I'm surprised there hasn't been any speculation on what the Kirin cycle will be like. Supposedly, in Japanese mythology the Kirin are the most powerful of the mythical beasts, just above the dragons. If this is the case and reflected in the cards then what kind of abilities/stats will they have? They will obviously be a cycle, and comparible in power to the dragon legends from champions. Any ideas?
Black Kirin: I'm thinking graveyard critter animation on some scale. They already have discard with the myojin and creature kill with kuro.
Red Kirin: They already have land destruction with the myojin and critter damage via the dragon. That only really leaves artifact destruction or direct damage.
Blue Kirin: most probably will be bounce of some kind. They already have card
drawing with the myojin and countering with Hisoka.
White Kirin: I would normally say life gain would be adequate for the white aligned Kirin, but it seems like green is getting most, if not all the current life gain spells. I'm thinking this will have some kinda wacky 'tax' type of ability.
Green Kirin: This could be life gain or land fetching. I really don't have any idea on what the green one would do.
I think they'll be on par with the dragons from Champions Orange, although I expect to see something more dynamic from the Green and Red Kirin then from Ryusei and Jugan, Someone speculated on huge coming into play abilities, if played from hand of course, which kinda fits the theme of them being 'omens' or bringers of fortune/luck to whoever see them...
That said, there's another theory that they could have come into play abilities varying on your current hand size, or your opponents... hand size matters?
I wouldn't expect them to be any less than 5/5 with flying for 6 Mana, just like the Dragons, there'll probably be a bigger mana requirement for these guys though, like the pitfighter champion legends from Onslaught (Visara, Silvos, etc which would have been perfect for this block may I add! :-))
Sort of a side note here, but I'm really getting tired of the "standard" color abilities for large bomby cratures. Looking at it from a 'something new' standpoint, the only dragons that did something neat were Yosei and Jugan (granted, Jugan's uniqueness comes from the fact that he's a fat GREEN flier), but the other three were just same-old, same-old. I hope the Kirin's get a bit more creative and explore some aspect of their colors that hasn't already been done to death.
First off i like your ideas orange. for the white part of the cycle i can see something like Blinding angel maybe "Creatures cannot attack you unless their controllers pay 3". It would fit whaites flavor of taxing combat. as for green i see life gain being a likely ability.
Now for the wacky ideas, Some developers have commented that the blue myojin originally acted as a wish card. Maybe the Kirins will have the wish ability as a come into play ability for different cards. Slightly more likely but still out their would be this ability on the green Kirin "Search your library for X land cards, remove these cards from the game". It would be cool and really helpful in the late game in limited since it would be great for thinning the land from your deck.
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the blue one would be really neat if it was a mystic snake varient. not that MUC needs to be more powerful though;)
Also i think they will be more costed like the dragons. not the myojins. it would be really stupid if they printed 2 cycles of creatures in the same block that are too expensive for competative standard.
Hm... maybe they will have some sort of static effect? This would fit in with them being omens of luck or some such. Red could give doublestrike/doubled damage. Green could do something along the lines of creature boosting. White could reduce the damage dealt to you and creatures you control. Blue would make spells your opponents play cost more (abyss in the right color, but at a balanced cost?). Black could be something like death pits of rath, making all damage to your opponent's stuff lethal.
Then again, I have no idea what I'm talking about.
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And, I'm leaning more towards the big coming into play abilities, to kinda contradict the Dragons in a sense:
Shoryuken :-),Omen of Jukai
4GG
Legendary Creature - Kirin Spirit
Flying
When {this} comes into play, if you played it from your hand, Each other creature you control gets +5/+5 (and trample?) until end of turn.
5/5
I know, Strictly better than Jugan, but this is the sort of ability I expect to see on these guys, something big and Game-swingingly good!
Some good theories here guys, can't wait for the news on these dudes!
...
I was doing a little research over the Kirin. What i found, is that for Japanese culture, the Kiring are definitely more powerful creatures than the Dragons, and they only respect to one ruler of the land. If WocT takes care on this, they might have huge abilities, but granted only to one Legendary creature per turn.
Something like this:
Red_Kirin :4mana::symr::symr::symr:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature deals 4 damage to target creature an opponet controls, it can't be regenerated"
Flying 4/6
Green_Kirin :4mana::symg::symg::symg:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature gains +3/+3 and trample until end of turn."
Flying 2/6
White_Kirin :4mana::symw::symw::symw:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may tap 2 target permanents, those permanents doesn't untap on your next untap phase."
