View Full Version : Future Sight Cards
Alfred
04-12-2007, 04:04 PM
You mean every deck. Why wouldn't you play 56 cards if you can?
Probably. There is the problem that it negatively affects your mulligans a bit, but other than that, you're right.
Eldariel
04-12-2007, 04:05 PM
Probably. There is the problem that it negatively affects your mulligans a bit, but other than that, you're right.
It'll definitely make combo-decks much more consistent. 56-card combo-decks>>>>>>>>>>>>>>>>>>>>>60-card combo-decks and they don't have much issues paying even 8 life/game to thin the library.
Alfred
04-12-2007, 04:07 PM
It'll definitely make combo-decks much more consistent. 56-card combo-decks>>>>>>>>>>>>>>>>>>>>>60-card combo-decks and they don't have much issues paying even 8 life/game to thin the library.
Right. I agree. Even if it did have the "needs a swamp to cycle" ability, it wouldn't be that difficult for combo decks to use it.
Barook
04-12-2007, 07:51 PM
It'll definitely make combo-decks much more consistent. 56-card combo-decks>>>>>>>>>>>>>>>>>>>>>60-card combo-decks and they don't have much issues paying even 8 life/game to thin the library.
agreed - this card is going to be abused in alot of decks who can afford to pay the life.
PS: Rancor would be an awesome child name. :tongue:
Pinder
04-12-2007, 07:54 PM
And Friggorid is going to love that shit, alongside a black land with dredge. Now, we just need a way to get around Yixlid Jailer. Luckily it dies to Darkblast.
Barook
04-12-2007, 08:25 PM
And Friggorid is going to love that shit, alongside a black land with dredge. Now, we just need a way to get around Yixlid Jailer. Luckily it dies to Darkblast.
sure, it's friggin good in Ichorid because it enables turn 1 dredging along with discard outlets and is free Ichorid fooder to boot.
however, i don't think that the land is going to have a huge impact on ichorid because it CIPT and dredge 2 simply doesn't seem attractive enough for mere dredge purposes.
Pinder
04-12-2007, 10:55 PM
however, i don't think that the land is going to have a huge impact on ichorid because it CIPT and dredge 2 simply doesn't seem attractive enough for mere dredge purposes.
I was thinking more as a 2-of or so, so you could dedge it mid to late game and have extra black sources for Ashen Ghoul. Usually Friggorid goes off with about 2 mana sources in play if it's doing things right. Being able to reanimate more than two Ashen Ghouls is tech. It also gives you (admittedly rather slow) resistance to Wasteland. It's not there as your main Dredge tech, it's there because it's a land that can come back, and helps the overall strategy (if only a little).
And I'm really eying Tombstalker as a possible inclusion as well. A 5/5 flyer with no drawback always makes a rather sexy Returns target, and being able to go Thug->Therapy to put one on top, then drawing it and dropping it for BB (removing excess land) seems pretty sexy as well. And it's Ichorid fodder as well if you really need it.
thebadmagicplayer
04-13-2007, 03:27 PM
Street Wraith - 3BB
Creature - Wraith (U) [FS]
Swampwalk
Cycling - Pay 2 life.
3/4
Fucking awsome! will this be legal for GP colombus?
Lone Signal
04-13-2007, 04:41 PM
Here's another interesting critter:
Storm Entity 1R
Creature - Elemental (U)
Haste
Storm Entity comes into play with a +1/+1 counter on it for each spell played this turn.
1/1
From Hydrokinesis at mtgsalvation.com
So apparently, it's a hasting bear for 1R at the very least. I think this has potential. Flash would've been preferred over haste, but it's still very good imo.
Bane of the Living
04-13-2007, 05:06 PM
HOLY SHIT The Grandeur cards are so nasty with survival!
Linessa, Zephyr Mage
Legendary Creature - Human Wizard (TS) 3U
XUU, : Return target creature with converted mana cost X to its owner's hand.
Grandeur - Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, land and enchantment. 3/3
That looks like a 4 of in EATS, have you seen this Caulyn?
Oriss, Samite Guardian
Legendary Creature - Human Cleric (TS) 1WW
T: Prevent all damage that would be dealt to target creature this turn.
Grandeur - Discard another card named Oriss, Samite Guardian: Target player can't play spells this turn, and creatures that player controls can't attack this turn.
It looks insane for a survival deck. You effectively shut your opponent down with Chant Lock on turn 4. He protects himself easily, especially with Anger. Genesis turns it into the hard lock.
The black one looks like crazy land accel in the late game and could grow huge with just a couple green mana.
