If wizards is going to tr something new with this second set, my bet's on them making it the first "tri-brid" set with hybrid cards of three different colors. Then if they make the third set a mono-colored set, the Fate Reforged will be fine drafted with KTK or the third set, since hybrid cards work in both multicolored decks AND mono colored decks.
Although that would be interesting, I really doubt hybrid cards because they were just in New Ravnica.
By tribrid, I mean the mana symbol has three colors in them. If you turn R/W/U into a mana symbol on MSE, you can see this. Yes, they did hybrid cards in RTR block, but RTR block was about 2 color combinations and hybrid cards were not necessarily a big part of the block's flavor. They've done hybrids in two blocks in a row before too (SHA to ARB) so I don't necessarily think "did it in previous block" would stop them from getting creative. Considering the set's going to be a "time travel" set, I think the tribrid cards representing "primitive" clans and Sarkhan changes the outcome of the future, making the clans mono-colored.
If wizards is going to tr something new with this second set, my bet's on them making it the first "tri-brid" set with hybrid cards of three different colors. Then if they make the third set a mono-colored set, the Fate Reforged will be fine drafted with KTK or the third set, since hybrid cards work in both multicolored decks AND mono colored decks.
After doing the updated version, there seems to be 7 rares when you use seeded pools.Watching a video of a prerelease bento-box opening, there seems to be 6 rares, 5 from normal and 1 promo rare.
I remember the RTR seeded pack had the promo AND the on-color rare in it, but since you have a chance at pulling some cards worth money, I think wizards are only pulling in a single promo rare in the seeded packs.
Watching the video, I also saw 4 uncommons in the seeded pack, and I'm going to assume one of the 4 uncommons will 100% be a tri-land of the chosen clan. Will you fix this accordingly? I mean I could always just use the sim to deck build, but to get a better sense of the upcoming prerelease, maybe it's better to practice with 6 rares and 19 uncommons, as the pool will be.
If I recall, you could get 5 rares from normal packs, one on-color rare from your seeded, and a promo, also from seeded in previous seeded prereleases. Looking at the vid, you get 6 total rares now? I do like how the promo rare could actually be a good card, but I just want to know if we are getting 6 or 7 rares since I see some sealed sims are not up to date on this information.
Isn't that part of an infinite combo? If you have a 0 mana or artifact (or X) OR have Chief Engineer and a low mana artifact, you can get an infinite power creature no?
As much as I like the card and it's versitily, I sort of agree with galspanics logic... flame slash... 1CMC. Duress... 1 cmc... raise the alarm... 2cmc. Alarm is the closest to costing 3 bc it gives the tokens first strike. Paying 3 mana for duress or flame slash is pretty sad. Instant speed is sick though. Just don't like that it's a 3 color duress or 3 color flame slash.
Yeezus flame slash and duress are sorceries. You should know now how powerful instant speed ANYTHING if compared to the sorcery speed versions of them...
From the feel of the clan, I'm guessing the mechanic Abzan's getting is the Fungusaur or Rite of Passage effect. You get raided by Mardu, your high toughness dudes survive the raid, gets stronger in the process, sounds flavorful to me.
As someone pointed out for the Reid mechanic, I think the five mechanics of the clans are going to be way more simple compared to other sets since we are already getting morph, which is a pretty complex mechanic to be in a set. Also, wizards is trying their best to veer standard away from "removal.dek" (Sphinx's Rev, MBC) and make creatures the base of both aggro and control decks. I think Prowess is a mechanic with only a little design space compared to Reid and other mechanics in the past, but who knows, we might get some interesting cards with interesting design.
I can already see some cards with Prowess that have a "power-matters" theme, where a creature gains abilities once it reaches a certain power or has an ability that scales with its power.
Other than that, there might be cards that fetch/recur cards that proc Prowess, similar to Izzet Chronarch, but with Prowess or something.
I'm going to piece together a mechanic using some of the hints and ideas for the mechanics for Khans.
-Khans is rumored to be a set that encourages setting up a "wide" board, where you have multiple threats instead of a single growing one like in Theros. This is supported in M15 with three different mass removals that would only hit opponent's creatures while you maintain your board.
- Morph is the mechanic that every color will be receiving, meaning there needs to be some synergy between morph and the new mechanics of Khans.
- There might be other cards in M15 that hint the new mechanic.
Using these three as base ideas, I'm thinking the new mechanic for Abzan, Jeskai, or Temur has to do with the "base power and base toughness" of creatures. Turn to Frog and Polymorphist's Jest are worded with a new wording. If morph is left as is, then there must be some sort of reason you would want to run 2/2 creatures. Here's an example.
2WW
Simplicity - When When CARDNAME enters the battlefield, put a +1/+1 counter on each other creature you control with the same base power or base toughness as CARDNAME.
2/1 (or 2/2)
This effect encourages going wide and having 2/2 creatures. I thought it would make the most sense with Abzan seeing how the promo art shows a bunch of soldiers lined up with the same pose.
