hey i'm just wondering how you guys manage which cards to cut/add to your cubes. i've got this huge list noted down of cards that could possibly get slotted into my cube but i have absolutely no idea where to start with cuts. do i just go for cards that don't seem to fit in any particular archetype?
1. don't care.
2. the mechanic is so similar because those five cards are the only five cards with the mechanic in the set; it will be expanded on in the second and third.
3. how is that any different to mirrodin? red sure as hell cared about artifacts then.
4. because keywording it is the easiest way to make use of it many times.
5. i have posted 15 cards and you're talking about density of enchantment hate (which i can see on a whopping two cards)? ok.
Scrying returns, as what would a bunch of wizards be without the ability to glance into the future. Scry shows up in all colours, but each has its own uses.
Evoke
Harnessing the power of the elementals is what evoke is all about, and thus it makes a return. Evoke also shows up in all colours.
(elemental art is pretty hard to get so excuse that)
The plane of Andorax is split neatly into five academies of magic, with each having their own practices. To the east, the built-up cities of Vorlaz practice clerical magic, with the belief that helping each other will benefit everyone, and help oneself stride down the path to ascension simultaneously.
The north is home to the Blusteraq, where self-study and collective study are the focal points of civilisation. The acquisition of knowledge is considered essential to ascension, and it is encouraged to do so as much as possible.
At the centre of the plane is Lazanra's Vault, where the shamans and other exiled people are sent, sealed off from the rest of the plane. Lazanra's people bide their time, doing heinous deeds with the justification that they will bring about their uprising.
To the west lies Shamnor, whose academy is the most experimental in their ways. They harness the most extreme elements of the plane - lightning, lava, the earth itself - just to see what happens. Perhaps the most volatile natured academy, they seemingly change their experiments at random.
The south is home to the druids of Negaskite, who are more conservative in their approach to the elementals; they study the ways of all nature instead of the single aspect.
expanded my enemy guilds a touch. i'll probably bump them up to 7 per guild once gatecrash drops, and i figured this was the easiest way to get fire // ice in there.
also yes please painlands at uncommon.
Also, have a legendary creature for your troubles. This guy is also part of a cycle.
Thaumaturgy
The people of Andorax all strive to be around enchantments in one way or another, and thaumaturgy represents the power it gives them.
Ascendancy
Ascension is the goal of the people of Andorax, and those who reach it become one with the enchantments, able to alter their very state of being.
2. the mechanic is so similar because those five cards are the only five cards with the mechanic in the set; it will be expanded on in the second and third.
3. how is that any different to mirrodin? red sure as hell cared about artifacts then.
4. because keywording it is the easiest way to make use of it many times.
5. i have posted 15 cards and you're talking about density of enchantment hate (which i can see on a whopping two cards)? ok.
Scry
Scrying returns, as what would a bunch of wizards be without the ability to glance into the future. Scry shows up in all colours, but each has its own uses.
Evoke
Harnessing the power of the elementals is what evoke is all about, and thus it makes a return. Evoke also shows up in all colours.
(elemental art is pretty hard to get so excuse that)
The north is home to the Blusteraq, where self-study and collective study are the focal points of civilisation. The acquisition of knowledge is considered essential to ascension, and it is encouraged to do so as much as possible.
At the centre of the plane is Lazanra's Vault, where the shamans and other exiled people are sent, sealed off from the rest of the plane. Lazanra's people bide their time, doing heinous deeds with the justification that they will bring about their uprising.
To the west lies Shamnor, whose academy is the most experimental in their ways. They harness the most extreme elements of the plane - lightning, lava, the earth itself - just to see what happens. Perhaps the most volatile natured academy, they seemingly change their experiments at random.
The south is home to the druids of Negaskite, who are more conservative in their approach to the elementals; they study the ways of all nature instead of the single aspect.
+gerrard's verdict
+fire // ice
+korozda guildmage
+flame-kin zealot
+jungle barrier