Judge Unworthy looks insane as removal that digs for your Wrath of God or sets up Predict.
Delay might be usefull to set up a powerfull spell after Armageddon resolves or something.
Narcomoeba
Creature - Illusion (TS) 1U
Flying
When Narcomoeba is put into your graveyard from your library, you may put it into play.
1/1
This looks like it has incredible combo written all over it. Its the same color as Force!! OMG!
Putrid Cyclops looks like a Red Death candidate.
Gathan Raiders a 5/5 for 3? Sign me up?
Steamflogger Boss confuses me. WTF is a contraption?
edgewalker
04-13-2007, 05:42 PM
Oddly enough, sligh seems to be getting alot of decent beaters. The only I see is they're all 2cc which is getting pretty clogged between blood knight, sligh firewalker.
Barook
04-13-2007, 08:35 PM
Storm Entity 1R
Creature - Elemental (U)
Haste
Storm Entity comes into play with a +1/+1 counter on it for each other spell played this turn.
1/1
that's the true version - otherwise, it would have been completely retarded. playing it via Chrome Mox or Rite of Flame, then swinging with a 3/3 on turn 1 with no drawback? that would have been way too good. however, it's still an interesting critter.
Edge of Autumn
Sorcery (TS) 1G
If you control four or fewer lands, search your library for a basic land card, put it into play tapped, then shuffle your library.
Cycling - Sacrifice a land (Sacrifice a land, Discard this card: Draw a card.)
Another "free" card drawer. The cost is harder to manage than the Black one, but I could certainly see this being good in Loam decks.
PunkRocker1134
04-13-2007, 09:04 PM
is it me or is there the first 8/0 in this set? It's interesting. This whole set seems liek tis pretty good, or at the very least interesting. Tarmogoyf seems like a very good card. Something for Thresh to use? PLus it works for cards in all graveyards so it would still be a 1/2 (or more) after a crypt, so even then its better then Wearbear. This thing has the potential to be huge, 7/8 with Threshold(if not more) for two mana, sign me up. I'm getting four of these for Thresh. Samite Gaurdian seems really good too. I'm gonna have to get a lot of booster boxes from this set.
etrigan
04-14-2007, 12:02 AM
Steamflogger Boss 3R
Creature - Goblin Rigger (TS)
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
3/3
Reminds me of Aysen Crusader. I love all these cards with decoy rules text.
HOLY SHIT The Grandeur cards are so nasty with survival!
Linessa, Zephyr Mage
Legendary Creature - Human Wizard (TS) 3U
XUU, : Return target creature with converted mana cost X to its owner's hand.
Grandeur - Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, land and enchantment. 3/3
That looks like a 4 of in EATS, have you seen this Caulyn?
Fuck no, this thing is terrible. It requires me to run 4 bad cards in a deck that doesn't require returning permanents to hand. For that kind of mana I could've already won the game.
All of these Grandeur cards are awful because they require you to have 2 of them in hand. Sure, you can Survival for them, but that seems like a complete waste of time when you can be doing better things for your mana. The Oriss one might be playable though, seeing how you can chantlock a person with Survival.
tivadar
04-14-2007, 12:55 AM
I'm just wondering how playable Oriss will be for Angel Stompy, which has a notoriously bad combo matchup. If you get an early Oriss down, then you basically can chant your opponent uncounterably (outside of stifle) even through xantid swarm. NTM it's a body, which means it can be maindecked as a form of combo hatred.
Tacosnape
04-14-2007, 12:59 AM
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
What in the name of a nutsack in a blender?
Pinder
04-14-2007, 01:32 AM
What in the name of a nutsack in a blender?
Well, it means that if you control a Rigger, and that Rigger would assemble a contraption, instead you get two contraptions. It's replacement effect, so it can't be Stifled or responded to, except by Morph I suppose.
Well, it means that if you control a Rigger, and that Rigger would assemble a contraption, instead you get two contraptions. It's replacement effect, so it can't be Stifled or responded to, except by Morph I suppose.
He's not entirely retarded. He was referring to how wierd that whole thing is. Assemble a contraption? The fuck is that?
As I continue reading the spoiler, I'm starting to dislike a lot of the wierd stuff they are doing in this set. Mind you, a lot of cards are good, but they are doing to many wierd things at once.
Pinder
04-14-2007, 02:00 AM
He's not entirely retarded. He was referring to how wierd that whole thing is. Assemble a contraption? The fuck is that?
As I continue reading the spoiler, I'm starting to dislike a lot of the wierd stuff they are doing in this set. Mind you, a lot of cards are good, but they are doing to many wierd things at once.