Flying 5/5
Blue_Kirin :4mana::symu::symu::symu:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
Black_Kirin :4mana::symb::symb::symb:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may return up to 1 nonlegendary creature from your graveyard to play."
Flying 5/5
It is a little ouside the box, but those are my thoughts, so please post your comments about it.:halo:
I'd love to see them try and squeeze that in the creature type box And that's not sarcasm, I think it'd be funny if they did
True that Xen, I'd love to see that too dude, and hey, It would be accurate!
Most people are guessing Spirit as the only creature type, but I'm sure we'll see Legendary creature - *something* Spirit, we had Bringers, why can't we have Ki-rin spirit, am I right?
I was doing a little research over the Kirin. What i found, is that for Japanese culture, the Kiring are definitely more powerful creatures than the Dragons, and they only respect to one ruler of the land. If WocT takes care on this, they might have huge abilities, but granted only to one Legendary creature per turn.
Something like this:
Red_Kirin :4mana::symr::symr::symr:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature deals 4 damage to target creature an opponet controls, it can't be regenerated"
Flying 4/6
Green_Kirin :4mana::symg::symg::symg:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature gains +3/+3 and trample until end of turn."
Flying 2/6
White_Kirin :4mana::symw::symw::symw:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may tap 2 target permanents, those permanents doesn't untap on your next untap phase."
Flying 5/5
Blue_Kirin :4mana::symu::symu::symu:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
Black_Kirin :4mana::symb::symb::symb:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may return up to 1 nonlegendary creature from your graveyard to play."
Flying 5/5
It is a little ouside the box, but those are my thoughts, so please post your comments about it, don't let this die aside.
EVen though the likliness of them being reasonably costed is slim to none, I really hope they aren't that mana intensive. We need some good creatures in this block that are reasonably costed and powerful (but not over-powered). When Mirrodin rolls out, T2 is going to have gone from Super-Turbo-Slug-Superhaste Speed, to medium, to Slow-Mo Speed.
I was doing a little research over the Kirin. What i found, is that for Japanese culture, the Kiring are definitely more powerful creatures than the Dragons, and they only respect to one ruler of the land. If WocT takes care on this, they might have huge abilities, but granted only to one Legendary creature per turn.
Something like this:
Red_Kirin :4mana::symr::symr::symr:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature deals 4 damage to target creature an opponet controls, it can't be regenerated"
Flying 4/6
Green_Kirin :4mana::symg::symg::symg:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature gains +3/+3 and trample until end of turn."
Flying 2/6
White_Kirin :4mana::symw::symw::symw:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may tap 2 target permanents, those permanents doesn't untap on your next untap phase."
Flying 5/5
Blue_Kirin :4mana::symu::symu::symu:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
Black_Kirin :4mana::symb::symb::symb:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may return up to 1 nonlegendary creature from your graveyard to play."
Flying 5/5
It is a little ouside the box, but those are my thoughts, so please post your comments about it.:halo:
For starters they sould all have flying. The stats should also be higher then the dragon spirits to be accurate.
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It is a little ouside the box, but those are my thoughts, so please post your comments about it, don't let this die aside.
Some real interesting abilities here Ochy, and somewhat along the lines of what we're likely to see may I add, however, I'd expect these guys to be efficiently costed at around 5 or 6 mana a pop, probably mana intensive (Sorry Xen:-)) but beatsticks otherwise.
Granting abilities to a legendary creature isn't a bad thought, but I like the idea of the wish abilities someone speculated on before, perhaps a Wish ability as a comes-into play effect, like Burning, Cunning, Death, living and Golden wishes from Judgment, except, not from outsde the game... Something like this:
Hadoken :-), Omen of fortunes! (Sorry about the streetfighter references!)
4WW
Legendary creature - Dragon Horse spirit (that's for you Xen bro!)
Flying
When {this} comes into play, you may search your library for an artifact or enchantment card, then put that card into your hand. If you do, shuffle your library afterwards.
5/5
How's that?
Some nice specualtion Ochlophobia, let's see what the other dudes think
That's cool Hydro. to have the spells onto creatures. Hopefuly they are going to introduce the tutors onto another creatures, with a comes into play if you played from your hand ability (somehow).
The thing is that the Kirin, have to be a blast since the set is japanese-based and by rule, they have to follow that folklore a bit. I would like to see, that everybody post some more especulated card-forms about the kirin [anybody?].
Can't wait until 10pm if wizards is going to have a sneak peak for SAV!
Blue_Kirin
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
i really really really really really really really really realllly dont think that can happen.
For that card to be playable at all, you'd need your opponent to cast an instant on your draw step. And i dont think anything can counter something until your next upkeep.
