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    posted a message on Theros Future Sight Card
    It will be Centaur Omenreader. They stated in the flavor article that omen readers were a part of the centaur tribe, and it combines well with the high cost of monsters, so I would be shocked if it weren't reprinted.
    Posted in: Speculation
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    posted a message on [[MM]] Some Commons/Uncommons
    Pardic Dragon is uncommon now? Because I would be seriously pissed if that piece of junk took up a rare slot.
    Posted in: The Rumor Mill
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    posted a message on Helvault during Pre-Release Event (Avacyn Restored)
    Yes, thank you wizards! I have restrained myself from buying anything since Innestrad, and I was worried that they were going to give out Avacyn and Griselbrand at the prerelease, which would have broken my resolve. However, with this garbage, I can safely maintain my embargo.
    Posted in: The Rumor Mill
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    posted a message on [AVR] Avacyn, Angel of Hope
    Wow, they managed to make this broken and boring at the same time. Impressive! I cannot imagine how I would like this card less.
    Posted in: The Rumor Mill
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    posted a message on No more Mythic Rare Prerelease Promos
    Mythic rares made me like Magic less, since it was harder to get the cards I wanted. Before, a chase rare was $20-25, and now they are $40-50. I cut drafting, as the new "4 sets a year with smaller card pools" meant that the drafts were less interesting, with less variety. The only events I still went to were prereleases, because at least I got a mythic out of it.

    Thank you, WotC, for saving me money.
    Posted in: Rumor Mill Archive
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    posted a message on [DKA] DailyMTG Previews 1/9: Loads of cards!
    Hahahaha.

    They introduce mythics, and say "Look, mythics are accessible! You get them from going to the prerelease!"

    2 blocks later...

    Everything except the hasty cheater is extremely mediocre. Easy set to skip, so far.
    Posted in: Rumor Mill Archive
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    posted a message on Premium Deck Series: Graveborn (Full list spoiled!)
    Why a Polluted Mire instead of a Barren Moor?
    Posted in: Rumor Mill Archive
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    posted a message on [ISD] DailyMTG Previews 9/14: Geist of Saint Traft, Splinterfright, Minisite update
    Tapped and attacking (drool). Shame he is a mythic, but a very cool dude nonetheless. Not sure how big a fan I am of the green self-mill thing though.
    Posted in: The Rumor Mill
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    posted a message on [ISD] DailyMTG Previews 9/13: Bloodline Keeper, Prey Upon, visual spoiler
    The mill land Dimir should have had, at rare and too much mana for too little effect. Better than Duskmantle, which means, basically, nothing.
    Posted in: The Rumor Mill
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    posted a message on Through the Breach?
    I have always considered this a junk rare, and now it is a $15 card? What happened? Is it some kind of terrible Blightsteel Colossus combo?

    Through the Breach
    Posted in: Modern Archives
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    posted a message on [ISD] DailyMTG Previews 9/8: Avacyn's Pilgrim, Deranged Assistant, Laboratory Maniac
    Laboratory Maniac is going to disappoint a lot of Johnnies. "I'm gonna do something cool- oh, wait, leveler. With counterspell backup. NEXT!"
    Posted in: The Rumor Mill
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    posted a message on [ISD] DailyMTG Previews 9/1: Stromkirk Noble, Rooftop Storm
    I am getting kind of sick of them having such an obvious divide between tournament quality and garbage. Rooftop storm is fun. Would it have been broken at 5? Nope. Did they print it at 6 so it is solidly in casual corner? Yep.
    Posted in: The Rumor Mill
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    posted a message on [ISD] DailyMTG Previews 8/31: Liliana of the Veil, Fiend Hunter, Kruin Outlaw
    I have always said to myself "Faceless Butcher would be good if it only cost 1 less mana". Liliana seems fairly mediocre, but Fiend Hunter is ridiculous. Faceless Butcher was good before, and now they have to make it cost less?
    Posted in: Rumor Mill Archive
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    posted a message on [ISD] Mayor of Avabruck, Howlpack Alpha
    Called this over a month ago:

    http://forums.mtgsalvation.com/showthread.php?t=341452

    And my thread got moved from speculation. :/
    Posted in: The Rumor Mill
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    posted a message on "Night" mechanic (Innistrad speculation)
    Considering that Vampires and Werewolves have been spoiled, and the set clearly has a horror theme, I am guessing there is going to be a night and day mechanic.

    Each turn is Day by default. Instants/Creatures/Enchantments turn it from Day to Night, and Night creatures get a benefit for being in that state.

    Examples:

    Sudden Darkness B
    Instant
    It is Night until end of turn.

    Waning Moon 2B
    Enchantment
    At the beginning of your upkeep, if Waning Moon has a moon counter, remove all counters from it. Otherwise, add a moon counter to it.
    As long as Waning Moon has a moon counter on it, it is Night.

    Bearwere 1G
    Creature - Human Druid
    Bearwere gets +1/+1 if it is Night.
    2/2

    Blood Shaman 2R
    Creature - Human Shaman
    Whenever a creature dies, it is Night until end of turn.
    2/2

    Moonhex 2B
    Instant
    Target creature gets -3/-3 until end of turn. If it is Night, that creature dies instead.
    Posted in: Custom Card Creation
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    posted a message on Mimeoplasm
    I am pretty sure this works, but better to make sure. Say my graveyard is 3 The Mimeoplasms, 4 Death's Shadow and a Troll Ascetic. I cast a Mimeoplasm, targeting a Mimeoplasm and a Death's Shadow. I copy the Mimeoplasm and get 13 +1/+1 counters. I then repeat this trick, using the new Mimeoplasm's ability to remove another 2 cards, until eventually I am left with a Troll Ascetic with 52 +1/+1 counters on it?
    Posted in: Magic Rulings Archives
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    posted a message on Kaalia ADDicted (Angel,Demon,Dragon)
    If you are going to run Rakdos, I would include Erratic Portal at a minimum, and Barbarian Guides as well. That is a powerhouse combo, and Erratic Portal is good enough on its own.
    Posted in: New Card Discussion
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    posted a message on [COMM] MTGCommander.net Preview: Kaalia of the Vast
    I love the phrase "tapped and attacking" in all its forms. Too bad the art is so ☺☺☺☺ty. It looks like a bad photoshop.
    Posted in: The Rumor Mill
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    posted a message on [COMM] Sewer Nemesis (from DailyMTG visual spoiler)
    So it is a tiny, worse vulturous zombie?
    Posted in: The Rumor Mill
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    posted a message on [COMM] MTGCommander.net Preview: Alliance of Arms + Join Forces mechanic
    That is a horrible spell. Why would I want to cast something that helps my opponents more than it helps me? They likely get more dudes, they get to attack with them first... Maaybe if this were instant speed.
    Posted in: The Rumor Mill
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    posted a message on [NPH] Event Deck Decklists
    Quote from Xander Crews
    Wow thats just 100% made up and wrong... There is no way thats even close to right and im guessing your under 16 and that sounds reasonable to you. Thas so little its almost unlivable.

