Akroma’s Memorial-** 161 A Coalition Relic-**** 163 A Sliversmith-**** 165 A Sword of the Meek-**** 166 A Veilstone Amulet-***** 167 A (Ts) Darksteel Garrison-**** 168 A (Ts) Whetwheel-*** 169 L Dakmor Salvage-**** 170 L Keldon Megaliths-**** 171 L Llanowar Reborn-*** 172 L New Benalia-** 173 L Tolaria West-*** 174 L (Ts) Dryad Arbor-*** 175 L (Ts) Graven Cairns-***** 176 L (Ts) Grove of the Burnwillows-***** 177 L (Ts) Horizon Canopy-***** 178 L (Ts) Nimbus Maze-***** 179 L (Ts) River of Tears-***** 180 L (Ts) Zoetic Cavern-**
KEY:
*-Almost never playable
**-Generally bad
***-May be played if deck fits
****-Well forth playing if deck fits
*****-MUST be played if deck fits
******-Worth centering a deck around
'93-'94: Black Lotus, the moxen, and Mishra's Workshop introduced. Artifacts are broken.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
That's a pretty reasonable list. The only thing that seems obviously underestimated is steamflogger boss. Hill Giant is the worst red card in the set? Sure, it won't be a high pick and will probably never use any of its abilities, but splashable 3/3 for 4 should be more than playable. It has a good body which is more than you can say for some of the other cards.
I play whatever comes my way. I always make the weirdest Pre-release draft decks. Last time was a 5 color build that got me to second place. 5 colors! The apparent forbidden color combination in Draft. But what was I supposed to do? I got like 13 slivers and I think two of them were like rares.
its not forbidden at all....i won with some 5 colored decks before (slivers mainly)
anyway...by the looks of the i'll skip slivers and fungus unless i get tons from TS, as more FS ones suck.
also i will dump green from the ability to create a massive number of useless things...
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Wizards could put $100 bills in packs and people would complain about how they were folded.
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It's virtually the only time that TS-FS will be a format, without the PC in the middle.
I'd even rather have FS FS FS if there was basic land.
I don't like it. Side drafts are the only salvation....
The Steamflogged
Human Rigger Rebels
Resisting The Tyranny of the Anti-Contraptionists.
Viva L'Assemblage!
Legacy--UGBFood Chain; UFish; UBRG Delver
Commander--UB Sygg, River Cutthroat; W Isamaru, H.O.K.WRG Naya grouphug Enchantress
60 Card Singleton -- WB value drain
UN- -- W Weenie (Wordmail on Knight of the Hokey Pokey is good beats)
Llanowar Reborn, the land with graft, allows you to play it.
White has soom good removal, and alot of good, cheap evasion. I think its finally going to have its set. Blue looks passable so far, but mostly is looks like overcosted creatures with bad abilities that have too much toughness and not enough power for their mana costs. Scry will be a tremendous boon though.
I would have to say if its FS - FS - FS draft, red and green beats. Depending on if you get Cycling Evoulution and Rift Elemental. Otherwise I would say draft blue and red for card advantage, removal and control. Black is a mentionable in this as well because of the legend *blackblade*, same with blue *linessa*
If its TS - PC - FS, blue and anything else, or white and anything else. Mono-red looks good as well in the block but defintally would consider green splash or white splash for any other tools you would need.
And for you people who get shafted at tables and have to go 3 color (apparently this happens to me alot, why do i get seated with the best players?). Red-Green-Black, Blue-White-Green are my choices for a 3 color situation, if I am stuck. (or if your really stuck Red-Black-Blue but you would have to have all bombs imo.)
If I was going to pre-re I would play blue and a splash of what I could get. And I would probably stick with this strat through the release of futuresight. Drafting Linessa ftw.
These are just some thoughts of my own for FS.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
what is playable? nearly everything...