I could definitely see a Ninjutsu-style mechanic, but instead of switching with the unblocked attacker, maybe the mechanic is used to fight in place of an attacker or fight alongside the attacker. Blue and white always had bouncing your own creatures in their pie and red has had a similar mechanic before (Bloodrush).
I just hope none of the mechanics is just a specified kicker or multikicker. Mechanics that could just be kicker: Buyback, Entwine, and Evoke. Mechanics that are very similar: Amplify, Conspire, Cycling, Devour, Overload, Reinforce, Replicate, Transmute, and Channel. Mechanics that are kicker, but complicated enough that it is better off as a new keyword: Bestow, Morph, and Suspend.
I think wizards is simply putting out a possibility that they might print cards in the future that only work if you control planeswalkers. Both Ajani, the Steadfast and this are tests to see the community's response to effects like these.
For the rest of the cycle, I suspect a Quick Sliver costed differently with different P/W in blue or green, probably green. Since hexproof on a sliver sounds way too strong, maybe a Frost Titan-esque pseudo-hexproof ability. Black with either a specter ability or some sort of regeneration ability that requires using non-mana resources (saccing another creature, exiling creatures fro the yard). Finally for red, fire-breathing using colorless mana?
If control decks are going to be running the Souls, this Jace's +1 can possibly create virtual card advantage using them. In most cases you would want the soul to be in your hand, but by throwing it into the yard, you do get to use the effect immediately unlike if you put it on the top of the library.
By tribrid, I mean the mana symbol has three colors in them. If you turn R/W/U into a mana symbol on MSE, you can see this. Yes, they did hybrid cards in RTR block, but RTR block was about 2 color combinations and hybrid cards were not necessarily a big part of the block's flavor. They've done hybrids in two blocks in a row before too (SHA to ARB) so I don't necessarily think "did it in previous block" would stop them from getting creative. Considering the set's going to be a "time travel" set, I think the tribrid cards representing "primitive" clans and Sarkhan changes the outcome of the future, making the clans mono-colored.
After doing the updated version, there seems to be 7 rares when you use seeded pools.Watching a video of a prerelease bento-box opening, there seems to be 6 rares, 5 from normal and 1 promo rare.
I remember the RTR seeded pack had the promo AND the on-color rare in it, but since you have a chance at pulling some cards worth money, I think wizards are only pulling in a single promo rare in the seeded packs.
Watching the video, I also saw 4 uncommons in the seeded pack, and I'm going to assume one of the 4 uncommons will 100% be a tri-land of the chosen clan. Will you fix this accordingly? I mean I could always just use the sim to deck build, but to get a better sense of the upcoming prerelease, maybe it's better to practice with 6 rares and 19 uncommons, as the pool will be.
Board: Creature w/out summoning sickness, Ascendancy
Retract, Ascendancy Trigger x 2, 0 mana artifact, Trigger x 2, bouncing artifact, repeat til you have an 200/200 creature and punch?
Yeezus flame slash and duress are sorceries. You should know now how powerful instant speed ANYTHING if compared to the sorcery speed versions of them...
White cuz white gets everything (But really).
Black cuz Masochistic? Take damage feel better
Green because thats where the ability comes from.
I can already see some cards with Prowess that have a "power-matters" theme, where a creature gains abilities once it reaches a certain power or has an ability that scales with its power.
Other than that, there might be cards that fetch/recur cards that proc Prowess, similar to Izzet Chronarch, but with Prowess or something.
-Khans is rumored to be a set that encourages setting up a "wide" board, where you have multiple threats instead of a single growing one like in Theros. This is supported in M15 with three different mass removals that would only hit opponent's creatures while you maintain your board.
- Morph is the mechanic that every color will be receiving, meaning there needs to be some synergy between morph and the new mechanics of Khans.
- There might be other cards in M15 that hint the new mechanic.
Using these three as base ideas, I'm thinking the new mechanic for Abzan, Jeskai, or Temur has to do with the "base power and base toughness" of creatures. Turn to Frog and Polymorphist's Jest are worded with a new wording. If morph is left as is, then there must be some sort of reason you would want to run 2/2 creatures. Here's an example.
2WW
Simplicity - When When CARDNAME enters the battlefield, put a +1/+1 counter on each other creature you control with the same base power or base toughness as CARDNAME.
2/1 (or 2/2)
This effect encourages going wide and having 2/2 creatures. I thought it would make the most sense with Abzan seeing how the promo art shows a bunch of soldiers lined up with the same pose.
I just hope none of the mechanics is just a specified kicker or multikicker. Mechanics that could just be kicker: Buyback, Entwine, and Evoke. Mechanics that are very similar: Amplify, Conspire, Cycling, Devour, Overload, Reinforce, Replicate, Transmute, and Channel. Mechanics that are kicker, but complicated enough that it is better off as a new keyword: Bestow, Morph, and Suspend.
1: mono-color matters with hybrid/tribrid cards to allow mono color decks to be viable in limited.
2: army matters cards with "equipments" that equip to multipl creatures and those creatures attack together.
Or both
Probably got nath'ed, but Kiora's 2/2 probably took that spot.