Before I begin my own speculation I just want to thank the moderators for their patience with dealing with all of us forum members when it comes to discussions like these as I know it can be trying for them.
While these are very nice cards I'm wondering if perhaps the pictures of the cards themselves may display a hint somewhat of what a possible theme of this set may be. Hideous End seems like a very cool card, I like the ability to make someone lose 2 life as well as snatch their creature from them and its nice to see it doesn't have to worry about hitting artifacts too. Weird though that mananation says that the spoiler list is already done but none are confirmed. Wish I knew where this spoiler list was, lol.
Before I begin my own speculation I just want to thank the moderators for their patience with dealing with all of us forum members when it comes to discussions like these as I know it can be trying for them.
While these are very nice cards I'm wondering if perhaps the pictures of the cards themselves may display a hint somewhat of what a possible theme of this set may be. Hideous End seems like a very cool card, I like the ability to make someone lose 2 life as well as snatch their creature from them and its nice to see it doesn't have to worry about hitting artifacts too. Weird though that mananation says that the spoiler list is already done but none are confirmed. Wish I knew where this spoiler list was, lol.
Very true we do need to see the pictures. Hopefully we can see them soon. And HOW do you know these are not jsut for planechase and maybe not ZEN. I havent seen the reason why they are assumed, or maybe I am just blind.
What's with all the Bloodbraid Elf talk? A much more relevant use for Whiplash Trap would be to completely undo a Broodmate Dragon that slipped through against your control deck so you can untap and counter it on the way back down.
I would just like to add a qualification to the type discussion:
Tarmogoyf counts types. Not subtypes (of which there are the creature types, planeswalker types, land types, Arcane, Trap, Shrine, Equipment, Fortification, and Aura), and not supertypes (which are Basic, Legendary, Snow, and World). Only types (which are enumerated on the card).
Anyway, this brings new meaning to the tagline of "Deadly perils, priceless treasures". Cool.
Maybe this reality is actually an alternate reality of a reality in which New Phyrexia was the joke expansion and Mirrodin Pure was the obvious expansion, except our reality is the Time Shifted reality which is opposite of that other reality which is that actual reality.
Very true we do need to see the pictures. Hopefully we can see them soon. And HOW do you know these are not jsut for planechase and maybe not ZEN. I havent seen the reason why they are assumed, or maybe I am just blind.
Each of the 60-card decks will include 8 rares, and will be composed of cards from throughout Magic's history - including a preview card from Zendikar.
In other words, there are no exclusive cards in Planechase. Only cards from Magic's past and Zendikar (plus planes, obv).
Maybe this reality is actually an alternate reality of a reality in which New Phyrexia was the joke expansion and Mirrodin Pure was the obvious expansion, except our reality is the Time Shifted reality which is opposite of that other reality which is that actual reality.
Very true we do need to see the pictures. Hopefully we can see them soon. And HOW do you know these are not jsut for planechase and maybe not ZEN. I havent seen the reason why they are assumed, or maybe I am just blind.
Reliable sources and the cards not being printed anywhere else. It's highly unlikely that Wizards would print cards only for Planechase that are the size of regular magic cards and could be useable in current formats.
I definitely wouldn't be surprised so see "Artifact - Treasure" and/or "Artifact - Relic", potentially "Artifact - Contraption" and also "Enchantment-Trap" as well.
Trap Enchantments make the most sense in the classic "pit-fall" kind of Indiana Jones sense. You put out a pair of creatures, you accidentally spring the trap.
It works for Artifacts as well, but for Artifacts to be traps they'd have to be elaborate - hence Contraptions. Anyone remember the board-game Mouse Trap?
All in all I'd like to see some Enchantment - Traps as well to accompany "magical traps" in a more traditional sense. Something like:
Kor Sinkhole 1WW
Enchantment - Trap
Creatures that attack you don't untap the next turn.
If two or more creatures enter the battlefield this turn, that creature's controller taps all his creatures, they don't untap the the next turn.
It's already a decent way to buy yourself a good next turn and to can their blockers, but if they've played some creatures who haven't been on the battlefield long and aren't as wary, those new guys accidentally carry their entire army into the trap with them - offering you a chance to swarm like a bastard the next turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
I just opened a Planar Chaos booster and pulled an Extirpate and a Damnation in the same pack.