A long time I go I played another weird deck that also got me second place. I think it was during Guildpact. or Dissension... Can't remember. I wonder what could have happened during PC pre-release... my Local shop went *****y and didn't throw PC tournament.
Ehh its pretty easy to make a guess on your favorites for FS.
BenGreen said it best really. "removal and evasion.... :)" I couldn't aggree with you more.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
The Graft land doesn't work, but the morphing parapet does! And you never know with Grandeur. I saw someone pull 3 Chronozoas at the PC prerelease, so it's possible. I also GUARENTEE you that at almost every single prerelease someone who doesn't know better will cast Korlash and then a few turns later discard his prerelease copy to it.
Wizards could put $100 bills in packs and people would complain about how they were folded.
http://www.twitter.com/Dr_Jeebus - Follow me on Twitter!
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White:
Judge Unworthy is great and if you one of your FS packs is 15 of them, you'll probably play at least 5 or 7.
Auger il-Vec, Knight of Sursi, Lucent Liminid, have evasion and so you'll play them. The fact that the Auger can block most shadow creatures makes the 1 toughness ok.
Luminthread Field is very good. It can survive combat with anything and can make your opponent waste kill spells.
Blade of the 6th Pride is good in aggro builds, meh in control.
Samite Cencer-Bearer is usually not worth it.
Gift of Granite is not good.
Blue:
Whip-Spine Drake, Sarcomite Myr, Infiltrator il-Kor, Aven Auger have evasion. You'll probably play them. Even though it can't be used in combat, Aven Auger is fantastic tempo. The Sarcomite is kind of expensive to use but evasion really is that good (and so is card draw).
Forsee is good card advantage and draw smoothing.
Leaden Fists is better than you think. It can be a cheap Eternity Snare, a Giant Growth kill/trick/protection, or good on vigilance.
Unblinking Bleb is ok if you have a few morphs or some bounce. The ability is strong but the body sucks.
Vesner's Diffusion is bounce. The suspended card bit is pure distraction as it's almost always better to wait for the thing to hit play before bouncing it.
Blind Phantasm is a decent body for blue.
Logic Knot is ok. You play Mesmiric Sliver if you have a bunch of slivers, but that's true of most slivers.
Vedalken AEthermage is a sideboard card unless you have one of the few good rare wizards.
Black:
Auger of Skulls is good on defense or for it's discard ability.
Ichor Slick and Death Rattle kill stuff, so you play them.
I think Cutthroat il-Dal is bad. It dies too easily and you'd rather be holding land than nothing at all. (land can pretend to be something). If you have a bunch of hellbent then maybe.
Grave Peril kills stuff too, but you only play it to maintain a lead you already have. I rate it like Conflagorate, a kill spell I play because it kills stuff but I don't like it.
Lost Hours is bad and Oblivion Crown is good (esp. with madness, xtra lands, hellbent, or flashback).
Putrid Cyclops is probably ok.
Deepcavern Imp is cheap evasion so you play it and you probably pay the echo cost without too much thought.
Frenzy Sliver is like most slivers in that it's good if you have a lot of them.
If you've got the outlets, Grave Scrabbler is good. If you don't it's horrid.
Mass of Ghouls is worse that Savage Thallid which isn't that good.
Red:
Bogardan Lancer is ok.
Emberwilde Auger is a good aggro creature that has a purpose once it's been outclassed.
Fatal Attraction, Riddle of Lightning, Flowstone Embrace, and Ghostfire are all at least good removal if not really good removal (in the case of Riddle). You happily play them all. Fatal Attraction will make you want to save it for bigger stuff, but often it'll be the correct play to kill the 2 toughness creature right off. Flowstone Embrace is what taps, not the creature. 0 toughness creatures can't regenerate and the damage can't be prevented.
Gathan Raiders is good since you can unmorph it to 3/3 while tapped out, and it helps you get hellbent making it much better.
Rift Elemental accelerates your suspended cards. This card makes UR storm very happy since you can easily time a bunch of suspend cards to go off at once.
