Bolt is great, I'm glad it's getting reprinted again. I disagree that Giant Growth is too weak, it's not as good as Bolt, Ritual, or Recall, but it's still a solid surprise card. Healing Salve is definitely the unfortunate member of the bunch.
Bolt = R = 3 damage to target
Giant Growth = G = +3/+3 to a creature which nets 3 extra damage to whatever still good although not as good as bolt
Unsummon = U = Bounce a target creature which could save your freeking life, lets be honest recall will never come back.....
Dark ritual = B = Add BBB to your mana pool yeah its good but its just mana
and always require something else to be a bomb, but a bomb none the less
probably good not in the format. However if Maro does read these . . . .a rit for every color set at common would not be bad it would be "FAIR".
Here is my vote for white cuz healing salve is ich
Silence = W = Target player cant play spells this turn. This is so freeking awesome for only 1 mana.
My List for This Would Be . . . . .(All possibes not just 15 total)
First of all - NO Creatures NO Equipment NO Cycles (Diamonds, Medalions etc)
I Can guess nothing beyond Mirrodin Block
1.Altar of Dementia - Tempest
2.Lotus Petal - Tempest
or Astrolabe - Alliances
or Lotus Blossom - Urza's Saga
(They aint Black Lotus but also not on the List)
3.Ashnod's Altar - Antiquities/Chronicles/6th
or Phyrexian Altar - Invasion
4.Horn Of Greed -Stronghold
5.Cursed Totem - Mirage/6th
6.Sol Ring - Alpha/Beta/Unl/Rev
7.Scroll Rack - Tempest
8.Helm of Awakening - Visions
9.Candelabra of Tawnos - Antiquities (Please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please)
10.Dragon Arch - Appocalypse
11.Aladdin's Lamp - Arabian Nights
12.Feroz's Ban - Homelands - this card seems to make a lot of sense
13.Well of Discovery - Prophecy
14.Memory Crystal - Exodus
15.Skyshaper - Exodus
16.Ankh of Mishra - Alp/Bet/Unl
17.Nevinyral's Disk - This one seems very obvious
18.Winter Orb - Alp/Bet/Unl - also this one seems to make sense to me
19.Mana Vault or Basalt Monolith - Both Make sense as well
20.Dingus Egg - Alp/Bet/Unl
21.Lifeline - Urza's Saga - Makes sense to me
22.Planar Portal - Invasion
23.Urza's Filter - Invasion
24.Mirari - Odyssey or Time Spiral Timeshifted - Probably not going to be in
25.Crown of Ages - Ice Age - Yeah this one makes sense!
26.Staff of Ages - Ice age - Makes the most sense I've seen.
27.Gauntlets of Chaos - Legends - This one Rocks and makes me hope its in there
28.Mana Matrix - Legends - Legacy Ascension Deck???
29.Slate of Ancestry - Onslaught - very good possibility
30.Gilded Lotus - Mirrodin (although if Sol ring makes i this wont)
31.Isochron Septer - Mirrodin - My vote for the Mirrodin card
32.Timesifter - Mirrodin
33.Aether Vial - Darksteel
34.Darksteel Forge - Darksteel
35.Mycosynth Lattice - Darksteel
36.Clock of Omens - Fifth Dawn
37.Crucible of Worlds - Fifth Dawn
38.Door to Nothingness - Fifth Dawn
39.Fist of Sons - Fifth Dawn
40.Vedalken Orrery - Fifth Dawn
Sadly, in times of economic turmoil WotC seems to be really clamping down on rumours and websites to try and negate profit losses. Like a mangy dog defending its bowl of food.
I just think if MTGO was really that great (which it isn't) it could easily brush off the competition from a free program like MWS and sites like www.magic-league.com supporting it. Somehow this was a long way coming though and I guess if they are infringing copyright laws WotC has every right to enforce it.
I just kind of wish they would make their Online product better instead of shutting everything else down. Then again I think I'll rather stick to a good MMO and play Magic IRL.
Dude you just did it again too you linked to he website we're not supposed to link to. Remember we are not supposed to link to www.magic-league.com - oops I did it too - ughh!
shard convergence 3G = 4 lands for 4 mana
Screw the mana fixing if this is played 2 times in the early game w/ shock lands then u aint pulling lands you're pulling hurt. Things like extended play seem to be dancind in my head. I play a 5c elemental deck and seems very useful. Also Lorwy/Shadowmoor Elves with a bit of splash like blaze/soul blast or beacon of unrest/liliana vess or Distant Melody/Knowledge Exploitation and
very fun things come to mind.
