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  • 7

    posted a message on Multiple Clue Tokens
    Take a look at the token numbering on the Clue token that has been revealed. Artifact tokens are normally placed after all other colors in token numbering and the only thing that follows them is emblems. Even if you assume that all three of SOI's planeswalkers produce emblems (unlikely, but whatever), that leaves at least 5 artifact tokens. Innistrad has no history of Thopter tokens, Golem tokens, etc, and Wizards likes to include multiple arts for tokens that are highly important to the set (ex: Scions in BFZ and OGW); this leads me to believe that there are multiple clue tokens each with different art/flavor text that reference a different part of the mystery.
    Posted in: The Rumor Mill
  • 1

    posted a message on Aethersnatch
    From http://www.bigmagic.net/news/0380.html
    Can anyone help with the translation?

    Edit:
    4UU
    Instant
    Gain control of target spell. You may choose new targets for that spell. If that spell is a permanent, that permanent enters the battlefield under your control.
    Posted in: The Rumor Mill
  • 2

    posted a message on Kalemne, Disciple of Iroas
    Quote from tombstone312 »


    All of those are dull for the same reason that it's being argued that the new giantess is being called boring. All of those are just rehashes of something that already is around.
    They're rehashes of existing non-Legendary cards, but there are no existing Commanders that do what they do. All three of them encourage types of decks that aren't currently well-supported.

    In contrast, Kalemne is just another Voltron Commander. The stuff about casting creatures with CMC 5 or greater is practically trinket text; if you want to encourage people to build their deck a certain way, you have to pick the right incentive, and Kalemne's incentive doesn't really work. By pulling away from the Voltron strategy and casting fatties, you buff Kalemne... which pushes you back towards the Voltron strategy. Moreover, spending 5 mana for +1/+1 to your Commander doesn't make sense when you could be spending 5 mana to play and equip a Sword or a Jitte or something else that gets you closer to 21 Commander damage and synergizes with her double strike.

    Like, just because a card tells you to do something doesn't mean it's the optimal strategy. You could try to make a Isao, Enlightened Bushi Samural Tribal deck, but given that there are zero non-Changeling Samurai in his colors, it's probably not the best way to build him. With Kalemne, I could take a weak reward for playing high-CMC dudes, or I could make use of my colors' strengths and cram a bunch of equipment onto her and call it a day. The best Kalemne builds are going to be Voltron decks, so she's a Voltron commander, not a Midrange Fatty commander or Tempo or Giant Tribal or whatever else you want to make her out to be.
    Posted in: The Rumor Mill
  • 5

    posted a message on Kalemne, Disciple of Iroas
    Quote from mASTERsELF »
    I have a question for those who think Kalemne sucks. What would your ideal Boros commander be? Please keep in mind the colour pie when answering this question.

    Tamanoa Minus Green/Soulfire Minus Blue 2WR
    Legendary Creature - Whatever
    Protection from Red
    Instant and sorcery spells you control have lifelink.
    "Play me with Earthquakes."
    2/4

    Nerfed Puresteel 2WR
    Legendary Creature - Human Knight
    First Strike
    Whenever an Equipment enters the battlefield under your control, you may draw a card.
    3/3

    Blaze Commander 3WR
    Legendary Creature - Minotaur Soldier
    Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.
    5/3
    Posted in: The Rumor Mill
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