    From just running into people who work for companies i can tell you thats wrong cause no one making 20ishk a year is driving around in a new Benz, Jag, or Lexus.



    Maybe you should do some research before condemning. There was a job posting at Fantasy Flight Games for a senior game designer, offering 30k a year. Maybe the CEO of Wizards can drive around in a Jaguar, but that is definitely the exception. Name one other company that is half as big as Wizards? They own both DnD, the best selling RPG, and Magic, the best selling CCG.
    Posted in: The Rumor Mill
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    posted a message on Indestructability, Doublestrike, Trample, and Terminate.
    Heres a mouthful for you.

    I attack with a 5/5 doublestrike trampler. You block with a 3/3 indestructable creature. Normally, I would assign 3 damage to the blocker during first strike damage, then trample for 2. Then, during regular damage, trample for 5, since the blocker has lethal damage.

    However, lets say, after blocking, I terminate the blocker. Is "destroyed" the same as having lethal damage? Would the creature trample over for 7 or 10?

    Thank you.
    Posted in: Magic Rulings Archives
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    posted a message on [MBS] Ichor Wellspring
    I have to say, I am disappointed. Why? The name.

    This is a fun card, and it gets my Johnny senses tingling. But what does this have to do with ichor? With a setting specific name like that, there is no chance this will get reprinted in future sets.
    Posted in: The Rumor Mill
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    posted a message on Cutting those last 2 cards
    Quote from passislisk
    If metalcraft is enabled they are excellent. It's like they come with a free corrupt targeting the opponent's dome for 4. It's an excellent life swing, and just wrecks races.


    This, exactly. Scars has a ton of lifegain, and against anything except poison, this deck should be very annoying to kill.

    Re: Bloodshot Trainee: How likely does it have to be to activate it before it is good? I have 2 pieces of equipment that turn it on by themselves, and 2 more that can turn it on if they are both out, which seems unlikely.

    Re: Golem Artisan: I agree that it is a great manasink, and can dominate late games, but if I cut the Memnites for it, my pumping targets go down to a couple of guys that already fly and a chrome steed (I am assuming Precursor Golem effectively reads "Target opponent discards removal"). Considering the number of artifacts, doesnt barrage ogre act as a more effective late game reach?

    Re: Bladed Pinions. Lots of people mention this. I will give it a shot.
    Posted in: Limited Archives
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    posted a message on Cutting those last 2 cards
    Hello Gents and Ladies,

    I am turning my prerelease deck into a Type P deck, a kind of sealed deck for ante, and I would appreciate advice for cutting the last couple of cards. The short story is: 5 packs, only 6 of each basic land type. Anyway, I got down to 25 cards, but I can't cut the last two. It may be worth noting that decks can come from any combination of sets, so it is unlikely I will be playing against Scars opponents.

    Relevant Sideboard Cards
    I played it as black/green poison in the prerelease, but I have a lot of aggressive equipment and creatures, and I think I should take advantage of that. I would love to live the dream of Throne of Geth on Prototype Portal, but that seems like a bit of a long shot.

    Any advice appreciated.
    Posted in: Limited Archives
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    posted a message on [SOM] Spikeshot Elder
    You have now realized that he is pooping. Good luck unseeing that.

    Talk about terrible art direction.
    Posted in: The Rumor Mill
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    posted a message on Wrath-Proof Aggro Decks
    Hello gentlemen (and gentleladies).

    I want to make a multiplayer deck that is immune to the standard all-stars of multiplayer: Wrath, DoJ, etc. In that vein, I was thinking of tossing together a deck that focuses on enchantments and artifacts that make and pump creatures.


    That's about all I got right now. Basically, I want cards that generate creatures every turn (or just about every turn) and then pump those creatures to massive levels. Any ideas for things that would fit well?
    Posted in: Casual & Related Formats
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    posted a message on [ARC] Archenemy Scheme Cards, Product Image and Format Rules
    All I can think is:

    I thought this was supposed to be balanced against any number of opponents? What happens if you are playing against 40 opponents and they each play mountain, raging goblin?
    Posted in: The Rumor Mill
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    posted a message on Pre-release Stories
    Two quick stories:

    2 time for heroes, training ground, and knight of cliffhaven. Put a hyena umbra on it, and a 9/9 flying vigilant first striker STILL wasn't enough to get through :/

    Also, put eldrazi conscription on a hand of erakmul, and attacked. Opponent naturalized the conscription, shrunk the hand with induce despair, and blocked to kill it. How the hell did he manange to stop a 17/17 trampler with only a 2/4 to block?
    Posted in: New Card Discussion
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    posted a message on [RoE] "Free" 8/8 Green Trampler
    Since this is part of Zendikar block, I am going to guess there is a "lands matter theme. So my guess is:

    Free Fatty 4GGG
    If you have 7 or more forests in play, you may play free fatty without paying its mana cost.
    Trample
    8/8
    Posted in: Speculation
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    posted a message on Now that WWK is is spoiled, How do you feel about it?
    This set looks like it has two extremes: The tournament cards and the chaff. Some of the cards are extremely efficient and powerful (white weenie and vampires, I am looking at you) and the rest just... suck.

    I only play casual, so when I look at this set, I see nothing for me. There are maybe 1 or 2 cards I want to pick up, but they were clearly designed for Spike, and to make them fun I will have to subvert their purpose.

    My big "kick in the face" moment was Goliath Sphinx. Man, Goliath Sphinx has the best art in Zendikar block, and they tacked it on the ☺☺☺☺tiest creature.
    Posted in: New Card Discussion
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    posted a message on Priceless Treasures in ZEN packs!!! (confirmed!)
    The unfortunate bit of all this is that the set was broken before, so retailers had a lot of incentive to open boxes. That means that the majority of these cards will be opened by retailers, which makes the "You could open a mox!" bit a little less special. Basically, it is rewarding singles sellers.
    Posted in: Rumor Mill Archive
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    posted a message on Price of new dual lands?
    You know what? As a casual player, I love the hell out of these. Much better than the ravnica lands, when 2 life can really matter. I really do hope these are $5 because I would love to pick up multiple playsets.
    Posted in: New Card Discussion
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    posted a message on [M10] Rules changes finally explained! MANY PREVIEWS
    As a long time player:

    I don't like removing damage from the stack. I see why they did it, but I don't like it. Whenever I tought new players, they were always confused that a creature could do things after it was dead. However, as an experienced player, it cuts into a lot of options.

    I don't like the lifelink stacking, but again, I see why they did it. Multiple instances of lifelink were degenerate, and the only people that liked it were the ones gaining over 20 life per swing. I was usually that person.

    The deathtouch thing... who cares. I can't ever remember stacking multiple instances of deathtouch to get around regeneration shields. However, I don't like it being the only one able to distribute damage without being lethal. For example, I attack with a 3/3 and my opponent blocks with three 3/3s (I know, why, but bear with me on this). I assign one point of damage to each of them, then pyroclasm on the post-combat main phase. According to the new rules, I can't do that, I could only kill one of them.