Guys, it really sounds as though the 'Mythic Rare' is a bit less than we're making it out to be.
It's going to replace the Rare in the pack. Which makes it rare. They're just going to call certain rares Mythic Rares for kicks and giggles.
Think of it this way.
You bust a Lorwyn pack. What are the odds it is a Planeswalker vs. another rare? Now, call the Planeswalkers Mythic Rares.
I have to say though, I was fairly shocked to see SO many changes. The fewer cards thing is a good thing, but as a limited player I died a little inside when they said ALL boosters would have a basic land in it in PLACE of a common.
I have a huge qualm with this. MaRo said the reasoning was because they feel that new players have trouble getting basic lands. So.....if we're tinkering with Boosters how about we add a 16th card as a land? Draft wouldn't be a problem.....when you open your pack take the basic and toss it in the middle of the table, then pick your card. Sealed will indeed be a problem, though.
Finally, my comments on the 'Intro packs'.
A step in the right direction. I like how no two intro pack are truly the same, as they come with a random booster. However, there's a very good chance that the fun rare the new player gets in his booster doesn't match the deck he got.
I don't know.....I think we should all brace ourselves for a major make-or-break couple of years for MTG.
So, here's my votes:
Fewer cards per year: :rate5:; Thank God. My wallet will love this.
Mythic Rare: :rate3:; Not amazing, but I'm not gonna cry over it either.
Land over common in booster: :rate1:; I would give it a 2 if the lands were premium.
Intro-packs: :rate3.5:; As I said, a step in the right direction, but still a bit off, IMO.
Here is a big fix about "New Players" not having enough land.
"Sell land packs"
"Sell Starter decks for Every Set not just the First set in a block"
"Make bosters hold 20 cards - 1 of each basic land"
Mythic Rares - Magic has always been about "rich kid wins" why stop now.
fewer cards - First of all who are these pansies who cant make
a simple decision of this card or that one that complain about
"too many cards" Its complaints like this that %$#@ it up for
the rest of us and it makes me *^%!$ Mad.
They have never really "cared" about the casual player (or those with ADD) because they get bored with cards in about a month.
They constantly try to do new things with their decks. Casual players in
my mind are the most creative players ever, mainly because they dont have to deal with Tournament rules. Too many rules = frustration.
I play both FNM Worlds/PTQ's etc but I also like the huge sets
gives me more choice. Its like a shopping mall of cards.
Here is my suggestion in case MaRo(or an underling) actually reads these
as he says he does. Make some lower cost boosters for casual players that are "not" tourney legal. Un-sets make it fun for people. But maybe once a year they could make a set that was full of bluster for casual players
No reprints everything new(its ok if they print cards out of the set but not
into it).
More cards more cards more cards cards more cards more cards cards more cards more cards cards more cards more cards cards more cards more cards.
Ok enough of that.
Come on, where are the poison fans? It's an old mechanic. It's a popular mechanic. It makes you "make decisions that you've never had to make before." There were some plants for it in TS block. Even more interestingly, it's a mechanic that is both keyworded and non-keyworded (it was made a keyword, but didn't start out as one), which jibes with MaRo's convoluted aside about keywords.
Actually "Popular Mechanics" is a magazine in case anyone missed the MaRo
punnery there. Lets take a look at "Popular Mechanics"
Keyworded mechanics
*Poison - Meh its popular to oh about 35 people ~jk
*Cycling - Very doable just dont understand how they could mix it up
*Buyback - Don't see many ways they could try this one in a way they haven't before.
*Rampage - this was very popular a long long long time ago
*Ninjutsu - Doubt this one very much
*Affinity - I could see this work in reverse - You may play "___" for 1 mana less for each elf/goblin/shaman/rogue your opponent controls
*Flashback - said it was not a graveyard theme but did not say that the mechanic did not work from the graveyard
I doubt it will be a combat effect mechanic like poison or the specter mechanic
Machanics w/out keywords
Milling
Library Manipulation (although exception is transmute)
A: One had haste, but then it lost haste. It's feeling pretty sluggish now. Since it doesn't currently have haste and since you haven't controlled it continuously since your turn started, it's not going to attack for you.