I agree that some of the weird stuff is pretty out there, and kind of dumb, but they balance it nicely with sheer awesomeness. Like this:
Slaughter Pact 0
Instant R
Slaughter Pact is black.
Destroy target nonblack creature.
At the beginning of your next upkeep, pay 2B. If you don't, you lose the game.
Death is only the beginning of the end.
Illus. Kev Walker
So, anti-Mage tech in the wishboard for Solidarity?
Zilla
04-14-2007, 02:34 AM
I'm just wondering how playable Oriss will be for Angel Stompy, which has a notoriously bad combo matchup.
I'd say it's a pretty fantastically bad card for Angel Stompy. You'd really advocate a 3cc 1/3 creature in the maindeck? For it to be good against combo, you a) have to resolve one before they go off (which is tough since he'll never hit play before turn three) AND b) have to have a second one in your hand. All so you can buy yourself one extra turn? Sounds not just bad, but utterly fucking terrible.
tivadar
04-14-2007, 10:50 AM
I'm not advocating anything, just throwing ideas out there. I'm not sure which AS builds you're playing with, the newer ones may not have it, but I know Chrome Mox was pretty common in the older ones. This means he in theory could see play on turn 2.
As for his ability "buying you one extra turn", that's not entirely correct. Against most tendrils based combo, he buys you around 3 turns, as they typically have to commit to their combo when they start playing it (losing mana acceleration). Occassionally they can recoup with an IGG, but not all the time... NTM, droping him in response to an LED sacrifice is pretty much game against them.
Against solidarity, you're right, he's not the hottest, but he's better than nothing. Most of the time you'll probably stall them a turn, occassionally though, you'll get two turns out of it if you wait for their meditate or something similar.
Again though, I'm not necessarily advocating him so much as throwing out the idea. You'd need 4 of him maindeck to make him any good, but he's also not dead in most matchups, as he can prevent goblins from attacking for a turn occassionally as well.
etrigan
04-14-2007, 11:45 AM
He's not entirely retarded. He was referring to how wierd that whole thing is. Assemble a contraption? The fuck is that?
As I continue reading the spoiler, I'm starting to dislike a lot of the wierd stuff they are doing in this set. Mind you, a lot of cards are good, but they are doing to many wierd things at once.
Apparently, Wizards has been putting in a lot of cards that are a) things they want to do in the future, b) things they might do in the future, and c) red herrings.
Let's hope this contraption nonsense is a red herring.
SpatulaOfTheAges
04-14-2007, 12:05 PM
Fuck no, this thing is terrible. It requires me to run 4 bad cards in a deck that doesn't require returning permanents to hand. For that kind of mana I could've already won the game.
All of these Grandeur cards are awful because they require you to have 2 of them in hand. Sure, you can Survival for them, but that seems like a complete waste of time when you can be doing better things for your mana. The Oriss one might be playable though, seeing how you can chantlock a person with Survival.
You could win the game for 4 mana? Do tell? How is that not better than Tradewind? It doesn't even need haste.
You could win the game for 4 mana? Do tell? How is that not better than Tradewind? It doesn't even need haste.
I didn't necessarily mean win the game, but rather the fact that you could be doing things that would get you closer to winning the game otherwise. That bounce guy needs the very least 2 slots in a deck that is already incredibly tight on spots as it is. For that casting cost, I could play a Tradewind that would be used every turn, or I could play 2 Werebears and beat face. It could be argued that I could use the Grandeur ability every turn as well if I use Genesis, but for that extra 3 mana I could very likely just be casting FTK to get rid of their creature and smash face with it. If I'm at the point where I'm returning the extra Granduer guy to bounce permanents, then I'm basically just fiddling around with the opponent and already have the game won.
I think people are misunderstanding Tradewind's role in here. The deck is not a lock deck by any means.
Bane of the Living
04-14-2007, 02:55 PM
I didn't necessarily mean win the game, but rather the fact that you could be doing things that would get you closer to winning the game otherwise. That bounce guy needs the very least 2 slots in a deck that is already incredibly tight on spots as it is. For that casting cost, I could play a Tradewind that would be used every turn, or I could play 2 Werebears and beat face. It could be argued that I could use the Grandeur ability every turn as well if I use Genesis, but for that extra 3 mana I could very likely just be casting FTK to get rid of their creature and smash face with it. If I'm at the point where I'm returning the extra Granduer guy to bounce permanents, then I'm basically just fiddling around with the opponent and already have the game won.
I think people are misunderstanding Tradewind's role in here. The deck is not a lock deck by any means.