    Yes, the "end of turn" and "play/into play" things are incredibly confusing. Remember when they had to errata the urza's untap creatures to "played from your hand"? I got that one, but even after playing since 1993 the end of turn thing still confused me.
    Posted in: Rumor Mill Archive
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    posted a message on Which sets have the best commons?
    I like the Time Spiral suggestion. I had forgotten how many good cards there were. Crookclaw Transmuter <3. However, looking at Ice Age and Time Spiral, there really aren't that many decent creatures. Which sets would be good to pick for blue creatures?

    (In before Legions)
    Posted in: Limited Archives
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    posted a message on Which sets have the best commons?
    Hello Gentlemen,

    I am entering into a new sealed league where your deck can consist of packs from any set. I thought it would be fun to base the deck on control magic, so I looked up which sets got it the easiest, and I think the answer is Ice Age. Both Binding Grasp (U) and Ray of Command (C). Coupled with a common counterspell, brainstorm, portent, power sink, etc. Ice Age has some great commons. However, I don't want to build entirely from one set.

    What other sets have the best commons, or more specifically the best blue commons? Keep in mind, I haven't opened any packs yet, so I am not necessarily going to open any of these cards, but I would love to hedge my bets by picking sets with good commons.

    Thanks!
    Posted in: Limited Archives
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    posted a message on Sealed Pool... For Ante. Build advice, please.
    MillDawg,

    Thank you for the advice. I admit, I had not considered dropping green. It certainly seems more consistent.

    Pseudofate,

    Ordering aside, any tips for construction?

    Desolation Angel,

    What is the minimum threshhold for number of artifacts? I played master of etherium with 7 artifacts in the deck and he was never over a 3/3.
    Posted in: Limited Archives
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    posted a message on Sealed Pool... For Ante. Build advice, please.
    Hello Gentlemen. I am playing in a league called Type P (rules at http://mtoggweiler.tripod.com/P_Magic0109.pdf not necessary for this but fun), and I would greatly appreciate assistance in building my new sealed pool. This is off of 1 shards, 1 conflux, and 3 alara reborn. I have had a tough time building, I'm up to my 4th rebuild, and I still don't know what colors are the strongest.


    Theres a lot of good cards in every shard, but not enough to be solid with anything. I like the solid creatures in Naya, but having 6 counterspells is awfully tempting. Im going with a non-black build right now, but it is way heavy on the 5/6 drops, with almost nothing in the middle. Any advice would be greatly appreciated.
    Posted in: Limited Archives
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    posted a message on Nulltread Gargantuan.
    Terrible turn 2? Probably. Terrible period? Definitely not.

    I think this card is going to be the backbone of a new U/G deck. Between this, lorescale coatl and vedalken heretic, U/G picked up some very strong cards. Where does nulltread gargantuan shine? Turn 6, with counter backup. He is a threat that is large enough to be relevant late game while still leaving you mana for counterspells.
    Posted in: New Card Discussion
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    posted a message on Have you ever seen someone cheat in a draft?
    Can I get a hell yes? This was back in shadowmoor. My opponent's deck was mono-red. He had 2 gougers, a boggart ram gang, 2 flame javelins, basically every good red staple. He had 4 bomb red rares (the only one I remember now is furystroke giant). I beat him, but only because he was a bad player. I asked to look through his sideboard, and he showed me a mess of cards at the bottom of his backpack "Sorry, I already tossed them in with the rest of my cards."

    Sorry, did I forget to mention the kicker? This wasn't a draft, it was sealed.

    I talked to the store owner, and they said they couldn't do anything about it. That pissed me off.
    Posted in: Limited Archives
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    posted a message on Maelstrom Archangel Deck
    The two weaknesses that I see with the proposed builds are guaranteeing that the angel hits and things to do once she does.

    We know she can't be terrored, nameless inversioned, or gotten rid of with other common removal spells, so Path To Exile is the big one to worry about. Swerve and Hindering Light both take care of it nicely, but require you to have 7 mana open to play the angel. Aerie Mystics also works, but is even more expensive. Im going to go out on a limb and say the answer is Favor of the Mighty. Any deck with the mana searching to hit 5 colors is also going to accelerate, so there is a damn good chance that your angel will be the biggest baddest mofo in play. In addition, this guarantees that your dude gets in.

    As for the spells to play, I think there are 3 that bear mentioning. Time Stretch is the big one, letting you get two turns of beatings in. This is important because you can alternate between playing draw spells and playing time stretch, so you will always have one available. The other two are Flow of Ideas and Corrupt/Jaws of Stone. Flow of ideas guarantees you keep seeing time stretch, and corrupt keeps the health totals unfair if you dont. Note: This assumes that Prismatic Omen is in play.
    Posted in: Standard Archives
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    posted a message on The 5 shards of Alara in Star
    Greetings all,

    I put together a fun deck based around Scarland Thrinax and Sprouting Thrinax. Make lots of tokens with Mogg War Marshall, Fists of Ironwood, and Sprout Swarm, then finish with things like Mycoloth and Furystoke Giant.

    Long story short, I loaned the deck out, and they said "This deck is quintessential Jund!". That gave me an idea: I am going to make a deck for each shard, then loan them out for a Star format (You kill the two people furthest away from you to win, 5 players). Then... I started trying to build the decks, and realized I didnt have a good idea for the theme of the other decks.

    Bant obviously will include a large majority of shards, as Exalted isnt in any other set. However, I'm running a blank on other things to include. Are there any older cards that work well with Bant? What is the finisher?

    For Esper I was thinking of building around Sludge Strider. Myr Retriever, Myr Servitor, and some artifact mana generation should let me sacrifice just about anything, drain life, and... I don't really have an idea for a win condition. Blind Hunter is going in, but it is hardly a win condition.

    Naya will be zoo. Wooly Thoctar, Watchwolf, Wild Nacatl, BoP, etc.

    Grixis, however, I am lost on. I'm starting with Torrent of Souls, but I have never built on a reanimator strategy before, so I have no idea what to build.

    Any advice would be appreciated.
    Posted in: Casual & Related Formats
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    posted a message on [CON] 6 Card Conflux Booster Packs for $1.99
    Ok, so we have officially heard the "You are not the target audience, so don't buy them, and stop complaining." argument. While this is partially correct, we aren't the target audience, I think you are missing how this is going to affect us, and why we should complain.

    My family knows that I like to game. For birthdays or Christmas, they occasionally forge into the dark depths of the local card store, and buy me packs of "what the guy behind the counter said was the best stuff they had", which usually ends up being Saviors of Kamigawa or 8th Edition. But now, they are doing their shopping at the local walmart, and they see packs of magic hanging out into the aisle. "Excellent!" said family member says, "I get to cross Cottc Cid off my list!" A double win for them, they don't have to go to a card store, they still get my 5-6 packs, and it costs them half as much as before. Yes, friends and countrymen, it is very likely that if you ever received magic as a preseant before, in the future you will be staring at a stack of these instead.

    So, now, instead of receiving horrible old packs, you can get crippled versions of new packs instead. This is not a reason to complain?
    Posted in: Magic General
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    posted a message on [CON] Pre-Release Stories
    Best Prerelease Ever.

