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  • posted a message on [CUBE][KHM] Doomskar
    Excited to play this alongside Starnheim Unleashed. Both cards are solid for white control decks which increases the power of foretell for both cards.
    Additional exciting thing about having them both is that they require exactly the opposite approaches to play into them as an aggro deck. If it's Doomskar, you want to avoid committing anything else you care about to the board, to avoid overextending into a wrath. If it's Starnheim Unleashed, you want to commit more to the board so you can race around the 4/4 vigilant blocker.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] Orvar, the All-Form— r/MagicArena preview
    Quote from BestOfThree »
    Ack. Why doesn't this work on permanents your opponent controls? That would have been so cool. I don't really run very many spells that target my own creatures, really, so this is a dead mythic to me, unless I build a new deck for him. Which, I guess, but there are a lot easier to use shapeshifters out there.
    Largely because the card advantage swing on "murder your dude, make a copy of him" would be ridiculously strong. This way you're at least typically investing cards into getting your copies, not just getting them for free for playing your kill spells as kill spells.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Mothership 1/18— Doomskar
    So uh the story of the plane is just the story of Shards of Alara block again huh

    I was kind of looking forward to nine possible areas that could be invaded incrementally by Vorinclex in return sets but now it's just one regular plane by the end
    Nothing about this implies that? Doomskar's regularly happen as the planes cross and separate again. This, obviously, is a rather large one, but there's no indication it's going to end with all the planes merged.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Protectora gloriosa (Glorious Guardian?) - Preview @pperez_4
    Quote from Faruel »

    Seems really good for protecting against sweepers. The anti Angel tribe effect is breaking my heart, tho.
    The "non-angel" clause is pretty standard, it's a good flavorful way to prevent 2 of these from going infinite. It does suck a little in a set with Angel tribal, but Restoration Angel does the same thing, so it's not unprecedented. And unfortunately, any other way of preventing the infinite is just clunky, having to call out the card by name or some other aspect (non-cleric?), which doesn't fit as flavorfully as "of course the angels only save non-angels"
    Posted in: The Rumor Mill
  • posted a message on [KHM] Tundra Fumarole— ChannelFireball preview
    Pay SSS, get SSS back. At least it can't hit players as that would make it one of the most busted burn spells ever printed. Tap three snow lands, cast Tundra Fumarole, get SSS back, cast another Tundra Fumarole, get even more SSS back, keep doing this until you run out of Tundra Fumaroles or burn spells and eventually mana for the turn.
    Since it gives colorless mana, it's extremely hard to chain them. Each Fumerole only pays for 1 of the next, unless you've got a way to filter it... And if the filter isn't snow too, then you'll lose the extra mana for the second onward.
    Posted in: The Rumor Mill
  • posted a message on [KHM] In Search of Greatness— Duende Gaming preview
    Quote from ThyLordQ »
    Also worth noting that the wording on the card means that you have to have something other than "Search for Greatness" on the battlefield. It never counts itself.
    Since it does count lands, you can still drop a 1 drop if you've only got this and lands out. Obviously not the optimal use, but worth remembering when a wrath resets you. It also doesn't check until the ability resolves, so if you've got a flash permanent, you can sneak that out before the check.
    Posted in: The Rumor Mill
  • posted a message on [KHM] In Search of Greatness— Duende Gaming preview
    Quote from ThyLordQ »
    Also worth noting that the wording on the card means that you have to have something other than "Search for Greatness" on the battlefield. It never counts itself.
    Since it does count lands, you can still drop a 1 drop if you've only got this and lands out. Obviously not the optimal use, but worth remembering when a wrath resets you. It also doesn't check until the ability resolves, so if you've got a flash permanent, you can sneak that out before the check.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Jorn, God of Winter and Kaldring, the Rimestaff— Brian Kibler preview
    Quote from Tormented »
    Quote from Semoreh »
    Quote from Tormented »
    It's funny - this card feels like a commander card but every time I thought of a card to use with it it seemed like a bad muldrotha on the back side and a bad seed born Muse on the front. I think that the home for this card is some card value deck in standard but unless we get an arcum's astrolabe type of cheap value I don't think crucible of worlds makes the cut in standard


