Rakdos Ringleader 4BR Uncommon
Skeleton Warrior
First Strike
Whenever Rakdos Ringleader deals combat damage to a player, that player discards a card at random
B: Regen Rakdos Ringleader
3/1
Conjured Currency 5U Rare
Enchantment
At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own or control
With these, the Return to Ravnica spoiler is now complete.
They both suck, but most of RtR is great. One of these days we might get something good again to make an enchantment deck. Won't hold my breath though. I'm actually surprised we got the whole spoiler this quickly too. I don't think it's been since NPH that we've had such a quick explosion of spoilers. Enjoyed it.
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Not playing much these days... hope all is well in the MtG community
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
Rakdos Ringleader just proves (again) how much R&D does not want random discard (like LD) to be playable. Oh yeah, and isn't first strike and regeneration a bit redundant?
Having a whacky, unplayable, blue enchantment isn't a surprise, but it is disappointing for the final spoiled card.
Another terrible Rakdos card. Who would have guessed?
The Currency card is kind of neat. If I'm reading it correctly, it solves the problem that cards like Avarice totem have, aka your opponent just swapping the cards back on you. Still, not very exciting outside of Zedruu EDH, which I have yet to build. Wizards really, really has a thing for 5-7 mana enchantments that do weird/wacky things.
another cool uncommon which is overcosted by at least 2 mana and another stupid exchange control of blablabla rare-slot wasting enchantment. well, guess its bant control and junk tokens for me.
I'm SO SICK of the "too strong for Standard" argument. It's the new "Dies to removal". We can have a two mana 4/4 with a zillion abilities, but we can't just have Accumulated Knowledge. Makes sense.
Another terrible Rakdos card. Who would have guessed?
The Currency card is kind of neat. If I'm reading it correctly, it solves the problem that cards like Avarice totem have, aka your opponent just swapping the cards back on you. Still, not very exciting outside of Zedruu EDH, which I have yet to build. Wizards really, really has a thing for 5-7 mana enchantments that do weird/wacky things.
Looks like that if you swap with a creature, it has summoning sickness, and on their next upkeep, they get to swap right back. So Zedruu will never have a chance to use this, unless of course they use the Currency to swap another player for something else. Pretty lame.
And the skeleton might see limited play, but damn is it expensive. 6 is usually at the top of the curve for me in draft.
Looks like that if you swap with a creature, it has summoning sickness, and on their next upkeep, they get to swap right back. So Zedruu will never have a chance to use this, unless of course they use the Currency to swap another player for something else. Pretty lame.
It says "neither own nor control." Which means they can't just grab your critter back, they need a permanent that's legitimately yours, if anything at all.
The enchantment looks fun of course in multiplayer. Grabbing an opponent's planeswalker or powerful enchantment with this is something. Or trade if for an opponent's creature and then sacrifice it to something.
edit: and now that I see the "neither own nor control" clause, it may have some small application in two player since they can't just get their thing back. In a deck that plays few permanents of it's own, this could be a kind of slower, but can't be removed form of Volition Reins.
Looks like that if you swap with a creature, it has summoning sickness, and on their next upkeep, they get to swap right back. So Zedruu will never have a chance to use this, unless of course they use the Currency to swap another player for something else. Pretty lame.
And the skeleton might see limited play, but damn is it expensive. 6 is usually at the top of the curve for me in draft.
The enchantment says exchange it for a permanent you both don't control and don't own. So I trade the enchantment for your creature, on your turn you can't trade the enchantment to me for the creature because you own the creature. They could trade the enchantment for something else but they can never use it to get back the creatures they own. edit: nath'd
Looks like that if you swap with a creature, it has summoning sickness, and on their next upkeep, they get to swap right back. So Zedruu will never have a chance to use this, unless of course they use the Currency to swap another player for something else. Pretty lame.
Not quite, sonofstev. Text of the enchantment again:
Conjured Currency 5U Rare
Enchantment
At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own or control
So your upkeep, you swap the currency with their Delver. On their upkeep, they can only choose to swap the currency for cards they neither own or control; since they own the Delver, they can't exchange for it. So they grab your island, or something else they don't own or control.