    At least for winning things. I opened stupid packs: Ajani Vengeant, Sarkhan Vol, Voracious Dragon, Charnelhoard Wurm, Stoic Angel, Cliffrunner Behemoth, Oblivion Ring, and Path to Exile. Yes, it was rediculous. Yes, I went 4-0.

    On top of that, I won the door prize for a box of conflux. Adding in the fact that the wave included free pizza and soda, it was pretty excellent.
    Posted in: New Card Discussion
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    posted a message on [CON] Nicol Bolas (partial), Lapse of Certainty, & Path to Exile
    You people need to guess bigger.

    -9: Gain control of target player. (You make all decisions for that player until the end of the game.)
    Posted in: Rumor Mill Archive
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    posted a message on Measure of Wickedness, AKA Hot Potatoe
    I have recently taken a break from magic, and upon return found my deckbuilding skills lackluster. I play casual multiplayer, and I thought "Man, I have never seen a measure of wickedness deck." So now I am going to give it a shot: However, I just cant think of anything to put in it.

    Obviously, Measure of Wickedness is a 4 of. Vulturous Zombie seems like a natural combo, and maybe Scavenger Drake. Beyond that, some creatures that sac for effects would be great (Sakura-Tribe Elder) but I cant think of anything else. Any good black sac creatures? Any instants/sorceries/enchantments I need to put in? A sac heavy theme would be fun, but I have never tried the heavy control before, so I dont know the auto includes.

    Thanks in advance!
    Posted in: Casual & Related Formats
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    posted a message on Lots of Duplicates in boxes. Be warned.
    I agree that the number of duplicates is rediculous. I opened 34 packs (I did fairly well). The commons averaged around 6-9 each, but the really bad ones I usually had 12+ and the good ones I got almost none of.

    14 Poultice Sliver
    2 Mire Boa
    2 Sunlance

    As for rares

    1 of
    Benalish Commander
    Crovax, Ascendant Hero
    Voidstone Gargoyle
    Serra Sphinx
    Extirpate
    Mirri
    Groundbreaker
    Life and Limb
    Jedit Ojanen
    Radha, Heir to Keld
    Numot the Devastator
    Intet, the Dreamer
    Urborg, tomb of Yawgmoth

    2 ofs
    Heroes Remembered
    Retether
    Spellshift
    Roiling Horror
    Temporal Extortion
    Imp's Mischeif
    Magus of the Arena

    3 ofs
    Fatal Frenzy
    Shivan Wumpus
    Body Double
    Dust Elemental
    Mesa Enchantress

    Now, a certain amount of duplicates are normal, but that is just rediculous. Frankly, I am surprised I didnt get playsets of the rares. Maybe I am just a little angry I didnt get any damnations, but my hype for the set totally died. With that much duplication I am DEFINATELY not buying any more in the store.
    Posted in: Magic General
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    posted a message on Chronosavant
    Ok, call me dumb, but can you activate Chronosavant's ability while he is in play? Pretend I want to skip infinite turns...
    Posted in: Magic Rulings Archives
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    posted a message on What do you think is a TS flop?
    Back onto the subject of the chase rares...

    Magus of the Scroll is the best creature in Time Spiral. Yes, he is a removal magnet. You know, if I could, I would make an entire deck out of removal magnets. If each creature in my deck is so powerful that my opponent HAS to answer it or die, I am on the right track. I think that the magus will even be splashed into nonred aggro decks simply to give some extra reach in the late game. With a colorless activation, he is easily put into any deck.

    Can you think of any other creature that has to be answered that quickly? Solifuge, ...? Woe and Akroma come out too late to matter.
    Posted in: New Card Discussion
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    posted a message on Is Stuffy Doll too POWERFUL for its own good
    As a casual player, it is great for casual. The effect is fun and the art is awesome. However, it is just too slow to be a serious threat. 3 colors have easy answers for it (Hide and it's ilk, bounce and black in general), red outraces it, and green always has splash colors. It will be worth something because casual gamers like it, but unless some rediculous combo shows up in standard, I doubt it will see play.
    Posted in: Standard Archives
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    posted a message on Weird Lock
    I like the concept of the deck, but it rolls over to 3 cards: Leyline of the Void, Tormod's Crypt, and Withered Wretch. The one that will cause the most problems is the wretch, and that is also the one you have the most answers for (Wrath of God and Spell Snare). However, the first two look like they would cause large problems for you. To counteract the crypt, I would reccomend switching out your sorcery speed card draw. Putting in Vision Skeins wouldnt really kill your deck, and Perilous Research wouldnt be awful either. For the Leyline, however...

    I believe that the leyline is going to see major play soon, with all the rediculous flashback cards rolling in, so some kind of answer to it would be a great idea. Since it comes down on the first turn, you cant rely on countering it. That means you need enchantment removal. I would reccomend you put in at least 3 disenchants. Maindeck. You will always find something to get rid of, whether you kill a signet, or save yourself from a leyline.
    Posted in: Standard Archives
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    posted a message on Jhoira's Timebug provides hints for the future?
    The main mechanic of Timespiral was obviously suspend, and they made 2 cards to work with it: Clockspinning and Jhoira's Timebug. Both help with suspend, and both have other uses. Clockspinning can copy any type of counter, but Jhoira's Timebug makes references to Time Counters on permanents. There are currently no permanents with Time Counters in Time Spiral. Does that mean that:

    A) We will get a reprint of Time Bomb in a future set?
    B) Some new card with Time Counters?
    Posted in: Speculation
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    posted a message on U/B Sui-Aggro
    There is nothing a wrong with a little deviation. However, the point of the original was to beat down fast. YANP brought up a good point: With so many early threats, a little countermagic would do wonders, stopping anything turn 3/4 that would slow the aggro.

    In addition, I aggree that Sudden Spoiling would be great. When the opponent chumps with the 2 centaur tokens created by Hunted Horror, Sudden Spoiling not only takes out both of them but pushes another 2 damage out of the attack. I think it is definately worth looking at.

    U/B Sui-Aggro, v.2
    First of all, I dropped the Plague Sliver. It is big and efficient, but it doesnt come online until at least turn 5, and it doesnt have evasion. In addition, it drops the mana curve of the deck significantly, making the absolute top of the curve at 3 mana. This makes Dark Confidant hurt less, so you will be able to forget blocking and worry all about the attack step. Looter il-Kor is a good substitute. It has evasion, and helps you dig for the kill spells like Unstable Mutation or Sudden Spoiling.

    Sudden Spoiling is also a good choice. Since it can wipe out the pro-black blockers, I replaced some of the Mark of Evictions and Snapbacks that were there mainly to eat the Hunted Horror tokens. However, I do not think it justifies too many inclusions, because it is expensive and does not, in itself, do anything to the opponent. However, I am sure more copies could find their way into the sideboard.

    The Remands are there to keep the early beaters beating for another turn, as well as providing more card draw besides the Dark Confidant. The Mana Leaks serve a similar purpose, keeping the Hunted Horror or whatever hitting for another turn. However, putting in too much countermagic would mean cutting some early threats, and the entire point is to have a beater online before they find an answer.