-----
My Situation was this because it makes more sense this way
I had 5 elves and the Obsidian Battle-Axe in play. I played the
Elvish Promenade in my hand, 5 elf warrior tokens came into play.
My opponent asked the judge (level 3) if this was the way it worked
and he said this.
"when a creature comes into play if there is a rule that gives a creature haste and later the rule is removed but before the creature has gone through an upkeep the creatures still have haste."
He went on to explain a similar situation
during Mirrodin block the player had a Mass Hysteria and his opponent played a 7 creature Beacon of Creation and the spell resolved and each creature had haste the opponent then went on to naturalize the Mass Hysteria those insect tokens did not lose haste and in this situation you
had explained the creatures would not lose it either.
As a stated based effect the game checks
Does this creature have summoning sickness? No and does not ask the question again until the next turn.
Once a creature loses summoning sickness it cannot gain it again until it changes zones and equiping and un-equipping does not make the creature change zones.
Mirror Entity
- I like the design, but when is mass pump relevant? As a finisher, I could play Calciderm. It breaks an aggro stall, which doesn't happen much in Constructed. It gets pinged easily so you want to be able to use it as fast as possible when you drop it.
It seems like a formidable threat against Damnation decks; drop this third turn, deal twelve the next - a pity this works only on the play if your opponent isn't playing Mindstone.
Without other creatures, it's a worse Shade of Trokair, albeit with easier mana requirements.
Changeling again.
The mana cost is all collorless, Played in a token deck is more what this is for and what better tokens are there than saprolings from TS block Verdeloth makes a huge amount to come into play, using a counter for an opponents ***/Damnation/Pyroclasm etc then play this dude and swing ftw
Forced Fruition
- Turning each of your opponent's bad draws into a draw seven is not something that will win you games against opponents prepared for randomness. This will never see justifiable Constructed play.
But man, do i want to be wrong on this one
How about a good lot of blackness on the table
"Underworld Dreams" would make your opponent hesitate on
playing anything, and you could have fun with wistful thinking
making sure they discard 4 so they have to play stuff to get cards
IMHO this cards is good not great but good
could easily see its way into one of my decks
Forced Fruition - if the other player has Spellbook, you're pretty much screwed. On the other hand, nobody plays Spellbook. This mill card is very good (perhaps you can Donate it)
Forced Fruition & Evacuation = good stuff, cant wait to play it in legacy
with capsize.
And a well placed Boomerang makes Spellbook useless
and makes them discard all those cards, then I was thinking
maybe we could spice it up a bit with a "barbed shocker" enchanted
with a "fire whip" ooh mill my opponent quicker than dirt.
And what the hell is with the +1/+1 counter? Why would an assassin make an enemy stronger???
I of Irish Heritage will answer this question. It is of flavor not of effect.
Celtic Assassins infiltrated the army of their supposed enemy, as they were
often times hired for outside work.
They were usually placed in a position close to the General/Lord as they were skilled in defensive measures.
And so they became advisers and increased the strength of the General's or Lord's defensive capability to seam like they were helping and when they were left trusted "inside" the safety of the defenses the assassin would strike. Often times the assassin never escaped but that hardly mattered the damage had been done and in those days if the lord dies then their army became mercenaries or were disbanded.
Wow!! veeeeery interesting!! It's nice to see how the tribal theme interacts nicely and flavourly. Who woul imagine that treefolks would be more than walls?
I like it, just need to see how deal with the 3 different mana cost!
Bolt = R = 3 damage to target
Giant Growth = G = +3/+3 to a creature which nets 3 extra damage to whatever still good although not as good as bolt
Unsummon = U = Bounce a target creature which could save your freeking life, lets be honest recall will never come back.....
Dark ritual = B = Add BBB to your mana pool yeah its good but its just mana
and always require something else to be a bomb, but a bomb none the less
probably good not in the format. However if Maro does read these . . . .a rit for every color set at common would not be bad it would be "FAIR".
Here is my vote for white cuz healing salve is ich
Silence = W = Target player cant play spells this turn. This is so freeking awesome for only 1 mana.