I get your point though, but it should be worded along the lines of "0: Counter target spell, then cardname loses this ability. "
Or something similar.
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I think assaulting another player should have a range of penalties. (A light slap is a game loss, a kick in the nuts is a DQ, ghetto-stomping someone is a Ban for Life.) There could be article all about it, like "when to mulligan"
Does anyone else think (worry?) that Wizards is going to make them Unicorns? As far as abilities, it makes the most sense to me for them to be huge CIP effects.
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Every time I destroy an opponent's creature, I jump on the table, yell "Boo ya, you son of a *****!", rip the card in half, urinate on it, then forcefully shove it down my opponent's throat.
Needless to say, I don't have many players in my playgroup anymore.
Blue_Kirin
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
i really really really really really really really really realllly dont think that can happen.
For that card to be playable at all, you'd need your opponent to cast an instant on your draw step. And i dont think anything can counter something until your next upkeep.
I get your point though, but it should be worded along the lines of "0: Counter target spell, then cardname loses this ability. "
Or something similar.
It isn't very differant form the meddling Mage effect if your looking for precidence to that ability. Only differance is this doesn't prevent that card from being played, it counters it. I personaly, feel it's a little more powerful and versitile that way than Mage is.
Ochlophobia, What if the abilites granted didn't end at end of turn? That would work a lot better with the idea of giving other legends an ability each turn. Otherwise it's really weird, why not just give itself the ability more often then not.
On another note, I've been thinking about the ki-rin and believe that they will have some very powerful effects. I'm guessing that they would rely on their overtly powerful abilities which should be very new and powerful. They all will probably have flying as well and be heavily costed towards their color. Here are a few ideas I've been kickin' around in me lil' head.
White Kirin 3WWW
flying
Whenever a player is dealt damage, that player gains that much life.
5/5
Black Kirin 3BBB
flying
At the Beginning of your upkeep return all creatures that are removed from the game back into play under their owner's control.
5/5
Red Kirin 3RRR
flying
At the end of your Turn you and target oponent exchange control of all your permanents.
5/5
Green Kirin 3GGG
flying
At the end of your Turn each player may put a creature card from their hand into play.
5/5
Blue Kirin 3UUU
flying
Whenever a player plays a spell, counter it if it shares the converted mana cost of a permanent in play.
5/5
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Black Kirin: I'm thinking graveyard critter animation on some scale. They already have discard with the myojin and creature kill with kuro.
Red Kirin: They already have land destruction with the myojin and critter damage via the dragon. That only really leaves artifact destruction or direct damage.
Blue Kirin: most probably will be bounce of some kind. They already have card
drawing with the myojin and countering with Hisoka.
White Kirin: I would normally say life gain would be adequate for the white aligned Kirin, but it seems like green is getting most, if not all the current life gain spells. I'm thinking this will have some kinda wacky 'tax' type of ability.
Green Kirin: This could be life gain or land fetching. I really don't have any idea on what the green one would do.
That said, there's another theory that they could have come into play abilities varying on your current hand size, or your opponents... hand size matters?
I wouldn't expect them to be any less than 5/5 with flying for 6 Mana, just like the Dragons, there'll probably be a bigger mana requirement for these guys though, like the pitfighter champion legends from Onslaught (Visara, Silvos, etc which would have been perfect for this block may I add! :-))
Let the speculation begin!
Now for the wacky ideas, Some developers have commented that the blue myojin originally acted as a wish card. Maybe the Kirins will have the wish ability as a come into play ability for different cards. Slightly more likely but still out their would be this ability on the green Kirin "Search your library for X land cards, remove these cards from the game". It would be cool and really helpful in the late game in limited since it would be great for thinning the land from your deck.
I kill you with
it.
I would imagne them to be 6/6 or some stupid ammount like that and cost 5BBB etc to cast.
Well, at that cost, there'd be some power abilities.
Also i think they will be more costed like the dragons. not the myojins. it would be really stupid if they printed 2 cycles of creatures in the same block that are too expensive for competative standard.
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Then again, I have no idea what I'm talking about.
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...Nether Void, perhaps?
Legendary creature - Spirit
or
Legendary creature - Kirin Spirit
or even:
Legendary creature - Dragon Horse Spirit? :grin2:
And, I'm leaning more towards the big coming into play abilities, to kinda contradict the Dragons in a sense:
Shoryuken :-),Omen of Jukai
4GG
Legendary Creature - Kirin Spirit
Flying
When {this} comes into play, if you played it from your hand, Each other creature you control gets +5/+5 (and trample?) until end of turn.