    As for the mana base, although black is not the primary color, I put an equal amount of swamps in because there are now 2 cards with BB in the cost, 1 of which you want to reliably get out on turn 2.

    Now, the Sideboard:
    The Sudden Spoiling should nicely ruin white weenie, since they lose pro-black. Beyond that though, I dont know what to put in there. Mana leak and Spiketail Drakeling turn up the control, but I think that 20 lands would not be enough to support that kind of control deck.
    Posted in: Standard Archives
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    posted a message on U/B Sui-Aggro

    This deck is built entirely around swinging quick and finishing it before the late game.

    Flying Men and Drifter il-Dal are all about early damage. With an Unstable Mutation, they are likely to hit for 5-6 damage before the opponent can get a handle on them.

    The star of the deck, in combination with the Unstable Mutation, is Mark of Eviction. It can be used to bounce your creature and the Unstable Mutation back to your hand, letting you get another full use out of both. The Mark of Eviction can also be used to take care of the tokens from the Hunted Horror, which is even big enough to get around the probably tournament worthy Mystic Enforcer which will be dominating standard in the next 2 months.

    The Plague Sliver is there to A) Beat face for 5 and B) Help take care of the (probably) ubiquitous sliver decks that will show up when timespiral comes in full force.

    Although Shadowmage Infiltrator is good, I think that he is too expensive for the deck. Even though he draws a card every turn, he only beats for 1 damage, starting on turn 4.

    I dont really do tournament decks very often. What would you look towards in a sideboard? This is designed to get past the pro-black restriction that will be in many decks once White Weenie becomes common after Timespiral rotates in, and hopefully is fast enough to race combo. However, I dont know what this deck would do against control, as getting rid of the Dark Confidant can really punish a slow draw.
    Posted in: Standard Archives
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    posted a message on [TS] What Worked at the Pre-Release?
    The absolute stand-out card for me was Strangling Soot. I played in 2HG with a rediculous deck filled with removal. In that slow format, having repeatable creature kill is spectacular. Another card that got killed, instantly, on sight was deathspore thallid. With so many saproling generators, you could totally own the combat step, in addition to wiping out the problem creatures. Since most of the slivers were 1/1's, deathspore thallid was a champ.
    Posted in: New Card Discussion
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    posted a message on Ravnica Prerelease, in Los Angeles (Seriously)
    Hello all,

    I am trying to find the location of the ravnica prerelease that was in LA. Unforunately, the website is down, and there are no backups that I can find. If you could hook me up with the name of the hotel, I would greatly appreciate it.
    Posted in: Magic General
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    posted a message on FCC Rules/Discussion Thread
    Oh well, I guess we will just have to disagree on power levels. I don't play vintage, but it doesn't seem to me that discarding your hand is worth dropping the casting cost of future sight by one. Wouldnt you have to get a black lotus to even be able to play it at UUU?

    I wont disagree with the power level of AoKs card, as everyone seems to think I am incorrect. I am about anit-spike as you can get, so I see card value differently than good people.
    Posted in: Custom Card Contests and Games
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    posted a message on FCC Rules/Discussion Thread
    Im sorry Salad, but I am going to have to disagree with your judgement on both counts.

    I realize that my card looks broken at the outset, but compare what it does. Pick an average casting cost, 3UUU. That will be most of your mana for the turn, so you will not be able to take advantage of the effect. The next turn a fading counter goes away, which means that it is as powerful as Recycle. The turn after that, you are down to 1 card, so it is future sight. The turn before it goes away you have no cards revealed, so you can play nothing. During this time you have no hand (it was shuffled in) and you don't draw cards (even through card drawing spells), so on the turn it goes away you are left with nothing. At 7 mana and above it is more powerful, but at that point shouldnt you be having powerful game ending effects?

    In addition, I disagree with your power level assesment on my opponents card. I think it is just as powerful as mine, which was one of the reasons that I decided to make a powerful card (AoK submitted hers earlier than mine). For the same 7 mana, you not only plague wind your opponent but you drain him for 5 at the same time. Or, even without hellbent, you can Hideous laughter the board and drain each player for 2 life, which in a black/red deck means nothing that you hit yourself. If this were printed, it would generate a tournament caliber deck instantly.

    Im not saying that my card is better, I am saying that the power levels are extremely similar.
    Posted in: Custom Card Contests and Games
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    posted a message on August FCC - Round 2
    Cottc Cid vs. Avatar of Kokusho

    Infinite Possibilities XUUU
    Enchantment
    When Infinite Possibilities comes into play, shuffle your hand into your library.
    Fading X
    Reveal cards from the top of your library equal to the number of fading counters on Infinite Possibilities. You may play cards revealed in this way as though they were in your hand. If you would draw a card, skip that draw instead.


    The quote that my card is based on is
    "You see things and you say 'Why?' But I dream things that never were, and I say, 'Why not?'" -George Bernard Shaw

    I left it off the card because the text got scrunched, and I doubt wizards would put flavor text on a card with as much rules text as warp world.

    Posted in: Custom Card Contests and Games
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    posted a message on Some green and white cards
    At the risk of sounding harsh, your cards could use some work.

    The rallier is an interesting idea, but it is too weak. Compare to Glorious Anthem: For 1 mana more, your pump becomes extremely conditional (3 or more white creatures), your opponent gets a free telepathy, and the card is easier to kill. If you are in love with the casting cost, I would make it at least a 2/3. In addition, I would reccomend changing it to white cards instead of creatures. A white non-creature deck would not be looking for pump, so the creature requirement is more redundant than required. Possibly even make the pumping +2/+2?

    The training regimen is confusing. Why doesnt it put the counters on instantly? I would suggest making it a sorcery and dropping the cost to 1G, as that would fit the flavor behind the name more.

    Wisdom of years is good. However, there needs to be an escape clause. Once it is out for 6-7 turns, your opponent is suddenly facing insurmountable odds. Gaining 7-8 life starts making his attacks useless, meaning that this single card completely screws most decks. Perhaps "If there are 7 or more age counters on this, sacrifice it." or "Sacrifice 3 lands: Destroy wisdom of years. Any player may play this ability."

    I think the selesnya ward keeper needs more oomph. Compare to Disciple of grace. For a stricter mana requirement, you lose cycling. I would suggest making him larger (2/2) and possibly giving him an additional ability (vigilance?). Even at a 2/2, it is still underpowered compared to White Knight.