First of all - NO Creatures NO Equipment NO Cycles (Diamonds, Medalions etc)
I Can guess nothing beyond Mirrodin Block
1.Altar of Dementia - Tempest
2.Lotus Petal - Tempest
or Astrolabe - Alliances
or Lotus Blossom - Urza's Saga
(They aint Black Lotus but also not on the List)
3.Ashnod's Altar - Antiquities/Chronicles/6th
or Phyrexian Altar - Invasion
4.Horn Of Greed -Stronghold
5.Cursed Totem - Mirage/6th
6.Sol Ring - Alpha/Beta/Unl/Rev
7.Scroll Rack - Tempest
8.Helm of Awakening - Visions
9.Candelabra of Tawnos - Antiquities (Please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please)
10.Dragon Arch - Appocalypse
11.Aladdin's Lamp - Arabian Nights
12.Feroz's Ban - Homelands - this card seems to make a lot of sense
13.Well of Discovery - Prophecy
14.Memory Crystal - Exodus
15.Skyshaper - Exodus
16.Ankh of Mishra - Alp/Bet/Unl
17.Nevinyral's Disk - This one seems very obvious
18.Winter Orb - Alp/Bet/Unl - also this one seems to make sense to me
19.Mana Vault or Basalt Monolith - Both Make sense as well
20.Dingus Egg - Alp/Bet/Unl
21.Lifeline - Urza's Saga - Makes sense to me
22.Planar Portal - Invasion
23.Urza's Filter - Invasion
24.Mirari - Odyssey or Time Spiral Timeshifted - Probably not going to be in
25.Crown of Ages - Ice Age - Yeah this one makes sense!
26.Staff of Ages - Ice age - Makes the most sense I've seen.
27.Gauntlets of Chaos - Legends - This one Rocks and makes me hope its in there
28.Mana Matrix - Legends - Legacy Ascension Deck???
29.Slate of Ancestry - Onslaught - very good possibility
30.Gilded Lotus - Mirrodin (although if Sol ring makes i this wont)
31.Isochron Septer - Mirrodin - My vote for the Mirrodin card
32.Timesifter - Mirrodin
33.Aether Vial - Darksteel
34.Darksteel Forge - Darksteel
35.Mycosynth Lattice - Darksteel
36.Clock of Omens - Fifth Dawn
37.Crucible of Worlds - Fifth Dawn
38.Door to Nothingness - Fifth Dawn
39.Fist of Sons - Fifth Dawn
40.Vedalken Orrery - Fifth Dawn
Dude you just did it again too you linked to he website we're not supposed to link to. Remember we are not supposed to link to www.magic-league.com - oops I did it too - ughh!
Screw the mana fixing if this is played 2 times in the early game w/ shock lands then u aint pulling lands you're pulling hurt. Things like extended play seem to be dancind in my head. I play a 5c elemental deck and seems very useful. Also Lorwy/Shadowmoor Elves with a bit of splash like blaze/soul blast or beacon of unrest/liliana vess or Distant Melody/Knowledge Exploitation and
very fun things come to mind.
Here is a big fix about "New Players" not having enough land.
"Sell land packs"
"Sell Starter decks for Every Set not just the First set in a block"
"Make bosters hold 20 cards - 1 of each basic land"
Mythic Rares - Magic has always been about "rich kid wins" why stop now.
fewer cards - First of all who are these pansies who cant make
a simple decision of this card or that one that complain about
"too many cards" Its complaints like this that %$#@ it up for
the rest of us and it makes me *^%!$ Mad.
They have never really "cared" about the casual player (or those with ADD) because they get bored with cards in about a month.
They constantly try to do new things with their decks. Casual players in
my mind are the most creative players ever, mainly because they dont have to deal with Tournament rules. Too many rules = frustration.
I play both FNM Worlds/PTQ's etc but I also like the huge sets
gives me more choice. Its like a shopping mall of cards.
Here is my suggestion in case MaRo(or an underling) actually reads these
as he says he does. Make some lower cost boosters for casual players that are "not" tourney legal. Un-sets make it fun for people. But maybe once a year they could make a set that was full of bluster for casual players
No reprints everything new(its ok if they print cards out of the set but not
into it).
More cards more cards more cards cards more cards more cards cards more cards more cards cards more cards more cards cards more cards more cards.
Ok enough of that.