Fomori Nomad is big and easy on the manabase, hence good.
Grinning Ignus is an interesting way to accelerate to 6 on turn 4. The Grey Ogre body isn't too bad considering how many morphs there are.
Henchfiend of Ukor is ok.
Homing Sliver is... just like other slivers, it's good if you've got a bunch.
Green:
Kavu Primarch is very good.
Llanowar Auger is made playable by the wall of wood body/cost. It lets you hold of early offense and does something useful after it becomes irrelevant.
Llanowar Empath will probably not be worth it because around half the time you pay 4 for a 2/2 and don't get a creature.
Petrified Plating is good. I like the idea of suspending an Aura on turn 1 with no creatures out.
Quiet Disrepair is a SB card.
Sprout Swarm is just ok since it takes a long time to matter.
Wrap in Vigor seems like a lame trick that will occasionally be amazing.
Edge of Autumn is good.
Nessian Courser is good.
Sporloth Ancient is good.
Thornweald Archer is good.
Virulent sliver is... like most slivers....
My strategy...
Like someone said earlier, play your best evasion, play your best removal, play a solid curve, play as many creatures as possible; and take the unknown out by leaving the cards with questionable drawbacks and advantages in your take home pile.
Let your opponent tell you after the match.
'Yea, (this card) and (this card) really weren't as good as I thought they were. It really works well if (complicated scenario).....but that never seemed to happen when I needed it to. Speaking of which, you must have gotten lots of flyers and removal, you deck was really tough to handle...'
As commons go, Kavu Primarch is very playable in the prerelease, and it should do quite well.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
Just my opinions
White
Intervention Pact - 0
Instant (R)
Intervention Pact is white.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
Illus. Dave Kendall
Knight of Sursi - 3W
Creature - Human Knight (C)
Flying, flanking
Suspend 3- {W}
2/2
Magus of the Moat - 2WW
Creature - Human Wizard (R)
Creatures without flying can't attack.
0/3
Spirit en-Dal - 2W
Creature - Spirit (U)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Forecast - {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.)
2/1
Goldmeadow Lookout - 3W
Creature - Kithkin Spellshaper (U)
{W}, {T}, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier into play with "{W}, {T}:Tap target creature."
2/2
#22/180
Blue
Mystic Speculation - U
Sorcery (U)
Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.)
Scry 3 (Look at the top three cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)
#41/180
Black
Minions' Murmurs - 2BB
Sorcery (U)
You draw X cards and you lose X life, where X is the number of creatures you control.
#71/180
(Not for the search, though seeing thier Library and knowing what bombs you need to hold for is key, but becuase you get to pick the card in thier hand to remove, hes a duress on a friggin stick)
Shimian Specter - 2BB
Creature - Specter (R)
Flying
Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. Choose a nonland card from it. Search that player's hand, graveyard, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.
2/2
Korlash, Heir to Blackblade - 2BB
Legendary Creature - Zombie Warrior (R)
Korlash, Heir to Blackblade's power and toughness are each equal to the number of swamps you control.
{1}{B}: Regenerate Korlash.
Grandeur - Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them into play tapped, then shuffle your library.
*/*
Snake Cult Initiation - 3B
Enchantment - Aura (U)
Enchant creature
Enchanted creature has poisonous 3.
Tombstalker - 6BB
Creature - Demon (R)
Flying
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.)
5/5
Red
Char Rumbler - 2RR
Creature - Elemental (U)
Doublestrike
{R}: Char Rumbler gets +1/+0 until end of turn.
-1/3
Molten Disaster - XRR
Sorcery (R)
Kicker {R} (You may pay an additional {R} as you play this spell.)
If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.
Scourge of Kher Ridges - 6RR
Creature - Dragon (R)
Flying
{1}{R}: Scourge of Kher Ridges deals 2 damage to each creature without flying.
