Quote from KoperBoy »I don't like this guy at all.
The problem with Wizards is they've been printing cool effects on vulnerable cards lately.
Quote from BleuCiel »Is that me or wizards guy are trying to fit good old effects on any kind of creature (see Dusk Drinker for example) ? Maybe we will see more of this kind of creature (1 per color ?)
Quote from joseyoutlaw » Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
Quote from Demonbunny »D.Storm player rolls to start.
Opponent: plays Gemstone Cavern
D.Storm player:Steam Vents+Rite of Flamex2+Seething songx3(is about to play Dragonstorm)
Opponent:Plays Commandeer targeting Seething song#3, Cast Quicken(with Cavern) ,uses the red mana to cast Ignite Memories dealing 72(8 x 9) on turn 0!
Albus Dumbledore, Harry Potter and the Sorceror's Stone
To the well organized mind, death is but the next great adventure.
Quote from NotALlama »This will be a new addition to my B/U mesmeric orb deck.
Me: vendetta, brain freeze for 9
Quote from PVDDR »I knew he had Karn Liberated in his deck, because Kibler had complained about losing to it in every means of communication available
Quote from NickWhiz1 »Well boys and girls, looks like we've found at least one card to try to break from this set. There has to be some way to abuse this. I just can't figure it out yet...
Quote from Marce »two words. searing wind
Quote from fbi_boy »he works well with shoals, since u can discard an instant to the shoal, and then recur it later. yah, it would be a 1-3 casting cost spell, but definatley useful ealry on, when u dont want to discard, say a myojin to kill a disciple or samurai. instead you can dicard a terror, or glacial ray, and then use it next turn. it at least makes up a bit for the discard of the shoals.
Quote from Gogf »Wow! Imagine:
You have a mountain, a swamp and a forbidden orchird in play, and a glacial ray in your graveyard. Play Toshi, giving your oponent a 1/1 spirit.
Next turn: Play a mountain. Play the glacial ray (making sure to cast it with the forbidden orchird), and kill the 1/1 created last turn. Return the other glacial ray to your hand, and then deal two damage to a creature of player. It's basically an automatic 2 damage per turn starting on turn four.
Quote from Spiritual_Herder »getting drunk while on medication is mad tech. Get some strong coffee, slap yourself a couple of times and post again