(11:59:00 PM) prophone: aaron said krovikan mist is not in m12
(12:01:20 AM) Seeker: prophone do you want me to post that on mtgsal
(12:05:52 AM) prophone: seeker sure
(12:06:33 AM) prophone: aaronf literally just laughed and said "hahaha mist isn't in m12"
Hot gossip from the Community Cup.
Mods, feel free to lock this whenever (And infract me if this isn't relevant? I don't actually know how posting threads here works.)
While I'm sure this is so relevant, I think it bears mentioning since it took me forever to find a place: miraclegames.de will ship to America if you ask them and pay a fairly reasonable shipping fee. Just in case you, like me, want some sweet German Swords to Plowshares.
I swear I'm not a plant or anything. But after how long it took me to find a place that responded to an email and was willing to ship here... well, I'm more than willing to give them a plug in return for that.
e: at poster below, I don't see anything wrong with advertising that a site will take 120 cards, pack them up, and ship them.
God knows I'm not talking about them shipping sealed product across national lines, because that's against Wizards' distributor agreements!
Note that, while the answer to the Omnath-Momentous Fall question is completely correct, MODO's awful coding is such that you always pay mana costs before sacrificing Omnath, so you will be down four cards compared to real life EVERY TIME.
Every once in a while, I would question if the whole effort to play at a Magic FNM was really worth it.
As opposed to a Yu-Gi-Oh FNM.
I would get it if this was a midparagraph game name drop and you were being paid by WotC, but you say Magic again next sentence and you're not, respectively. So, well, what gives?
edit:
Is there no technology that can help with this? Maybe electronic bands or badges (or both) where a player could walk up to a judge, give them a result, get scanned and have it instantly entered so that after the last match the next round could start much sooner. Obviously, this might not be feasible for small events due to cost, but for larger events (like a PTQ) it could help speed things along.
Yeah, having more cash outlay requirements to run PTQs is a great idea.
(Maybe I'm opposed because I tend to play bad slow decks and appreciate the five minutes to grab food)
For the sealed deck format, we will play Rise of the Eldrazi and summon some astral monstrosities to annihilate each other with, though we will incorporate a slight twist and preview our new sealed format.
we will incorporate a slight twist and preview our new sealed format.
preview our new sealed format.
Anyone? Seems to me it's a rumor until they tell us something more.
I started from the bottom! SMITE IS REPRINTED IN THIS SET.
There's the second half of the alphabet + Lust for War. Dunno how much of this is a dupe, I haven't kept up on the last few days.
World at War {3}{R}{R} Sorcery After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Warmonger's Chariot {2} Artifact -- Equipment Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. Equip {3}
Unified Will {1}{U} Instant Counter target spell if you control more creatures than that spell's controller.
Umbra Mystic {2}{W} Creature -- Human Wizard 2/2 Auras attached to permanents you control have totem armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.)
Training Grounds {U} Enchantment Activated abilities of creatures you control cost up to {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
Thought Gorger {2}{B}{B} Creature -- Horror 2/2 Trample When Thought Gorger enters the battlefield, put a +1/+1 counter on it for each card in your hand. If you do, discard your hand. When Thought Gorger leaves the battlefield, draw a card for each +1/+1 counter on it.
Tajuru Preserver {1}{G} Creature -- Elf Shaman 2/1 Spells and abilities your opponents control can't cause you to sacrifice permanents.
Survival Cache {2}{W} Sorcery You gain 2 life. Then if you have more life than an opponent, draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Stalwart Shield-Bearers {1}{W} Creature -- Human Soldier 0/3 Defender Other creatures you control with defender get +0/+2.
Soulsurge Elemental {3}{R} Creature -- Elemental */1 First strike Soulsurge Elemental's power is equal to the number of creatures you control.
Shrivel {1}{B} Sorcery All creatures get -1/-1 until end of turn.
Snake Umbra {2}{G} Enchantment -- Aura Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Repel the Darkness {2}{W} Instant Tap up to two target creatures. Draw a card.
Raid Bombardment {2}{R} Enchantment Whenever a creature you control with power 2 or less attacks, Raid Bombardment deals 1 damage to defending player.
Pennon Blade {3} Artifact -- Equipment Equipped creature gets +1/+1 for each creature you control. Equip {4}
Nighthaze {B} Sorcery Target creature gains swampwalk until end of turn. Draw a card.
Mortician Beetle {B} Creature -- Insect 1/1 Whenever a player sacrifices a creature, you may put a +1/+1 counter on Mortician Beetle.
Lust for War {2}{R} Enchantment -- Aura Enchant creature Whenever enchanted creature becomes tapped, Lust for War deals 3 damage to that creature's controller. Enchanted creature attacks each turn if able.
I don't know, I'm reading it as 9/9 (from 99 problems) but "worse than Grozoth" in that instance would mean "only tutors for one card" and there's no way that costs seven. Maybe it's got the one-of Grozoth tutor ability and isn't a 9/9?