I wasnt saying you should fit them with the Tradewind but probably just replace them. Lenessa doesnt need haste to start bouncing, that means graveyard hate wont mess up your 'angry tradewind'. Paying one green a turn to return up to 4 perms sounds like an amazing deal to me. Her non grandeur ability is great because you can then bounce something else aside from the grandeur cards. She doesnt even need two other creatures to do so. The fact she's a 3/3 that can grandeur and still attack is just icing. If it gets needled it can still kick your ass. It kills goblins when it blocks them! Returning a Mountain, Aether Vial, and gob sounds alot better than just the gob. Really, you should probably give it a go before immediately dismissing the card.
I'm aware that you were referring to replacing Tradewind with this card, not running them both. What I was talking about is the fact that you misunderstand Tradewind's role in the deck, which is why this card was being pitched to me in the first place. Now, I'm not immediately dimissing the card because it's ability is incredible, I'm dismissing the fact that it requires multiple slots in the deck. It needs 2 at the least. My list runs 61 cards as it is which is already a problem, plus finding two slots in the deck is incredibly difficult.
As for the card itself, by herself she is in the same position that Tradewind is in because her ability requires her to tap (which for some reason was left out when you posted it, Bane) Plus, XUU is expensive. UU can be difficult at times, and it would cost something like 6 mana to bounce a 4cc creature. Wonderful. As for Grandeur, I'll admit that is a nice ability, but it requires multiple cards to work. And if you wish to do it the following turn, you need to pay 3 mana to do so, whether it be Genesis or Eternal Witness. Sure, Tradewind has the 2 creatures clause, but half of the deck is creatures, and if you're going to be using the Greandeur ability, it is assumed Survival is in play, so there should not be any reason you wouldn't have 2 other creatures. Considering the Birds, Ranger, Walls, etc, there is rarely a time when that is a problem. And then you will be doing it again next turn, and so on. With Ranger, you have the potential to do it twice a turn.
The only creature so far that I've seen with serious potential is Magus of the Moon. Shit, he's so good there's a decent chance I'm going to be running him despite playing 4c. It's just retarded to survival for nonbasic hate like that.
MattH
04-15-2007, 01:35 AM
Magus of the Moat looks solid too. I wonder what the black and blue ones are.
OMG nether void :o
TorpidNinja
04-15-2007, 07:57 AM
Magus of the Halls?
etrigan
04-15-2007, 08:50 AM
Blue one is Magus of the Future. I'm thinking it will duplicate Future Sight.
scrumdogg
04-15-2007, 09:35 AM
Magus of the Void would be sweet, but what I really want to see is Magus of the Chains :cool: B1 0/2 (Insert insanely long Oracle text for Chains of Mephistopheles). I heartily applaud Wizards & R&D (something I am usually loathe to do) for the Magus cycles. A lot of them suck, but the attempt to make older, interesting, very difficult to acquire (ergo, usually expensive) cards available bodes well for Eternal.
impulsecontrol
04-15-2007, 09:37 AM
Not that it matters to legacy, because it is too slow but did anyone realize they are going to print a two card infinite mana combo (red mana only) with grinning ignus and centaur omenreader? I thought they were trying to do away with two card combos (alright you need a 3rd thing to kill but it could be many things) that produce all the mana you want. Since one is a common and one is an uncommon you can even draft it in limited pretty easily. Futhermore, there are a number of BIG red creatures including the dragon that can come into play and clear the board of creatures and the split second fireball. I'm not saying this is going to break limited, just thought I might bring it to attention.
Barook
04-15-2007, 10:30 AM
Not that it matters to legacy, because it is too slow but did anyone realize they are going to print a two card infinite mana combo (red mana only) with grinning ignus and centaur omenreader? I thought they were trying to do away with two card combos (alright you need a 3rd thing to kill but it could be many things) that produce all the mana you want. Since one is a common and one is an uncommon you can even draft it in limited pretty easily. Futhermore, there are a number of BIG red creatures including the dragon that can come into play and clear the board of creatures and the split second fireball. I'm not saying this is going to break limited, just thought I might bring it to attention.
paying attention to the spoiler is recommended. 2 points:
1) it isn't a 2-card infinite combo. to return Ignus to your hand, you have to pay R to activate its ability. then you generate 2R, but you still have to pay R to cast it, even when the omenreader is tapped, leaving you with 2 colorless mana but no R to repeat the cycle.
2) it's not a split second Fireball, it's a split second Earthquake.