    Well it's a "bad muldrotha" for 3 instead of 6 and a "bad seedborn muse" for 3 instead of 5. Would you say Lightning Bolt is a bad Lava Axe? ^^


    it's a bad seedborn muse for 5 instead of 5. and the bad muldrotha is a bad muldrotha - it is as fragile (artifact vs creature), is limited to snow, once a turn and doesn't have a 6/6 body. the mana cost of 3 means it slots better into a competitive 60 card deck - but I don't think that is an option for either anyways.
    Both sides cost 3, I'm not sure how you're getting it being 5?
    Posted in: The Rumor Mill
  • posted a message on [KDM] Warstorm surge reprint - Rootwater gaming
    So Immersturm isn't a place, it's like a storm or something? Is Valla one of the ten realms on Kaldheim?
    Immerstrum is one of the 10 realms. It's the one filled with Demons.
    Posted in: The Rumor Mill
  • posted a message on [KHM][CUBE] Toralf, God of Fury // Toralf's Hammer
    Maybe I'm dumb, but I had to read this card several times to fully understand it. Some cards in this set are incredibly complicated... I would consider testing if the pump were not only for legendary creatures.


    You're not wrong. There are some funky cards this time around. I totally missed that the hammer only pumped legendaries. Also this guy himself has trample, so if he is blocked by a 1/1, I assume the damage tramples over to the player, but the ability also lets him deal 4 to something else-- which is good, but not intuitive. It's a super weird card.

    It's not a bad card, and I think people are more down on it than it deserves. The god has blowout potential and is all around a solid four drop, if not staggering. It's true that the hammer is clunky as hell, but a bad reusable lightning bolt is still something. At least you can split the cost.

    But it's true that the end result is pretty awkward, and not something that begs to be played.
    He's got a "noncombat" clause on his ability, so it has no interaction with his trample. Additionally, he actually doesn't interact well with non-combat sources that actually have (effective) trample, such as Ram Through, because the excess damage isn't dealt to the creature, it's dealt to the player instead.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] Divine Gambit and Tibalt's Trickery— More cards lost in the Card Image Gallery
    The random mill is almost certainly a way to prevent using it to cheat in a fatty/expensive spell. While a shuffle ala Chaos Warp could accomplish the same thing, I believe they've been trying to cut back on shuffle effects in standard, as they represent a "loading screen" in competitive paper play. It can't just mill a set number of cards, because then you'd be able to just set up your spell that far down. By milling 1-3 cards, though, there's uncertainty and inconsistency that prevents it from being a reliable way to cheat out (if you put your spell 4 cards down, you might only mill 1 and one of the other two cards could be a spell you hit first. Any higher, and you risk milling it out). So basically they were trying to solve the "how can we make this random without shuffling" puzzle, and milling a random number between 1 and 3 (easily determined using a d6) seems like the best solution.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Eradicator Valkyrie— Carlos Romao preview
    Quote from EonAon »
    Quote from soramaro »
    Wait, they still use "hexproof from" even though protection is a thing again? Seems overly complicated for no reason.

    Cool art.
    They changed from using protection from blank awhile ago because its too all encompassing a mechanic.
    They also brought "Protection From" back recently (See Sigrid, God-Favored), hence their confusion. I think the issue is that Hexproof from was never intended entirely as a replacement for Protection, it's just viewed as a variant on Hexproof now.
    Posted in: The Rumor Mill
  • posted a message on [KDM] Morrite of the frost - Glam shatterskull
    Interesting, although I do wish a Legendary Snow creature more directly interacted with snow beyond just being and/or becoming snow.
    Given this is just an uncommon, I'm doubtful this is the only legendary snow creature in the set.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Eradicator Valkyrie— Carlos Romao preview
    Quote from HighHolder »
    Great card, but boast ability sucks hard. You want them to sac before combat, never after


    I apologize if I’m mistaken but can’t you activate boast effects before blockers are declared?
    You are correct.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Replicating Ring - Kripparrian preview
    Quote from Ryperior74 »
    This plus Mechanized Production and some way to bump its counters to 8 and you have a nice janky win on your next upkeep. Good luck with that. Wink


    Hold on it has to pop before you do mechanized production first because if you do the real one it will pop and the enchantment goes to the graveyard before the win trigger


    but on the other hand you can get another 8 per clone since the ability is there
    Nothing about Replicating Ring's ability would make Mechanized Production go to the graveyard? Replicating Ring stays on the battlefield when the ability "goes off", it just makes 8 Replicated Rings and removes the counters.
    Posted in: The Rumor Mill
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