I hope that WOTC keeps pushing mono-coloured in this set, granting even greater bonuses for player's willing to forgo the other colours. I just don't quite understand this "colourless and hybrid make mono-coloured more powerful" sentiment I see throughout some of the responses here. Colourless and hybrid undermine mono-coloured deck strengths.
They grant any given monocolored deck more playable cards in the same subset of "cards in Rise of the Eldrazi". That is why they make any given monocolored deck (hopefully) more powerful - you can replace Marginal White Card with Pretty Good W/U Card or Awesome Eldrazi Duder.
That card f**kin' rocks. If I played with Un-cards, I would totally put this in my green just because it's painfully hilarious.
The real problem with it is that you have to keep an eye on the lands in your deck for that one card and nothing else. Causes a scramble to get the land pile first, etc.
No more than you can lose the game accidentally with Illusions of Grandeur.
I guess? Illusions doesn't make you lose the instant it hits play, unlike this "switch your life total as a trigger and set a trigger to make you lose due to your unswitched life total"
Wording on Kazuul today spoiled to be "Whenever a creature an opponent controls attacks, if you're the defending player, put a 3/3 red Ogre creature token onto the battlefield unless that creature's controller pays 3."
(12:01:20 AM) Seeker: prophone do you want me to post that on mtgsal
(12:05:52 AM) prophone: seeker sure
(12:06:33 AM) prophone: aaronf literally just laughed and said "hahaha mist isn't in m12"
Hot gossip from the Community Cup.
Mods, feel free to lock this whenever (And infract me if this isn't relevant? I don't actually know how posting threads here works.)
e: at below, it's Bing Luke's phone's irc nick.
I swear I'm not a plant or anything. But after how long it took me to find a place that responded to an email and was willing to ship here... well, I'm more than willing to give them a plug in return for that.
e: at poster below, I don't see anything wrong with advertising that a site will take 120 cards, pack them up, and ship them.
God knows I'm not talking about them shipping sealed product across national lines, because that's against Wizards' distributor agreements!
I would get it if this was a midparagraph game name drop and you were being paid by WotC, but you say Magic again next sentence and you're not, respectively. So, well, what gives?
edit: Yeah, having more cash outlay requirements to run PTQs is a great idea.
(Maybe I'm opposed because I tend to play bad slow decks and appreciate the five minutes to grab food)
...and what the heck does this mean?
Anyone? Seems to me it's a rumor until they tell us something more.
Warmonger's Chariot says "as thought it"
There's the second half of the alphabet + Lust for War. Dunno how much of this is a dupe, I haven't kept up on the last few days.
World at War
{3}{R}{R}
Sorcery
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Warmonger's Chariot
{2}
Artifact -- Equipment
Equipped creature gets +2/+2.
As long as equipped creature has defender, it can attack as though it didn't have defender.
Equip {3}
Unified Will
{1}{U}
Instant
Counter target spell if you control more creatures than that spell's controller.
Umbra Mystic
{2}{W}
Creature -- Human Wizard
2/2
Auras attached to permanents you control have totem armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.)
Training Grounds
{U}
Enchantment
Activated abilities of creatures you control cost up to {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
Thought Gorger
{2}{B}{B}
Creature -- Horror
2/2
Trample
When Thought Gorger enters the battlefield, put a +1/+1 counter on it for each card in your hand. If you do, discard your hand.
When Thought Gorger leaves the battlefield, draw a card for each +1/+1 counter on it.
Tajuru Preserver
{1}{G}
Creature -- Elf Shaman
2/1
Spells and abilities your opponents control can't cause you to sacrifice permanents.
Survival Cache
{2}{W}
Sorcery
You gain 2 life. Then if you have more life than an opponent, draw a card.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Stalwart Shield-Bearers
{1}{W}
Creature -- Human Soldier
0/3
Defender
Other creatures you control with defender get +0/+2.
Soulsurge Elemental
{3}{R}
Creature -- Elemental
*/1
First strike
Soulsurge Elemental's power is equal to the number of creatures you control.
Shrivel
{1}{B}
Sorcery
All creatures get -1/-1 until end of turn.
Snake Umbra
{2}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Repel the Darkness
{2}{W}
Instant
Tap up to two target creatures.
Draw a card.
Raid Bombardment
{2}{R}
Enchantment
Whenever a creature you control with power 2 or less attacks, Raid Bombardment deals 1 damage to defending player.
Pennon Blade
{3}
Artifact -- Equipment
Equipped creature gets +1/+1 for each creature you control.
Equip {4}
Nighthaze
{B}
Sorcery
Target creature gains swampwalk until end of turn.
Draw a card.
Mortician Beetle
{B}
Creature -- Insect
1/1
Whenever a player sacrifices a creature, you may put a +1/+1 counter on Mortician Beetle.
Lust for War
{2}{R}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature becomes tapped, Lust for War deals 3 damage to that creature's controller.
Enchanted creature attacks each turn if able.
The real problem with it is that you have to keep an eye on the lands in your deck for that one card and nothing else. Causes a scramble to get the land pile first, etc.
Yeah.