SpatulaOfTheAges
04-15-2007, 11:16 AM
I'm aware that you were referring to replacing Tradewind with this card, not running them both. What I was talking about is the fact that you misunderstand Tradewind's role in the deck, which is why this card was being pitched to me in the first place.
What on earth are you talking about? The fact is that Tradewind is worse in the spot bounce role because he needs two untapped creatures plus himself to bounce; with this guy you can drop him, bounce multiple permanents, and hit for 3 + the power of whoever would tap.
Now, I'm not immediately dimissing the card because it's ability is incredible, I'm dismissing the fact that it requires multiple slots in the deck. It needs 2 at the least. My list runs 61 cards as it is which is already a problem, plus finding two slots in the deck is incredibly difficult.
Maybe it needs a list that's built around it more, but its potential for abuse is pretty strong. I don't think Bane was simply saying "Hey Diablos, Grand Master of all Survival decks ever, would this fit in your all ready perfect 61 card deck?", he was saying what I was also thinking, that there's clearly strong synergy between grandeur and Survival, and while it may require more than just taking an old list and pegging him in, it's a synergy that is worth exploring. But hey, bouncing a Vial, a Warchief and a mountain for G might not be as good as tapping three guys to get rid of one of them. Who knows.
As for the card itself, by herself she is in the same position that Tradewind is in because her ability requires her to tap (which for some reason was left out when you posted it, Bane) Plus, XUU is expensive. UU can be difficult at times, and it would cost something like 6 mana to bounce a 4cc creature.
Which isn't necessarily worse a commitment than tapping 3 creatures without Survival. Keep in mind that with 4 of you have good odds of seeing multiples without Survival as well.
And then you will be doing it again next turn, and so on. With Ranger, you have the potential to do it twice a turn.
And with Survival and Rofellos you can use Grandeur 3 times a turn, for multiple permanents each time.
MattH
04-15-2007, 11:42 AM
The Tradewind vs. Grandeur argument is going to be decided by the fact that the Grandeur guy is only better when you have active survival. That's really the largest issue, all else is periphery.
Graven Cairn
Land (TS) R
{T}: Add 1 to your mana pool.
{B/R}, {T}: add {B}{B}, {B}{R}, or {R}{R} to your mana pool.
Interesting. Possible inclusion to black distruption type of decks?
Lone Signal
04-15-2007, 01:04 PM
Graven Cairn
Land (TS) R
{T}: Add 1 to your mana pool.
{B/R}, {T}: add {B}{B}, {B}{R}, or {R}{R} to your mana pool.
Interesting. Possible inclusion to black distruption type of decks?How is it better than Badlands + fetches?
thebadmagicplayer
04-15-2007, 01:29 PM
noob question. is any of this legal for colombus?
Tacosnape
04-15-2007, 01:37 PM
How is it better than Badlands + fetches?
It dodges Extirpate. Therefore I'd compare it more quickly to Blood Crypt as a possible 1-of to fill said role. On paper it's better than Blood Crypt, but you can't fetch the Cairn, so, eh.
SpatulaOfTheAges
04-15-2007, 02:35 PM
The Tradewind vs. Grandeur argument is going to be decided by the fact that the Grandeur guy is only better when you have active survival. That's really the largest issue, all else is periphery.
How do you figure? If you have extra creatures to use Tradewind without Survival, you probably have the mana to use this guy. With Brainstorm and 4x you have pretty good odds of seeing 2 of him without a Survival, and he's a 3/3 instead of a 1/4. Without a Survival you can still apply pressure with other beaters instead of tapping out 3 guys to get rid of 1 attacker/blocker.
Also, he doesn't target with Grandeur, so it's not dead vs Crystaline Sliver.
What on earth are you talking about? The fact is that Tradewind is worse in the spot bounce role because he needs two untapped creatures plus himself to bounce; with this guy you can drop him, bounce multiple permanents, and hit for 3 + the power of whoever would tap.
How is the number of creatures that much of an issue when you run 30 of them in the deck? That should almost never be the case. As for the damage thing, I suppose I could give you that, because the creatures that are most often being tapped with Tradewind Rider are those with a power of 0 or 1.
Maybe it needs a list that's built around it more, but its potential for abuse is pretty strong. I don't think Bane was simply saying "Hey Diablos, Grand Master of all Survival decks ever, would this fit in your all ready perfect 61 card deck?", he was saying what I was also thinking, that there's clearly strong synergy between grandeur and Survival, and while it may require more than just taking an old list and pegging him in, it's a synergy that is worth exploring. But hey, bouncing a Vial, a Warchief and a mountain for G might not be as good as tapping three guys to get rid of one of them. Who knows
That looks like a 4 of in EATS, have you seen this Caulyn?
