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Thread: [DGM] New mechanic - Fusion

  1. #1
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    [DGM] New mechanic - Fusion

    God damn! Was it really required to squeeze good old "entwine" into an ugly cardframe just for the sake of being new?!

    http://www.wizards.com/magic/magazin...y/feature/242b

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    Re: [DGM] New mechanic - Fusion

    One of these cards (Beck) is Glimpse of freakin Nature for and goes on creatures hitting the field as opposed to being cast. We'll probably see it get played in modern for sure so combo elves can come back but what about Legacy? I really doubt it personally but could anyone see Elves getting a bit greedier with their mana base and playing this?
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    Re: [DGM] New mechanic - Fusion

    Wear & Tear
    Instant [U]

    Wear 1R
    Destroy target artifact.

    Tear W
    Destroy target enchantment.

    Fuse (You may cast one or both halves of this card from your hand.)
    I think this one is potentially playable as a sideboard card. I'd feel a lot more confident if Zoo were still a real deck.

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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by lordofthepit View Post
    I think this one is potentially playable as a sideboard card. I'd feel a lot more confident if Zoo were still a real deck.
    Would be a nice Wish target if sorcery
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    Quote Originally Posted by Echelon View Post
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  5. #5

    Re: [DGM] New mechanic - Fusion

    I hope some of these make nice Cascade targets similar to Boom // Bust.

  6. #6

    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by CardboardCrack View Post
    I hope some of these make nice Cascade targets similar to Boom // Bust.
    I just thought about it too; however you won't be able to fuse them (as it only works from your hand).

  7. #7

    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Lemnear View Post
    Would be a nice Wish target if sorcery
    So... Hull Breach then?
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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by BlackFlameAshura View Post
    One of these cards (Beck) is Glimpse of freakin Nature for and goes on creatures hitting the field as opposed to being cast. We'll probably see it get played in modern for sure so combo elves can come back but what about Legacy? I really doubt it personally but could anyone see Elves getting a bit greedier with their mana base and playing this?
    There have been already elves list with U. Playing additional colors is not the problem. However not enough Glimpse is not the problem elves is having. Especially today were the lists are much less focused on glimpse combo but can just win by pooping out some dudes and casting NO.

    Edit: But I think there is some kind of stupid belcher like kobold deck which relies on glimpse. They would appreciate Glimpse 5-8 I think.
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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Amon Amarth View Post
    So... Hull Breach then?
    Yes, staying with breach so far.

    Edit: Hope the Fusion cards Turn Out unplayable. Don't want to mix even more cardframes in a single deck *puke*

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    Quote Originally Posted by Echelon View Post
    Lemnear sounds harsh at times, but he means well. Or to destroy, but that's when he starts rapping.

    Architect by day, rapstar by night. He's pretty much the German Hannah Montana. Sometimes he even comes in like a wrecking ball.

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    Re: [DGM] New mechanic - Fusion

    Am I really that old, or are there others who are completely disinterested in any part of that article except for the card images?

    BTW, good job on the look of the cards. It yells loudly that you can cast both or just one.
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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Finn View Post
    Am I really that old, or are there others who are completely disinterested in any part of that article except for the card images?
    Pretty stuff is pretty. Useless and pretty.
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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Finn View Post
    Am I really that old, or are there others who are completely disinterested in any part of that article except for the card images?

    BTW, good job on the look of the cards. It yells loudly that you can cast both or just one.
    I'm the same way, I skimmed bits and just went for the images.

    I really like this execution of split cards. I've always loved split cards. It has the "everything is kicker" problem, sure fine whatever, "everything" does. It's actually a lot more like multicolor-Entwine than Kicker.

    The only question I really have right now is, if you cast both halves of the spell are there two spells on the stack, or just one spell with two effects? If I Fuse Beck and Call, does my opponent have to counter both halves, or just target one spell? In my skimming I didn't see any hint at that.
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    Re: [DGM] New mechanic - Fusion

    More split cards... can we finally get one that has two good numbers for counterbalance that is playable? :)

    Is it too much to ask for a 1/4 or a 2/3?

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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Finn View Post
    Am I really that old, or are there others who are completely disinterested in any part of that article except for the card images?

    BTW, good job on the look of the cards. It yells loudly that you can cast both or just one.
    I reloaded it like 4 times before realizing I had to click the links to make the images show up. Who reads an article on a new set coming out and DOESN'T want to see the spoilers?!?!
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  15. #15

    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by TsumiBand View Post
    I'm the same way, I skimmed bits and just went for the images.

    I really like this execution of split cards. I've always loved split cards. It has the "everything is kicker" problem, sure fine whatever, "everything" does. It's actually a lot more like multicolor-Entwine than Kicker.

    The only question I really have right now is, if you cast both halves of the spell are there two spells on the stack, or just one spell with two effects? If I Fuse Beck and Call, does my opponent have to counter both halves, or just target one spell? In my skimming I didn't see any hint at that.
    ...Wait a few days for the FAQ?

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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Darkenslight View Post
    ...Wait a few days for the FAQ?


    BUT I HAVE QUESTIONS TODAY.

    srsly, i know. i'll live. it's just a curiosity.
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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by alphastryk View Post
    More split cards... can we finally get one that has two good numbers for counterbalance that is playable? :)

    Is it too much to ask for a 1/4 or a 2/3?
    The converted mana cost of a split card is both "halves" of the card. Flip a split card with Bob and you lose life equal to the CMC of both "halves," I don't see why it would any different with Counterbalance.

    I would think that since it's one card being played that it only counts as one spell, sort of like entwine back in Mirrodin, but not positive, that's pure speculation.
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  18. #18

    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by alphastryk View Post
    More split cards... can we finally get one that has two good numbers for counterbalance that is playable? :)

    Is it too much to ask for a 1/4 or a 2/3?
    Bounce/cantrip spell on 1/2, some counterspell on 3/4... Come on WotC! Make my dream come true!

  19. #19

    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by CardboardCrack View Post
    I hope some of these make nice Cascade targets similar to Boom // Bust.
    We already got one; Beck // Call is a 2CMC target that puts 4 1/1 Fliers on the field (with a marginal but not awful 2CMC side).

    I would think that since it's one card being played that it only counts as one spell, sort of like entwine back in Mirrodin, but not positive, that's pure speculation.
    Article on the Mechanic: http://www.wizards.com/magic/magazin.../feature/242#1

    So yes, it's basically Entwine if you "cast" both halves from your hand, do the effects from left to right etc., and functions exactly like a normal split card in any other circumstance. It counts as one spell (one counterspell counters both effects), and the CMC is the sum of the two costs (i.e Toil//Trouble fused would have a cost of 4RB).

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    Re: [DGM] New mechanic - Fusion

    Quote Originally Posted by Fry View Post
    The converted mana cost of a split card is both "halves" of the card. Flip a split card with Bob and you lose life equal to the CMC of both "halves," I don't see why it would any different with Counterbalance.

    I would think that since it's one card being played that it only counts as one spell, sort of like entwine back in Mirrodin, but not positive, that's pure speculation.
    I promise you counterbalance is not the combined cost, but in fact each cost. I've tried a lot of bad split cards for this reason. Confidant does the total because it looks at both and deals damage for both. Counterbalance looks at both, sees the cost of one is equal and says that checks out.

    Edit - to clarify, I mean revealing a split card to counter either cost of spell on the stack.

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