Traps and kicker both let you take a traditional card and pay a different cost to play it. While I suppose this doesn't invalidate the idea that Zendikar has a particular focus on land-based shenanigans, it's starting to look pretty unlikely. If lands were the major mechanical focus of the block, wouldn't you want to hint more about that at the first unveiling of the block's mechanics? Unless they're doing something so drastic about the way lands work in Zendikar that they'll wait until actual previews start to reveal the big twist.
I definitely agree that there's room for splice in the same set as traps and kicker. As long as Wizards keeps up the level of mechanical focus they've had since Ravnica (with one or two exceptions, depending on personal taste--personally, I'd omit TSP block from that glowing recommendation, but you're welcome to make your own omissions), Zendikar should be a fun environment to make decks with.
EDIT: While I know putting creature types on non-creature cards required the creation of the Tribal type, is there any reason that a completely new subtype like Trap couldn't apply to multiple types of cards?
Traps do seem very similar to the Legate cycle from Masques, although for reduced cost, not free.
Speaking of Masques, in an article about the block, MaRo talked about why he believed it was poorly perceived (I liked it personally, but that was just me). One of his points was that the new mechanics, especially Rebels/Mercenaries did not have a new keyword ability, so people didn't see them as adding anything new. He mentioned that if he were to redo the set today, the Rebel ability would be "Recruit:" then the cost and conditions.
"Trap" and the new kicker wording seems to fit that kind of thinking. People like keywords, so they give us keywords.
I'm not sure if "kicked" has been confirmed as the official wording, but that's also following the same vein as Skullmulcher and Tar Fiend's use of "devoured" in their abilities.
Traps look pretty cool. I remember the awesome feeling of dropping two legates for free on my first turn and have my opponent facepalm for leading with a swamp. I think as long as they're fairly costed without the trap trigger and even better when the conditions are met, we'll all enjoy them.
That would make sense, seeing as Phyrexia has a habit of picking off other planes (from what I can gather missing a lot of story).
I'm pleased to see the Kor return. They were my favorite dudes back in the day. Also, I was just going over my Invasion cards the other day, thinking it would be great for kicker to return.
Something the original post neglected to mention. These are the four cards from the Planechase decks! Yeah, I really wish they just had them separate :/
Actually, we did already know that. It was mentioned in the article/source he linked to. As well as implied in Shade's thread about 10 revealed cards from Planechase decks.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
Kicker is sweet. Glad to see it is back. Is trap going to be a new card type? Because if so, that sucks. I hope it isn't around very long. Seriously, Why don't they just change the word instant to trap.... Thats what they are anyways.
EDIT: While I know putting creature types on non-creature cards required the creation of the Tribal type, is there any reason that a completely new subtype like Trap couldn't apply to multiple types of cards?
Yeah. The way subtypes are defined, each word that's used as a subtype has to be on exactly one of five lists: Creature Types, Artifact Types, Spell Types, Planeswalker Types, and Land Types. If it's on one, it can't be on the others, and each type of card can only feature subtypes that are on the right list (creatures and tribals, artifacts, instants and sorceries, planeswalkers, and lands respectively.) There's no way for a card whose type normally draws on one list to have a type that appears on cards of another type without actually having the type in question.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
he doesn't like that Kicker is too broad. And I tend to agree. However, this, ironically, makes me wonder if this is a sign that they're planning to make Kicker evergreen, as that would solve some of Kicker's problems. See this article:
I'm glad to see Kicker back -- now people can stop comparing every ability as a new, recycled form of it.
Trap cards will be neat. Who doesn't like alternate costs?
All of these weird ways to play spells makes me think that maybe River of Tears will finally be fleshed out into a cycle. It's a land with a similiar theme -- "If you did X (play a land,) add Y instead." The only nod against it is that it would be a second cycle of duals in Standard that doesn't allow two colors on turn one. That would be frustrating.
Here's to hoping for some cards that are more exciting.
Oh good, Trap cards...YGO here we come...again.......
TRUE FANS
==========
They make-a me laugh so much. :U
Does everything ruin Magic for you guys? I say take it in stride and wait to see how good the mechanic is first.
On another note, Gruesome End seems like a definite four-of for me. It's no Terror, but it'll give me some more edge when I've pitched some Doom Blades in the early game.