It seems like he was trying to say something along those lines. This card honestly doesn't fit the flavor of my deck right now. For anyone who plays it, you'd know it runs a lot more like RGBSA than anything else, which is why I'm trying to explain why this doesn't fit here. Adding 4 of them would make a completely different deck with an entirely different strategy. I agree that there should be a deck built around it. That deck, however, would be a pure control deck. There's nothing wrong with that, we'll just have to wait and see how it pans out.
Which isn't necessarily worse a commitment than tapping 3 creatures without Survival. Keep in mind that with 4 of you have good odds of seeing multiples without Survival as well.
My point was that without Survival that Grandeur is a one-time shot. Even if you run 4 of them, for the time being it'd be that one time, then you go back to having to pay a ridiculous amount of mana to bounce creatures leaving you with no mana to play spells. As I said before, the 3 creatures should be a non-issue in a creature-based deck. Having to pay 4-6 mana to bounce one though, is.
The Tradewind vs. Grandeur argument is going to be decided by the fact that the Grandeur guy is only better when you have active survival. That's really the largest issue, all else is periphery.
Thank you for adding this, at least someone else gets the idea. People apparently don't realize the most important aspect of building a Survival deck is designing it so you don't have to rely on Survival. A Linessa-based deck might have the ability to compete, but I can almost guarantee it'd have a shittier game without Survival than the rest of the builds. Maybe it's more retarded with it, but I'd be more concerned with how it ran without the engine.
EDIT:
How do you figure? If you have extra creatures to use Tradewind without Survival, you probably have the mana to use this guy. With Brainstorm and 4x you have pretty good odds of seeing 2 of him without a Survival, and he's a 3/3 instead of a 1/4. Without a Survival you can still apply pressure with other beaters instead of tapping out 3 guys to get rid of 1 attacker/blocker.
Also, he doesn't target with Grandeur, so it's not dead vs Crystaline Sliver.
Probably, as in maybe. Think of the creatures that would hurt the most. Cards like Mystic Enforcer, Exalted Angel, any Reanimated target, etc. This is where Linessa sucks without Grandeur. The reason for Tradewind is because it is efficient spot-removal for cards that go beyond FTK's reach. And you use it while still playing other spells. If you get the Grandeur used, great, then next turn you resort back to tapping out to bounce something. I figured I'd also point out the lack of synergy with Quirion Ranger too, which happens to be rather useful.
How is it better than Badlands + fetches?
It is worse than Blood Crypt in Red Death, but this thing enables inclusion of Port or its like with hymns and sinkholes. It's just a possiblity, though.
Cait_Sith
04-15-2007, 05:22 PM
noob question. is any of this legal for colombus?
In general: a set is only legal for a tournament if the sets release date is before the day the tournament starts.
Lone Signal
04-15-2007, 08:53 PM
It is worse than Blood Crypt in Red Death, but this thing enables inclusion of Port or its like with hymns and sinkholes. It's just a possiblity, though.I am not quite sure I'm following you yet. How does it allow inclusion of ports more so than the other lands mentioned?
Xenocide
04-15-2007, 09:54 PM
I am not quite sure I'm following you yet. How does it allow inclusion of ports more so than the other lands mentioned?
I think his logic is that it effectively filters port's colorless mana into r/b which, in some cases, makes it better than Blood Crypt.
Locutus
04-15-2007, 10:09 PM
I think his logic is that it effectively filters port's colorless mana into r/b which, in some cases, makes it better than Blood Crypt.
Which it doesn't, because you need either red or black mana to activate the ability. Shadowblood Ridge can filter colorless mana, but only into {R}{B}.
scrumdogg
04-15-2007, 10:19 PM
I think his logic is that it effectively filters port's colorless mana into r/b which, in some cases, makes it better than Blood Crypt.
I'm not following this logic since it produces colorless or turns B/R into BB, RR, or BR. Since when did Port produce the B/R to activate Graven Cairn? As to Lynessa, until we have actual decklists, the arguing is pointless as we all have different visions in our heads. I'm seeing Lynessa and Tradewind (and support cast of Genesis & Witnesses & Rangers, oh my!), possibly with some sort of alternate lock as well (Opposition, Glare of Subdual, something). The deck is GU (and in my case wr) & should include Teferi as well. I like white since it gives access to E Tutor, Meddling Mage, STP, Chant, Glowrider etc etc etc. Red can be for as little as Anger to the entire SotF package (FTK etc). But until we have concrete decklists, what is the point of arguing back & forth?