{5}{R}: Scourge of Kher Ridges deals 6 damage to each other creature with flying.
6/6
Sparkspitter - R
Creature - Elemental Spellshaper (U)
{R}, {T}, Discard a card: Put a 3/1 Red Elemental creature token named Spark Elemental into play with "Trample, Haste. At end of turn, sacrifice Spark Elemental."
1/1
#109/180
Boldwyr Intimidator - 5RR
Creature - Giant Warrior (U)
Cowards cannot block Warriors.
{R}: Target creature's type becomes Coward until end of turn.
{2}{R}: Target creature's type becomes Warrior until end of turn.
5/5
Ghostfire - 2R
Instant (C)
Ghostfire is colorless.
Ghostfire deals 3 damage to target creature or player.
Thunderblade Charge - 1RR
Sorcery (R)
Thunderblade Charge deals 3 damage to target creature or player.
Whenever one or more creatures you control deals combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay {2}{R}{R}{R}, If you do, play it without paying its mana cost.
Green
Sprout Swarm - 1G
Instant (C)
Convoke (Each creature you tap while playing this spell reduces its total cost by {1} or by one mana of that creature's color)
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Put a 1/1 green Saproling creature token into play.
Summoner's Pact - 0
Instant (R)
Summoner's Pact is green.
Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game.
Imperiosaur - 2GG
Creature - Lizard (U)
Spend only mana produced by basic lands to play Imperiosaur.
"An ancient force of unbelievable power dominates the valley. I grieve for its inhabitants, but I rejoice for the earth." - Olanti, druidess of Muraganda
5/5
Nacatl War-Pride - 3GGG
Creature - Cat Warrior (U)
Nacatl War-Pride must be blocked by exactly one creature if able.
Whenever Nacatl War-Pride attacks, put X tokens into play, tapped and attacking, that are copies of Nacatl War-Pride, where X is equal to the numbers of creatures controlled by the defending player. Remove those tokens from the game at end of turn.
3/3
Multi
Seriously, if you get good slivers, and a gemhide or two... just wow.
Sliver Legion - WUBRG
Legendary Creature - Sliver (R)
All Sliver creatures get +1/+1 for each other Sliver in play.
Hidden within the clicking, chittering swarm is a unique mind, still young, but growing more aware as time passes.
7/7
Jhoria wouldnt be bad eitehr.
Artifact
I can see this being annoying.
Veilstone Amulet - 3
Artifact (R)
Whenever you play a spell, creatures you control can't be the targets of spells or abilities your opponents control this turn.
Land
Most the lands are good, if your in that color.
This land though, is mighty good, its an amazing bluff card and if they use creture kill on it, you just flip it over and it all fizzles.
Zoetic Cavern
Land (U)
{T}: Add {1} to your mana pool.
Morph {2} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Nothing lives within it, yet there is life.
Illus. Lars Grant-West
QFT!
My Extendo Sig! Because I want to be Cool!!
If anyone knows why G0-DRAW was banned I would love it if they would PM me. That guy was pure entertainment 100% of the time. Plus he never publicly responded to his Contraptions "Proof" that never panned out.
tis is a common argument. control current game state or control future game state. oth have valid points ut if youre behind on the current then youd prefer to gain control. (no ordeal) but if youre ahead then digging through their deck and removing everything that gives them a chance to comeback ( burn, removal, huge beef) is great. (with ordeal) what it comes down to is do ylu think youll be ahead at the point you cast it. if i had spot removal id run the removal over it. only way to get it to trigger a lot is to have a sac outlet or attack both of which can lose you more than you like.