EDIT: Also, maybe a big overall mechanic will be alternate costs.
I am also surprised that it is back. My suggestion at the time of that article was that they should make Kicker a keyword action and use it to refer to all optional APCs (like, actually word mechanics like Buyback so that their reminder text uses the word "kicker") but that doesn't seem to be the tack they settled on.
This just in: People trying to express a similar concept will explain it using similar terminology.
What's the word for causing someone's own actions to backfire upon them and give you advantage? Trapping.
If the Kor are on Zendikar, does that mean we'll be seeing the Vec as well? I'm not much of a story goober pre-Mirrodin, so if anyone has light to shed, I'd appreciate it.
Maybe this reality is actually an alternate reality of a reality in which New Phyrexia was the joke expansion and Mirrodin Pure was the obvious expansion, except our reality is the Time Shifted reality which is opposite of that other reality which is that actual reality.
Also, the flavor text of Kor Chant makes me wonder if we should be second-guessing the "priceless treasure" motto of Zendikar. Maybe the Kor themselves -- their ways of life, their immunity to damage -- are the true treasure in Zendikar, not some trinket.
While these are very nice cards I'm wondering if perhaps the pictures of the cards themselves may display a hint somewhat of what a possible theme of this set may be. Hideous End seems like a very cool card, I like the ability to make someone lose 2 life as well as snatch their creature from them and its nice to see it doesn't have to worry about hitting artifacts too. Weird though that mananation says that the spoiler list is already done but none are confirmed. Wish I knew where this spoiler list was, lol.
Very true we do need to see the pictures. Hopefully we can see them soon. And HOW do you know these are not jsut for planechase and maybe not ZEN. I havent seen the reason why they are assumed, or maybe I am just blind.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
Tarmogoyf counts types. Not subtypes (of which there are the creature types, planeswalker types, land types, Arcane, Trap, Shrine, Equipment, Fortification, and Aura), and not supertypes (which are Basic, Legendary, Snow, and World). Only types (which are enumerated on the card).
Anyway, this brings new meaning to the tagline of "Deadly perils, priceless treasures". Cool.
Level 1 Judge. I tweet. Member of clan <Limited>. The Dunning-Kruger effect.
From http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/187:
Each of the 60-card decks will include 8 rares, and will be composed of cards from throughout Magic's history - including a preview card from Zendikar.
In other words, there are no exclusive cards in Planechase. Only cards from Magic's past and Zendikar (plus planes, obv).
Level 1 Judge. I tweet. Member of clan <Limited>. The Dunning-Kruger effect.
Reliable sources and the cards not being printed anywhere else. It's highly unlikely that Wizards would print cards only for Planechase that are the size of regular magic cards and could be useable in current formats.
Trap Enchantments make the most sense in the classic "pit-fall" kind of Indiana Jones sense. You put out a pair of creatures, you accidentally spring the trap.
It works for Artifacts as well, but for Artifacts to be traps they'd have to be elaborate - hence Contraptions. Anyone remember the board-game Mouse Trap?
All in all I'd like to see some Enchantment - Traps as well to accompany "magical traps" in a more traditional sense. Something like:
Kor Sinkhole 1WW
Enchantment - Trap
Creatures that attack you don't untap the next turn.
If two or more creatures enter the battlefield this turn, that creature's controller taps all his creatures, they don't untap the the next turn.
It's already a decent way to buy yourself a good next turn and to can their blockers, but if they've played some creatures who haven't been on the battlefield long and aren't as wary, those new guys accidentally carry their entire army into the trap with them - offering you a chance to swarm like a bastard the next turn.
GIVE ARABIAN NIGHTS THE COLDSNAP TREATMENT!
Traps and kicker both let you take a traditional card and pay a different cost to play it. While I suppose this doesn't invalidate the idea that Zendikar has a particular focus on land-based shenanigans, it's starting to look pretty unlikely. If lands were the major mechanical focus of the block, wouldn't you want to hint more about that at the first unveiling of the block's mechanics? Unless they're doing something so drastic about the way lands work in Zendikar that they'll wait until actual previews start to reveal the big twist.
I definitely agree that there's room for splice in the same set as traps and kicker. As long as Wizards keeps up the level of mechanical focus they've had since Ravnica (with one or two exceptions, depending on personal taste--personally, I'd omit TSP block from that glowing recommendation, but you're welcome to make your own omissions), Zendikar should be a fun environment to make decks with.