But until we have concrete decklists, what is the point of arguing back & forth?
I may be wrong, but I believe arguing might just be Matt Elgin's best talent. Hence why you see it in nearly all of his posts.
As for a decklist based around it, I'm personally at a loss on how it would be constructed. I suppose you could take like a UG ATS shell or something and go from there, but beyond that I'm not sure. Personally, I think you're just better off destroying permanents rather than bouncing them, but that's just me.
If you Intuition for three Narcomoeba, would the two put into your graveyard trigger and come into play?
TorpidNinja
04-16-2007, 11:01 AM
If you Intuition for three Narcomoeba, would the two put into your graveyard trigger and come into play?
Same question, but with Buried Alive.
I'm not following this logic since it produces colorless or turns B/R into BB, RR, or BR. Since when did Port produce the B/R to activate Graven Cairn? As to Lynessa, until we have actual decklists, the arguing is pointless as we all have different visions in our heads. I'm seeing Lynessa and Tradewind (and support cast of Genesis & Witnesses & Rangers, oh my!), possibly with some sort of alternate lock as well (Opposition, Glare of Subdual, something). The deck is GU (and in my case wr) & should include Teferi as well. I like white since it gives access to E Tutor, Meddling Mage, STP, Chant, Glowrider etc etc etc. Red can be for as little as Anger to the entire SotF package (FTK etc). But until we have concrete decklists, what is the point of arguing back & forth?
It's mistake on my part. I have to read the fucking card again.
Locutus
04-16-2007, 01:02 PM
If you Intuition for three Narcomoeba, would the two put into your graveyard trigger and come into play?
Same question, but with Buried Alive.
yes to both. In both cases the Narcomoeba is put into your graveyard from your library, so it will trigger.
Xenocide
04-16-2007, 01:25 PM
Which it doesn't, because you need either red or black mana to activate the ability. Shadowblood Ridge can filter colorless mana, but only into {R}{B}.
Sorry. I need to read the cards more closely before I post. My bad.
SpatulaOfTheAges
04-16-2007, 01:42 PM
I may be wrong, but I believe arguing might just be Matt Elgin's best talent. Hence why you see it in nearly all of his posts.
As for a decklist based around it, I'm personally at a loss on how it would be constructed. I suppose you could take like a UG ATS shell or something and go from there, but beyond that I'm not sure. Personally, I think you're just better off destroying permanents rather than bouncing them, but that's just me.
Actually it's because your reasons for dismissing it out of hand are poor. It may not turn out to be worthwhile, but its obvious synergy with Survival should give it some due consideration.
If there were a way to destroy 2-3 permanents fod G, I would prefer that, but I don't see that option anywhere, and bouncing them so insanely efficiently doesn't seem like a half-bad alternative.
Pinder
04-16-2007, 05:23 PM
Holy Sweet Mother of Jesus! (http://forums.mtgsalvation.com/attachment.php?attachmentid=46022&stc=1&d=1176745220)
For a measly 1 more colorless mana, this thing is like Hyppie on crack. Of course, it can't be ritualed out first turn, which Hyppie has going for it, but...holy shit. It's like Duress+Extirpate in one neato package. Maybe in Red Death?
SpatulaOfTheAges
04-16-2007, 05:34 PM
Hyppie is often questioned because of its 3cc; being 1 more is big enough that I doubt it'll see Legacy play. A 4cc creature should be more than just disruption in a deck like Sui or Red Death. Seems like a strong card in other formats though.
troopatroop
04-16-2007, 05:45 PM
Yeah. Should see Standard play.
Peter_Rotten
04-16-2007, 05:54 PM
Holy Sweet Mother of Jesus! (http://forums.mtgsalvation.com/attachment.php?attachmentid=46022&stc=1&d=1176745220)
For a measly 1 more colorless mana, this thing is like Hyppie on crack. Of course, it can't be ritualed out first turn, which Hyppie has going for it, but...holy shit. It's like Duress+Extirpate in one neato package. Maybe in Red Death?
Maybe it will be a good Wish target in Bryant's new Living Wish based TES deck tentatively called TEW.
Bryant Cook
04-16-2007, 06:06 PM
Maybe it will be a good Wish target in Bryant's new Living Wish based TES deck tentatively called TEW.
OMG it's almost as good as Minion of the Waste.
The specter does not look any better than other 4cc multicolored ones which sucks anyway. It's not legacy worthy for sure.