If you agree w/ me give me a Hell Yeah
Actually "Popular Mechanics" is a magazine in case anyone missed the MaRo
punnery there. Lets take a look at "Popular Mechanics"
Keyworded mechanics
*Poison - Meh its popular to oh about 35 people ~jk
*Cycling - Very doable just dont understand how they could mix it up
*Buyback - Don't see many ways they could try this one in a way they haven't before.
*Rampage - this was very popular a long long long time ago
*Ninjutsu - Doubt this one very much
*Affinity - I could see this work in reverse - You may play "___" for 1 mana less for each elf/goblin/shaman/rogue your opponent controls
*Flashback - said it was not a graveyard theme but did not say that the mechanic did not work from the graveyard
I doubt it will be a combat effect mechanic like poison or the specter mechanic
Machanics w/out keywords
Milling
Library Manipulation (although exception is transmute)
Lets discuss this a little more
Q: If I play two Mudbutton Clangers and I have an Obsidian Battle-Axe, one will get haste and then the other. Can they both attack now?
A: One had haste, but then it lost haste. It's feeling pretty sluggish now. Since it doesn't currently have haste and since you haven't controlled it continuously since your turn started, it's not going to attack for you.
-----
My Situation was this because it makes more sense this way
I had 5 elves and the Obsidian Battle-Axe in play. I played the
Elvish Promenade in my hand, 5 elf warrior tokens came into play.
My opponent asked the judge (level 3) if this was the way it worked
and he said this.
"when a creature comes into play if there is a rule that gives a creature haste and later the rule is removed but before the creature has gone through an upkeep the creatures still have haste."
He went on to explain a similar situation
during Mirrodin block the player had a Mass Hysteria and his opponent played a 7 creature Beacon of Creation and the spell resolved and each creature had haste the opponent then went on to naturalize the Mass Hysteria those insect tokens did not lose haste and in this situation you
had explained the creatures would not lose it either.
As a stated based effect the game checks
Does this creature have summoning sickness? No and does not ask the question again until the next turn.
Once a creature loses summoning sickness it cannot gain it again until it changes zones and equiping and un-equipping does not make the creature change zones.
The mana cost is all collorless, Played in a token deck is more what this is for and what better tokens are there than saprolings from TS block Verdeloth makes a huge amount to come into play, using a counter for an opponents ***/Damnation/Pyroclasm etc then play this dude and swing ftw
How about a good lot of blackness on the table
"Underworld Dreams" would make your opponent hesitate on
playing anything, and you could have fun with wistful thinking
making sure they discard 4 so they have to play stuff to get cards
IMHO this cards is good not great but good
could easily see its way into one of my decks
Cant wait to buy 4 of these on Ebay for 99c
Forced Fruition & Evacuation = good stuff, cant wait to play it in legacy
with capsize.
And a well placed Boomerang makes Spellbook useless
and makes them discard all those cards, then I was thinking
maybe we could spice it up a bit with a "barbed shocker" enchanted
with a "fire whip" ooh mill my opponent quicker than dirt.
I of Irish Heritage will answer this question. It is of flavor not of effect.
Celtic Assassins infiltrated the army of their supposed enemy, as they were
often times hired for outside work.
They were usually placed in a position close to the General/Lord as they were skilled in defensive measures.
And so they became advisers and increased the strength of the General's or Lord's defensive capability to seam like they were helping and when they were left trusted "inside" the safety of the defenses the assassin would strike. Often times the assassin never escaped but that hardly mattered the damage had been done and in those days if the lord dies then their army became mercenaries or were disbanded.
Here's My 2 cents to the discussion
Extended Elves just got a big jump,
Timberwatch eh? Replaced by Magistrate
Llanowar Elves, Urborg Elves, Elf Token generators & Intruder Alarm oh yeah
bring on the Elvish rain,
We could make it cost less too Sudden Death & Sudden Shock
just to take out 1 badass treefolk
I do think this would be fun
of course never likely to get this to happen
Opening Hand
Forest, Plains or Swamp, BoP, Doran, Ornithopter, Ornithopter, Ornithopter, Ornithopter
Turn 1
Forest T = BoP
Ornithopter X 4
Turn 2 Swamp/Plains
T Forest T Swamp/Plains T BoP
Play Doran and swing for 8 on turn 2
Answer = Joiner Adept