EDIT: While I know putting creature types on non-creature cards required the creation of the Tribal type, is there any reason that a completely new subtype like Trap couldn't apply to multiple types of cards?
Speaking of Masques, in an article about the block, MaRo talked about why he believed it was poorly perceived (I liked it personally, but that was just me). One of his points was that the new mechanics, especially Rebels/Mercenaries did not have a new keyword ability, so people didn't see them as adding anything new. He mentioned that if he were to redo the set today, the Rebel ability would be "Recruit:" then the cost and conditions.
"Trap" and the new kicker wording seems to fit that kind of thinking. People like keywords, so they give us keywords.
I'm not sure if "kicked" has been confirmed as the official wording, but that's also following the same vein as Skullmulcher and Tar Fiend's use of "devoured" in their abilities.
Traps look pretty cool. I remember the awesome feeling of dropping two legates for free on my first turn and have my opponent facepalm for leading with a swamp. I think as long as they're fairly costed without the trap trigger and even better when the conditions are met, we'll all enjoy them.
ゆっくりしていってね!!!
That would make sense, seeing as Phyrexia has a habit of picking off other planes (from what I can gather missing a lot of story).
I'm pleased to see the Kor return. They were my favorite dudes back in the day. Also, I was just going over my Invasion cards the other day, thinking it would be great for kicker to return.
Actually, we did already know that. It was mentioned in the article/source he linked to. As well as implied in Shade's thread about 10 revealed cards from Planechase decks.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Oh good, Trap cards...YGO here we come...again.......
bwahaha, you walked right into my clever trap by doing that thing I specifically told everyone not to do like five minutes ago. Spam infraction.
Guildmaster Jarad
I thought we asked people to knock that off?
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Yeah. The way subtypes are defined, each word that's used as a subtype has to be on exactly one of five lists: Creature Types, Artifact Types, Spell Types, Planeswalker Types, and Land Types. If it's on one, it can't be on the others, and each type of card can only feature subtypes that are on the right list (creatures and tribals, artifacts, instants and sorceries, planeswalkers, and lands respectively.) There's no way for a card whose type normally draws on one list to have a type that appears on cards of another type without actually having the type in question.
Okay, you're excused.
Except you're also Infracted ... so I guess your mileage may vary on that.
Guildmaster Jarad
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr283
he doesn't like that Kicker is too broad. And I tend to agree. However, this, ironically, makes me wonder if this is a sign that they're planning to make Kicker evergreen, as that would solve some of Kicker's problems. See this article:
http://www.wizards.com/Magic/magazine/Article.aspx?x=mtgcom/daily/af175
Check out this quick and fun game.
Trap cards will be neat. Who doesn't like alternate costs?
All of these weird ways to play spells makes me think that maybe River of Tears will finally be fleshed out into a cycle. It's a land with a similiar theme -- "If you did X (play a land,) add Y instead." The only nod against it is that it would be a second cycle of duals in Standard that doesn't allow two colors on turn one. That would be frustrating.
Here's to hoping for some cards that are more exciting.
TRUE FANS
==========
They make-a me laugh so much. :U
Does everything ruin Magic for you guys? I say take it in stride and wait to see how good the mechanic is first.
On another note, Gruesome End seems like a definite four-of for me. It's no Terror, but it'll give me some more edge when I've pitched some Doom Blades in the early game.
EDIT: Also, maybe a big overall mechanic will be alternate costs.
I am also surprised that it is back. My suggestion at the time of that article was that they should make Kicker a keyword action and use it to refer to all optional APCs (like, actually word mechanics like Buyback so that their reminder text uses the word "kicker") but that doesn't seem to be the tack they settled on.
What's the word for causing someone's own actions to backfire upon them and give you advantage? Trapping.
If the Kor are on Zendikar, does that mean we'll be seeing the Vec as well? I'm not much of a story goober pre-Mirrodin, so if anyone has light to shed, I'd appreciate it.
Level 1 Judge. I tweet. Member of clan <Limited>. The Dunning-Kruger effect.
Doubtful, but maybe.
Could "Kor without Redirection" be what Maro was hinting at?
Just my two cents.
Retired Player