1 W Angel of Salvation-******
2 W Augur il-Vec-***
3 W Barren Glory-*
4 W Chronomantic Escape-****
5 W Dust of Moments-***
6 W Even the Odds-*****
7 W Gift of Granite-**
8 W Intervention Pact -***
9 W Judge Unworthy-*****
10 W Knight of Sursi-****
11 W Lost Auramancers-**
12 W Magus of the Moat-******
13 W Marshaling Cry-***
14 W Saltskitter-*
15 W Samite Censer-Bearer-**
16 W Scout’s Warning-**
17 W Spirit en-Dal-***
18 W (Ts) Aven Mindcensor-***
19 W (Ts) Blade of the Sixth Pride-***
20 W (Ts) Bound in Silence-****
21 W (Ts) Daybreak Coronet-****
22 W (Ts) Goldmeadow Lookout-**
23 W (Ts) Imperial Mask-***
24 W (Ts) Lucent Liminid-**
25 W (Ts) Lumithread Field-**
26 W (Ts) Lymph Sliver-*
28 W (Ts) Oriss, Samite Guardian-******
29 W (Ts) Patrician’s Scorn-*****
30 W (Ts) Ramosian Revivalist-**
31 W (Ts) Seht’s Tiger-*****
32 U Aven Augur-***
33 U Cloudseeder-**
34 U Cryptic Annelid-*****
35 U Delay-***
36 U Foresee-****
37 U Infiltrator il-Kor-***
38 U Leaden Fists-****
39 U Maelstrom Djinn-****
40 U Magus of the Future-**
41 U Mystic Speculation-***
42 U Pact of Negation-***
44 U Take Possession-****
45 U Unblinking Bleb-***
46 U Venser, Shaper Savant-**
47 U Venser’s Diffusion-*****
48 U (Ts) Arcanum Wings-***
49 U (Ts) Blind Phantasm-**
50 U (Ts) Bonded Fetch-***
51 U (Ts) Linessa, Zephyr Mage-****
52 U (Ts) Logic Knot-****
53 U (Ts) Mesmeric Sliver-***
54 U (Ts) Narcomoeba-**
55 U (Ts) Nix-*****
56 U (Ts) Sarcomite Myr-***
57 U (Ts) Second Wind-****
59 U (Ts) Spellweaver Volute-**
60 U (Ts) Spin into Myth-***
61 U (Ts) Vedalken AEthermage-***
62 U (Ts) Whip-Spine Drake-**
63 B Augur of Skulls-***
64 B Cutthroat il-Dal-***
65 B Festering March-***
66 B Gibbering Descent-******
67 B Grave Peril-**
68 B Ichor Slick-****
69 B Lost Hours-**
70 B Magus of the Abyss-*****
71 B Minions’ Murmurs-*****
73 B Oblivion Crown-****
74 B Pooling Venom-****
75 B Putrid Cyclops-**
76 B Shimian Specter-****
77 B Skirk Ridge Exhumer-****
78 B Slaughter Pact-*****
80 B (Ts) Bitter Ordeal-******
81 B (Ts) Bridge from Below-***
82 B (Ts) Death Rattle-****
83 B (Ts) Deepcavern Imp-****
84 B (Ts) Fleshwrither-***
85 B (Ts) Frenzy Sliver-*
86 B (Ts) Grave Scrabbler-*****
87 B (Ts) Korlash, Heir to Blackblade-****
88 B (Ts) Mass of Ghouls-**
89 B (Ts) Snake Cult Initiation-****
90 B (Ts) Street Wraith-****
91 B (Ts) Tombstalker-******
92 B (Ts) Witch’s Mist-*****
93 B (Ts) Yixlid Jailer-***
94 R Arc Blade-***
95 R Bogardan Lancer-****
96 R Char-Rumbler-****
97 R Emberwilde Augur-****
98 R Fatal Attraction-**
99 R Gathan Raiders-*****
100 R Haze of Rage-******
101 R Magus of the Moon-**
102 R Molten Disaster-*****
103 R Pact of the Titan-***
104 R Pyromancer’s Swath-******
105 R Riddle of Lightning-*****
106 R Rift Elemental -*****
107 R Scourge of Kher Ridges-******
109 R Sparkspitter-*****
110 R (Ts) Bloodshot Trainee-**