    Feathered rampart is decent, although I wonder why it has first strike in addition to being a 1/2. The first strike will only be good against x/1's, which will most likely be a 1/1. I would suggest either making it a 1/1 first strike or a 1/2.
    Posted in: Custom Card Creation
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    posted a message on [Official Thread] - Magic Set Editor 2
    I have a problem related to my text. The Title and the Type lines are using a weird text that is too long and situated too low in the box. Example in attachment. Any idea how to fix it? I have the latest version.
    Posted in: Magic Software
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    posted a message on Price value
    I was curious: Is there a site that takes the average value of all the cards in a set, and from that calculates the average value of a booster? That would be interesting to look at.
    Posted in: Magic General
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    posted a message on FCC Rules/Discussion Thread
    SALAd,

    You mentioned that the wording on the first ability for Rincewind was a little weird. I totally agree. But it was totally necessary. I originally left out the "if there is no card named Rincewind.." clause, then I realized a huge problem: Playing 2. If you play a second, they both die to the legend rule, then both leave play. Then they come back during your end of turn step and die again. I am fairly sure that sets off an instant draw. This way also harkens back to the old legend rule, where the first one is the real one (assuming your opponent plays one, yours will come into play first, making his stay removed from the game).

    Also, does anyone have an idea on how to fix the fonts in MSE? I just have the default installation, and I cant figure out how to fix the text. I have messed with every option I can think of.
    Posted in: Custom Card Contests and Games
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    posted a message on Make A Card Of Yourself
    Cottc Cid, Comboer 3UUG
    Legendary Creature - Gnome Wizard
    Whenever you play a spell, Cottc Cid, Comboer gains "Spells you play cost 1 less to play." until end of turn.
    Whenever you play a spell, you may pay 2. If you do, draw a card.
    2/5
    Posted in: Custom Card Contests and Games
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    posted a message on August FCC - Round 1
    Match 20: vs. Utopianlaw
    Judge: SALAd

    Alright, here is my first entrant into a custom card contest.

    Rincewind, Wizzard 1GWU
    Legendary Creature - Human Wizard
    If Rincewind, Wizzard would leave play, remove it from the game instead. If you do, at end of turn, if no card named Rincewind, Wizzard is in play, return it to play under its owner's control.
    At the beginning of your upkeep, if you control no Luggages, put a 3/3 colorless Luggage creature token into play.
    When running, the from is more important than the to.
    0/1

    Flavor:
    Rincewind is one of the "heroes" from the Discworld series. Heroes is in quotes because he solves all problems with the same method: Running away. He is a wizard by only the smallest margin (mainly because it says "wizzard" on his hat), posessing no magical talent. He has attracted some sort of vicious magical luggage with legs, that wont leave him alone. He more tolerates than appreciates its presence.

    Render:

    May the best man win. SALAd, I do not envy you in this decision.
    Posted in: Custom Card Contests and Games
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    posted a message on Card renderer
    Thanks much sir.
    Posted in: Artwork
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    posted a message on Card renderer
    Hello All,

    I want to submit a card for the FCC, but I dont have any way of making a card render. I don't have photoshop or mad skillz(tm). Is there a program that just takes art/text and makes a decent looking card?
    Posted in: Artwork
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    posted a message on Zur, the enchantment breaker?
    I was looking at Zur the enchanter and decided that I wanted to break it somehow. It says that the enchantment comes directly into play. Could this, for example, plant Arrest on a Gigapede? I want to know if the direct coming into play gets around untargetability.
    Posted in: Magic Rulings Archives
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    posted a message on August FCC - Players Signups
    I would like to try said contest.
    Posted in: Custom Card Contests and Games
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    posted a message on For Free: I dont think this is inherently broken.
    I agree that it could lead to some insane combos (even with the green restriction it could be changed with sleight of mind etc.). However, I still dont think it would be vintage worthy. It would simply cost too much mana to ever come out. The only way it could ever be cheated into play is with a sin's of the past, and if sins of the past becomes a vintage staple I will eat my chaos orb.
    Posted in: Custom Card Creation
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    posted a message on For Free: I dont think this is inherently broken.
    With coldsnap rapidly coming upon us, I have noticed several cards that I have wanted to see for a long time. For example, one that makes aether snap awesome. <3 Aether snap. Anyway, the last one I would like to see, for my inner johnny, is something along these lines.

    Infinite Power 6GG
    Sorcery
    Until end of turn, you may play spells without paying their mana cost.

    I have been debating with my friend if that could be balanced at any cost. He says a drawback is necessary. For example, "Until end of turn, you may play green spells..." My argument is that after you have payed 8 mana, what are you really saving? A hand full of fatties could have come down earlier with any number of methods. Anyway, I would like to hear other's opinions...

    My original thought for casting cost was 7UU, because blue likes breaking rules. Green is the mana acceleration color, though. Maybe 5UG?
    Posted in: Custom Card Creation
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    posted a message on Living Fetterball.
    Alright, this is specific, but I am curious as to what would happen.

    Say you play a faith's fetters on something, then another on the first faith's fetters. Next, you move the first faith's fetters so it is enchanting the second through a simic guildmage. Now you have two auras enchanting each other. Next you play a mycosynth lattice, followed by march of the machines. Are they two artifact enchantment creatures enchanting each other? Are they then auras not enchanting anything?

    Card-tags, please! Read the Forum Guidelines and this announcement!
    - Craven
    Posted in: Magic Rulings Archives
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    posted a message on 20/20 confirmed for Coldsnap
    We all know it is going to be horrid. But that doesnt mean it wont be fun. I am fairly sure it will be black, because they are following Ice Age block.

    Fenrir, World Ender 4BBB
    Legendary Creature - Wolf
    Cumulative upkeep - Pay half your life, rounded up.
    When Fenrir comes into play, if you did not play it from your hand, put 3 age counters on it.
    20/20

    Ice Eater 3UUUU
    Snow Creature - Elemental
    Cumulative upkeep - Sacrifice 3 snow permanents.
    Ice Eater comes into play tapped. Ice Eater does not untap during your untap step.
    At the beginning of your upkeep, you may sacrifice 3 snow permanents. If you do, untap Ice Eater.
    20/20

    Abyssal Lord 5BBB
    Creature - Demon
    Cumulative upkeep - Sacrifice a creature at random.
    If Abyssal Lord is put into your graveyard from anywhere, you lose the game.
    20/20

    Lazy Giant 7RRR
    Creature - Giant
    Whenever Lazy Giant becomes blocked, prevent all combat damage it would deal this turn.
    Tapped creatures may block Lazy Giant as though they were untapped.
    20/20

    The Long Tomorrow 5UUU
    Legendary Creature - Elemental
    Cumulative upkeep - Lose your next turn.
    20/20

    Soul Drinker 8BB
    Creature - Demon
    Trample
    Pay 3 life: Soul Drinker gets -6/-6 until end of turn. Any player may play this ability.
    20/20
    Posted in: Speculation
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    posted a message on Commons! Commons! Commons!
    Brain donation is MUCH too powerful. It would see serious constructed play, and I doubt it would get printed. Fuming vents is very aggressively costed, and would be format dominating at common. (Compare to frezied tilling). I would say that should be uncommon, and a good uncommon at that.
    Eyes of order just feels like an uncommon, and for a reason I cannot put my finger on. Probably the sacrifice part. The CiTP artifact crusher feels a little strange at common, but it is not too powerful.
    I would also consider dropping the activation cost of the apprentice to winds to 1U. It is a little expensive as is.
    Posted in: Custom Card Creation
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    posted a message on Sneak from library?
    Forgot about the converted thing. :/

    As for power levels, I have to ask: Why would this be better than entomb? While this does let you get an extra attack, at the cost of 8 life for Akroma, is it worth it? You could just as easily entomb first turn and exhume turn 2. If it is the recurring thing, I can see your point, but it is still a huge life loss each turn if you only search for big fatties.