5/5
I know, Strictly better than Jugan, but this is the sort of ability I expect to see on these guys, something big and Game-swingingly good!
Some good theories here guys, can't wait for the news on these dudes!
...
Something like this:
Red_Kirin :4mana::symr::symr::symr:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature deals 4 damage to target creature an opponet controls, it can't be regenerated"
Flying 4/6
Green_Kirin :4mana::symg::symg::symg:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature gains +3/+3 and trample until end of turn."
Flying 2/6
White_Kirin :4mana::symw::symw::symw:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may tap 2 target permanents, those permanents doesn't untap on your next untap phase."
Flying 5/5
Blue_Kirin :4mana::symu::symu::symu:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
Black_Kirin :4mana::symb::symb::symb:
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature may return up to 1 nonlegendary creature from your graveyard to play."
Flying 5/5
It is a little ouside the box, but those are my thoughts, so please post your comments about it.:halo:
Ahem yes, that's what i meant.
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I'd love to see them try and squeeze that in the creature type box And that's not sarcasm, I think it'd be funny if they did
(Also known as Xenphire)
True that Xen, I'd love to see that too dude, and hey, It would be accurate!
Most people are guessing Spirit as the only creature type, but I'm sure we'll see Legendary creature - *something* Spirit, we had Bringers, why can't we have Ki-rin spirit, am I right?
It is a little ouside the box, but those are my thoughts, so please post your comments about it, don't let this die aside.
(Also known as Xenphire)
For starters they sould all have flying. The stats should also be higher then the dragon spirits to be accurate.
High Mage of Frontier Knowledge in the [Izzet] clan:symru: Want to know the secret to chaos Click Here
Some real interesting abilities here Ochy, and somewhat along the lines of what we're likely to see may I add, however, I'd expect these guys to be efficiently costed at around 5 or 6 mana a pop, probably mana intensive (Sorry Xen:-)) but beatsticks otherwise.
Granting abilities to a legendary creature isn't a bad thought, but I like the idea of the wish abilities someone speculated on before, perhaps a Wish ability as a comes-into play effect, like Burning, Cunning, Death, living and Golden wishes from Judgment, except, not from outsde the game... Something like this:
Hadoken :-), Omen of fortunes! (Sorry about the streetfighter references!)
4WW
Legendary creature - Dragon Horse spirit (that's for you Xen bro!)
Flying
When {this} comes into play, you may search your library for an artifact or enchantment card, then put that card into your hand. If you do, shuffle your library afterwards.
5/5
How's that?
Some nice specualtion Ochlophobia, let's see what the other dudes think
The thing is that the Kirin, have to be a blast since the set is japanese-based and by rule, they have to follow that folklore a bit. I would like to see, that everybody post some more especulated card-forms about the kirin [anybody?].
Can't wait until 10pm if wizards is going to have a sneak peak for SAV!
[edit]
Half horse, half dragon
(Also known as Xenphire)
Legendary Creature - Spirit
At the beginning of your upkeep, target legendary creature you control gains:
"At the beginnig of your draw step, this creature counters target spell until the beginning of your upkeep."
Flying 3/5
i really really really really really really really really realllly dont think that can happen.
For that card to be playable at all, you'd need your opponent to cast an instant on your draw step. And i dont think anything can counter something until your next upkeep.
I get your point though, but it should be worded along the lines of "0: Counter target spell, then cardname loses this ability. "
Or something similar.
It isn't very differant form the meddling Mage effect if your looking for precidence to that ability. Only differance is this doesn't prevent that card from being played, it counters it. I personaly, feel it's a little more powerful and versitile that way than Mage is.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
On another note, I've been thinking about the ki-rin and believe that they will have some very powerful effects. I'm guessing that they would rely on their overtly powerful abilities which should be very new and powerful. They all will probably have flying as well and be heavily costed towards their color. Here are a few ideas I've been kickin' around in me lil' head.
White Kirin 3WWW
flying
Whenever a player is dealt damage, that player gains that much life.
5/5
Black Kirin 3BBB
flying
At the Beginning of your upkeep return all creatures that are removed from the game back into play under their owner's control.
5/5
Red Kirin 3RRR
flying
At the end of your Turn you and target oponent exchange control of all your permanents.
5/5
Green Kirin 3GGG
flying
At the end of your Turn each player may put a creature card from their hand into play.
5/5
Blue Kirin 3UUU
flying
Whenever a player plays a spell, counter it if it shares the converted mana cost of a permanent in play.
5/5