111 R (Ts) Boldwyr Intimidator-***
112 R (Ts) Emblem of the Warmind-****
113 R (Ts) Flowstone Embrace-****
114 R (Ts) Fomori Nomad-**
115 R (Ts) Ghostfire-***
116 R (Ts) Grinning Ignus-****
117 R (Ts) Henchfiend of Ukor-****
118 R (Ts) Homing Sliver-***
119 R (Ts) Shah of Naar Isle-****
120 R (Ts) Skizzik Surger-****
121 R (Ts) Steamflogger Boss-*
122 R (Ts) Storm Entity-****
123 R (Ts) Tarox Bladewing-****
124 R (Ts) Thunderblade Charge-*****
125 G Cyclical Evolution-***
126 G Force of Savagery-*
127 G Heartwood Stoyteller-*****
128 G Kavu Primarch-*****
129 G Llanowar Augur-*****
130 G Llanowar Empath-***
131 G Llanowar Mentor-****
132 G Magus of the Vineyard-******
133 G Petrified Plating-***
134 G Quiet Disrepair-***
135 G Ravaging Riftwurm-****
136 G Riftsweeper-****
137 G Rites of Flourishing-*****
138 G Sprout Swarm-****
139 G Summoner’s Pact-***
140 G Utopia Mycon-****
141 G Wrap in Vigor-***
142 G (Ts) Baru, Fist of Krosa-***
143 G (Ts) Centaur Omenreader-****
144 G (Ts) Edge of Autumn-*****
145 G (Ts) Imperiosaur-****
146 G (Ts) Muraganda Petroglyphs-**
147 G (Ts) Nacatl War-Pride-****
148 G (Ts) Nessian Courser-**
149 G (Ts) Phosphorescent Feast-**
151 G (Ts) Spellwild Ouphe-*****
152 G (Ts) Sporoloth Ancient-****
153 G (Ts) Tarmogoyf-*****
154 G (Ts) Thornweald Archer-****
155 G (Ts) Virulent Sliver-******
156 O Glittering Wish-**
157 O Jhoira of the Ghitu-***
158 O Sliver Legion-***
159 A Akroma’s Memorial-**
161 A Coalition Relic-****
163 A Sliversmith-****
165 A Sword of the Meek-****
166 A Veilstone Amulet-*****
167 A (Ts) Darksteel Garrison-****
168 A (Ts) Whetwheel-***
169 L Dakmor Salvage-****
170 L Keldon Megaliths-****
171 L Llanowar Reborn-***
172 L New Benalia-**
173 L Tolaria West-***
174 L (Ts) Dryad Arbor-***
175 L (Ts) Graven Cairns-*****
176 L (Ts) Grove of the Burnwillows-*****
177 L (Ts) Horizon Canopy-*****
178 L (Ts) Nimbus Maze-*****
179 L (Ts) River of Tears-*****
180 L (Ts) Zoetic Cavern-**
KEY:
*-Almost never playable
**-Generally bad
***-May be played if deck fits
****-Well forth playing if deck fits
*****-MUST be played if deck fits
******-Worth centering a deck around
Now, THAT was a post.
'98-'99: Tolarian Academy, Tinker, Memory Jar, and Metalworker introduced. Artifacts still extremely broken.
'03-'04: Wizards decides to base a full block around broken artifacts.
'08-'09: You do the math. There will be broken artifacts in Rock Block. You will see.
ALL YOU NAIVE FOOLS SHALL SEE!!!
-Jed
That said, i'm sure there are lands that people will want Darksteel Garrison to protect, i'm going with that being playable.
its not forbidden at all....i won with some 5 colored decks before (slivers mainly)
anyway...by the looks of the i'll skip slivers and fungus unless i get tons from TS, as more FS ones suck.
also i will dump green from the ability to create a massive number of useless things...