    As for power/toughness, if anything were changed it would be to a 3/2.
    Posted in: Custom Card Creation
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    posted a message on Sneak from library?
    I am currently working on a shapeshifter deck that lets me play with a bunch of Timmy creatures, and looking through gatherer, I realized something: You sneak creatures into play from your hand or graveyard, but there is nothing that does it from your library. So I thought up this, and put it through a couple revisions to make less broken (the original version was too good).

    Lifeblood Summoner 3BRG
    Creature - Ogre Shaman
    Whenever Lifeblood Summoner attacks, you may search your library for a creature and put it into play tapped and attacking. If you do, you lose life equal to its casting cost. Sacrifice that creature at end of turn.
    3/3

    I figured it would be 3CCC, but the colors just came from the ability: Green puts creatures into play, red makes it hasty (attacking) and black tutors. But making it stay or not losing life equal to the casting cost would be awesomely broken (heartbeat turn 3, play this turn 4, turn 5 this attacks with Akroma backup or something equally hideous).
    Posted in: Custom Card Creation
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    posted a message on Kinda Free
    Say I have something that lets me play spells for free, such as eye of the storm or isochron scepter. Those say "you MAY play that spell without paying its mana cost." Can I choose to pay the mana cost? Or does the ability to play the spell have the free thing tacked on?


    Card-tags, please! Read the Forum Guidelines and this announcement!
    - Craven
    Posted in: Magic Rulings Archives
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    posted a message on [TS] Planeswalkers?
    Bust out your dusty ancient cards and look up a revised "How to play" book. They tell you that you are a planeswalker. Would a lowly mage be able to cast Obliterate? I think not.
    Posted in: Speculation
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    posted a message on [TS] Planeswalkers?
    Since they are revisiting dominaria, chances are they will revisit one of the major themes of old: Planeswalkers. I doubt the type 2 kiddies know the origin of magic, thinking that Loxodon Hierarch just appears out of thin air, instead of being malliciously summoned to do an evil superbeings bidding from the middle of dinner with his family.

    Anyway, since this is a nostalgia block, I think they are going to do a functional reprint of an ancient favorite: Vanguard. Specifically, they will print cards that say "If this is in your library at the start of the game, you may begin with this in play. You may only have 1 planeswalker in your library." Either that or something that lets you play it from the sideboard. The other possibility is to make the planeswalkers legendary, but I think they are tired of legends by now.

    Vanguard in an official format?
    Posted in: Speculation
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    posted a message on Converted mana cost and reducers.
    Say I play a chord of calling, naming X as 17. I then tap 5 creatures for convoke. Is the converted mana cost 20 or 15?
    Posted in: Magic Rulings Archives
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    posted a message on [DIS] Official Orb of Insight thread *ORB UPDATED*
    Well, here is a pretty good bet as to what azorious and simic do:

    counter: 48

    It would have to be some combination of "counter target spell unless" and "put a counter..." Unless only shows up 10 times, but that still is a lot of possible countering.
    Posted in: The Rumor Mill
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    posted a message on Campaign Pool
    I see that there is not much love for tossing red in there. I think there are a couple of great cards that could justify inclusion:

    Ulasht, the Hate Seed: Because I have no removal.
    Rally the Righteous: Saprolings will bust arse.
    Sunhome, Fortress of the Legion: Trampling double striking fatties break stalemates.
    Skarrg, the Rage Pits: Tample on a stick with pump, for only 3 mana.

    So is it the general opinion that adding a third color will weaken the manabase enough to justify leaving those out? I understand brightflame being too costly, but leaving out Lightning Helix and Sunhome Enforcer feels like a waste.
    Posted in: Limited Archives
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    posted a message on Campaign Pool
    Our group, getting tired of playing the same decks every week, decided to start a magic campaign with ravnica. We started off with a starter and 2 boosters, and every couple of weeks we would add 2 more packs. Now, each time, we drafted these cards by putting them all face up and spending bid points on them.

    Anyway, we just introduced Guildpact, and upped the decksize to 60. I have been pretty lucky with a token generating control deck. However, I am at the point where I dont know where to go with my deck. Below are the cards that are most likely relevant. I have some additional blue and red cards that probably wouldnt make the cut, but chances are any non-power commons (such as last gasp or galvanic arc) would be easy to pick up. Any help in making deck decisions would be appreciated.

    Green:

    3

    Selesnya


    Gruul



    White



    Boros


    Land


    Artifacts


    A bunch of signets.

    As you can see, there is a bunch of goodness. I have traded every rare/bid highly for anything relevant (the other person going Selesnya went creature heavy instead of token heavy). However, almost all of my good stuff costs 4-6. I tried tossing it into a deck, and it got steamrolled by faster decks. So at this point, I think I can go several ways:

    Creature heavy: There are a lot of efficient creatures, but no real pounders except the loxodon hierarchs or the conclave equenauts. The Root-Kin Ally loses effectiveness, as does the glare of subdual, but this is probably the most consistant. And all the horrible horrible combat-trick lands make my guys hard to stop. I am especially tempted to use Graven Dominator with the tokens, as the tokens will trade with any enemy creature after combat.

    Creature Enchantment heavy: I have a ton of creature enchantments, and although they usually give your opponent 2 for 1's, there is not much instant speed burn in ravnica, and there are only 3 last gasps divided among the 12 people in the campaign. I also have several creatures (Gatherer of Graces, Bramble Elemental) that get better when enchanted. It would be awfully sick to have a Gatherer of Graces with 2 Beastmaster's Magemark and a Fists of Ironwood slam the opponents face.

    Combo: The Cloudstone Curios provide ways to go absolutely crazy. Play a Fists of Ironwood, then bounce a Fists of Ironwood: You have an unlimited token generation engine. Play Ulasht, the Hate Seed, and pay 1 to make a token. When it only has 2 +1/+1 counters on it, or in response to removal, pay 1 to make a token and bounce him back to your hand. Now when you play him again, he gets a +1/+1 counter for each token you just made. There are so many comes into play effects that the Curios could go crazy. Not to mention with all the tokens Glare of Subdual and Rally the Rightous is almost an instant win. And with all the lifegain, there is a fairly high chance I could pick up a searing meditation, if that would fit in.

    Deciding which way to go, however, is very hard for me. I am leaning towards combo, because I enjoy combo, but it heavily involves getting one of the curios, and I have no searching. I would love to hear people's opinions, and especially decklists. Having 23 lands and over half of your cards a 4+ cc is a bad thing. Thanks in advance!
    Posted in: Limited Archives
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    posted a message on Yep, another Ink-Treader Nephilim Question...
    Alright, I think this one is straight forward, but I want to make sure:

    I control an Ink-Treader Nephilim. I target it with Rally the Righteous. Even though it has radiance, it only targets one creature, right? So does that mean that each creature will get untapped, then each creature will get +2/+0 for each creature that shares a color with it?
    Posted in: Magic Rulings Archives
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    posted a message on Dissension Guildmage abilities
    The best way to guess is to do what MaRo says and see what they have in common. White blue has tap/untap abilities, and shrinkage/growth.