It says "neither own nor control." Which means they can't just grab your critter back, they need a permanent that's legitimately yours, if anything at all.
Oh. Awesome. Definitely usable in Zedruu, then. Possibly limited, since they have to take something else from you.
Oh. Awesome. Definitely usable in Zedruu, then. Possibly limited, since they have to take something else from you.
The problem is, though, they can just immediately steal Zedruu. It isn't all that good, unfortunately. Homeward Path isn't even all that good with Zedruu out because they will just steal Homeward Path instead to prevent shenanigans. I think the best thing to do with it is to steal something and destroy it. If it were possible, have the ability on the stack and then blink it or bounce it. Basically, that is the way this card will see play.
why are there saproling tokens when selesnya can´t produce them in RtR? aybe they are in GtC, but i liked the Saprolingtheme in the first block at selesnya's ://
The problem is, though, they can just immediately steal Zedruu. It isn't all that good, unfortunately. Homeward Path isn't even all that good with Zedruu out because they will just steal Homeward Path instead to prevent shenanigans. I think the best thing to do with it is to steal something and destroy it. If it were possible, have the ability on the stack and then blink it or bounce it. Basically, that is the way this card will see play.
Ideally, Zedruu will have Greaves on him, as he's very fragile.
With these, the Return to Ravnica spoiler is now complete.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Mucho thanks to all who contributed.
"Many Bothans died to bring us this information"
~
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
In any case, WOO HOO! Whole set is spoiled! Let the brewing begin!
Having a whacky, unplayable, blue enchantment isn't a surprise, but it is disappointing for the final spoiled card.
The Currency card is kind of neat. If I'm reading it correctly, it solves the problem that cards like Avarice totem have, aka your opponent just swapping the cards back on you. Still, not very exciting outside of Zedruu EDH, which I have yet to build. Wizards really, really has a thing for 5-7 mana enchantments that do weird/wacky things.
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Looks like that if you swap with a creature, it has summoning sickness, and on their next upkeep, they get to swap right back. So Zedruu will never have a chance to use this, unless of course they use the Currency to swap another player for something else. Pretty lame.
And the skeleton might see limited play, but damn is it expensive. 6 is usually at the top of the curve for me in draft.
It says "neither own nor control." Which means they can't just grab your critter back, they need a permanent that's legitimately yours, if anything at all.
The creator of Maro's Magic 8-Ball!
edit: and now that I see the "neither own nor control" clause, it may have some small application in two player since they can't just get their thing back. In a deck that plays few permanents of it's own, this could be a kind of slower, but can't be removed form of Volition Reins.
The enchantment says exchange it for a permanent you both don't control and don't own. So I trade the enchantment for your creature, on your turn you can't trade the enchantment to me for the creature because you own the creature. They could trade the enchantment for something else but they can never use it to get back the creatures they own. edit: nath'd
Not quite, sonofstev. Text of the enchantment again:
Conjured Currency 5U Rare
Enchantment
At the beginning of your upkeep, you may exchange control of Conjured Currency and target permanent you neither own or control
So your upkeep, you swap the currency with their Delver. On their upkeep, they can only choose to swap the currency for cards they neither own or control; since they own the Delver, they can't exchange for it. So they grab your island, or something else they don't own or control.
Always shocks me when people are surprised by this... that and the same set ends up being "OMG BEST SET EVAR" in a year's time.
Oh. Awesome. Definitely usable in Zedruu, then. Possibly limited, since they have to take something else from you.
The problem is, though, they can just immediately steal Zedruu. It isn't all that good, unfortunately. Homeward Path isn't even all that good with Zedruu out because they will just steal Homeward Path instead to prevent shenanigans. I think the best thing to do with it is to steal something and destroy it. If it were possible, have the ability on the stack and then blink it or bounce it. Basically, that is the way this card will see play.
MTGS egos at their finest.
Thoughts on proxies:
The new Golgari guildmage makes saproling tokens.
Ideally, Zedruu will have Greaves on him, as he's very fragile.
The enchantment seems well-designed and fun, though.
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