    Azorius Guildmage :symwu::symwu:
    1U: Target creature gets -1/-0.
    1W: Target creature gets +0/+1.
    2/2

    Just because it isnt exciting, doesnt mean it isnt likely.

    I would hope it would be more useful, something similar to:

    Azorius Guildmage :symwu::symwu:
    4W: Tap target permanent.
    4U: Counter target spell unless its controller pays 2.
    2/2

    Simic are all about craziness, so I dont think that they will have something as banal as flying or trample. They have shown with the izzet guildmage that they dont mind going combo, so there are some neat possibilities. U/G is the color of speed combos after all.

    Simic Guildmage :symug::symug:
    3U: Until end of turn, spells you play cost 1 less.
    3G: Until end of turn, activated abilities you play cost 1 less.
    2/2

    That being said, it is fairly likely to be creature related. They seem to be all about improvement, so:

    Simic Guildmage :symug::symug:
    5U: Until end of turn, target creature gains all activated abilities of another target creature.
    5G: Until end of turn, target creature's power and toughness are equal to another target creature's.
    2/2

    Rakdos is kinda boring, so it isnt very fun to speculate on them. They are probably gonna blow stuff up. La-de-da.

    Rakdos Guildmage :symrb::symrb:
    XR, sacrifice a creature with power X: Rakdos Guildmage deals X damage to target player.
    XB, sacrifice a creature with toughness X: Target creature gets -X/-X until end of turn.
    2/2

    Edit: Wugga, I didnt peruse the full list before I posted, so it is coincidence that our azorious people are similar. However, I think yours is a little too good. Look at the gruul: 4 for +2/+2 does not a favorable comparison make with locking down a permanent for 2 turns. And dimir shows us they dont like making things efficient: The dimir guildmage would have been good but not broken at 3 for each of its abilities.
    Posted in: Speculation
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    posted a message on *plasm cycle?
    I totally agree that it is a cycle. Just because they are not related, does not mean they are not part of a group. One could argue that the bleed spells were unrelated in name and effect, they just share a mechanic (Bleed: The Almost Kicker). These share a name instead. So on to wild speculation, assuming the above is true.

    It looks like they are trying do something unique with each of them. They appear related only in name. The black one is a control card, the green one gets huge, and the blue one sneaks other things into play.

    I think the red one will have some method of gaining couners (upkeep? Whenever combat damage is done to an opponent?) and will be able to Fling them at people.

    Agroplasm 3RR
    Creature - Ooze
    Agroplasm comes into play with 3 +1/+1 counters on it.
    Whenever an opponent is dealt combat damage, but a +1/+1 counter on Agroplasm.
    T, remove a +1/+1 counter: Deal damage to target creature or player equal to the number of +1/+1 counters on Agroplasm.
    0/0

    The white one is much harder to guess. Life gain would be obvious, but then so would have card drawing on the blue one. I think that it will probably be spirit linked, but whatever else it gets beyond that I cant guess. It may be able to do something to attacking or blocking creatures, because that is also white.

    Serenoplasm 2WW
    Creature - Ooze
    Defender
    Whenever serenoplasm blocks a creature, remove that creature from the game.
    2/2
    Posted in: Speculation
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    posted a message on Damping Engine - Oracle unclear
    It is just unclear wording. It could easily be interpreted either way. Thanks for clearing that up, however. It is a much better card when it hits everyone except the person with the least permanents.
    Posted in: Magic Rulings Archives
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    posted a message on Damping Engine - Oracle unclear
    Damping Engine

    It says "than any other". Does this mean that only the player with the least permanents is not affected by this, or only the player with the most permanents is affected by this?
    Posted in: Magic Rulings Archives
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    posted a message on Ideas for Simic mechanic
    Alek: 7 mana looks expensive at first, but consider the lategame. Your opponent plays a 4 mana spell. You counter it, and get a 6/6 at instant speed. That is pretty awesome, ignoring the benefits of more expensive spells.

    Also, wizards hates making things efficient to avoid power creep. Dromad purebred, I am looking at you.
    Posted in: Speculation
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    posted a message on Ideas for Simic mechanic
    My guess is that the simic will have something to do with sneaking creatures into play. Reweave, Gamekeeper, etc. So something like:

    Changoplasm 2GU
    Creature - Shapechanger
    Shift (You may play a creature at instant speed. If you do, return Changoplasm to owners hand. The casting cost of that creature is reduced by2GU)
    When you shift a creature into play with Changoplasm, put a +1/+1 counter on it.
    2/2

    Although this wont be keyworded, I am hoping for a mystic snake variant.

    Spell Eater 4UUG
    Creature - Elemental Shapechanger
    You may play spell Eater any time you could play an instant.
    When Spell Eater comes into play, counter target spell. If you do, put a number of +1/+1 counters on Spell Eater equal to the countered spell's converted mana cost.
    2/2
    Posted in: Speculation
  • 0

    posted a message on a feeling on Rakdos mechanic
    I think that there are three main things that black and red share. First is damage. Fireball, Drain Life, Shock, Essence Drain, etc. Second is mana. Seething Song and Dark Ritual being the major standouts. Finally there is temporarily sneaking creatures into play. Sneak Attack, Footsteps of the Goryo, Through the Breach, Corpse Dance etc.

    Fanatical Anarchist 2(R/)
    Creature - Human Berserker
    Explode 2 (When Rakdos Cultist is put into a graveyard from play, it deals 2 damage to target creature or player)
    1/1

    Embodiment of Hate 1RBB
    Creature - Elemental
    Explode X (When Embodiment of Hate is put into a graveyard from play, it deals damage to target creature or player equal to the amount dealt to Embodiment of Hate this turn)
    3/1




    Devoted Cultist 1B
    Creature - Human Cleric
    Ritual Sacrifice BBB (You may sacrifice this to add BBB to your mana pool)
    1/2

    Infernal Channeler 2BR
    Creature - Demon Cleric
    Ritual Sacrifice (R/) x5 (You may sacrifice this to add (R/) x5 to your mana pool)
    When Infernal Channeler is put into a graveyard from play, lose 3 life.
    3/3



    Lesser Demonspawn 2RB
    Creature - Demon
    First Strike
    Summon - 5 Life (You may pay 3 life to return Lesser Demonspawn from your graveyard to play. If you do, it gains haste and "Sacrifice this creature at end of turn.")
    3/2

    Abyssal Devourer 3BB
    Creature - Demon
    Summon - Sacrifice 2 creatures (You may sacrifice 2 creatures to return Abyssal Devourer from your graveyard to play. If you do, it gains haste and "Sacrifice this creature at end of turn.")
    4/4

    Obviously these are not playtested for power levels, but I think that one of these will be very similar to how the final mechanic turns out.
    Posted in: Speculation
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