MattH
04-16-2007, 08:53 PM
How do you figure? If you have extra creatures to use Tradewind without Survival, you probably have the mana to use this guy. With Brainstorm and 4x you have pretty good odds of seeing 2 of him without a Survival, and he's a 3/3 instead of a 1/4. Without a Survival you can still apply pressure with other beaters instead of tapping out 3 guys to get rid of 1 attacker/blocker.
Also, he doesn't target with Grandeur, so it's not dead vs Crystaline Sliver.
0. Boy I didn't read her stats close enough. 3/3 for 3U isn't so bad. I thought she was a 1/3 or 2/2 or something. Re-evaluation in process...in the meantime, here's why I said that:
1. It's a lot of mana to bounce a guy, and a lot of what you want to bounce isn't a creature anyway, because you can deal with creature via better means - starting with "blocking". An TW without survival can still do things like keep Vial at one counter, or prevent the opponent from advancing in land drops.
2. The difference between spending mana and not spending mana is a big one. Letting you dump additional guys on the field while controlling the board is a lot better than having to choose. Reminds me of why Vial is so great in Goblins - lets you drop more creatures even while spending your mana on gempalm and port etc. to control the game.
2b. I think we are evaluating this card in different contexts. I am looking at its defensive capabilities as they compare to Tradewind's, but you speak of "applying pressure" etc. I would clarify that survival-less Tradewind is way way better on defense, while sans Survival, this card is better on offense, since it clears a path without tapping would-be attackers. If your non-bouncyman creatures weren't going to attack anyway, Tradewind makes a better guy, for the reasons I've stated.
How often do you expect to be attacking vs. defending while playing your Survival deck? That's going to be a big part of choosing one of these guys over the other.
3. How many are you assuming will be in this deck? 'Cause I was thinking 2, and seeing doubles of a 2-of is pretty rare without Survival.
I concede and can see the point about Crystalline Sliver. That guy is a huge pain in the ass for Survival. Point to Legendgirl.
The Wizards' preview today was actually pretty cool looking. Perhaps can be used in Survival as a super card advantage mechanism? Against something like Thresh, it pretty much says 'remove me' because it gives you CA unless they StP/Bolt it with their next spell.
(1GG, 2/3, Whenever a player plays a noncreature spell, each of their opponents draws a card.)
And lots of new info here, although unconfirmed. (http://forums.mtgsalvation.com/showthread.php?t=73868)
Magus of the Abyss is a 3B 4/3?? It's obviously not as strong as the Abyss itself since it will eventually commit suicide, but the clock it provides is quite good and will make it a limited bomb.
He also says that the Blue pact is a counterspell, pay 3UU at the beginning of your next upkeep. If so, wow. But one of the Rumor Mill moderators at MTGS was saying that the Pact was neither counter nor draw... so I don't know.
Jhoira has her card it was multi-colored 1UR i think. 2/2. She basically can make you pay 2 to suspend any card for 4 turns. You discard a card for jhoira and the discarded card gets suspended for 4 turns. Jhoira's ability is reusable. I'm not sure if you have to tap her, but I think you don't.
Uh, if the discard ability has no other costs, that's actually pretty damn good. Depending on the wording, you might be able to get a free Colossus?
Edit - Left out some text on the card.
Nightmare
04-17-2007, 09:17 AM
That green creature that was previewed today is gonna be the bomb in Type 4. This makes like 5 foils I have to get at the prerelease for my stack.
KillemallCFH
04-17-2007, 09:46 AM
(1GG, 2/3, Whenever a player plays a noncreature spell, each of their opponents draws a card.)Fixed.
I don't think this card looks too bad for Legacy, but I can't think of any decks that could use it besides Survival.
SpatulaOfTheAges
04-17-2007, 01:05 PM
Seems poor against combo though. What's it really good against?
Alfred
04-17-2007, 01:30 PM
Seems poor against combo though. What's it really good against?
Any deck that is more spells than creatures. It seems better against Solidarity than TES or other Tendrils decks because Solidarity uses set up cards before actually going off, so you can draw into relevant disruption before they go off, like Meddling Mage, Chalice, Ichneumon Druid, etc.
This hoses control decks the most though. Threshold, if unable to remove this card will really hate it, and it even replaces itself against Swords. It's an alright blocker against goblins, because of it's toughness, and as long as you are playing creature spells, you aren't giving them any advantage either. That's a big if though.
SpatulaOfTheAges
04-17-2007, 01:41 PM
Any deck that is more spells than creatures. It seems better against Solidarity than TES or other Tendrils decks because Solidarity uses set up cards before actually going off, so you can draw into relevant disruption before they go off, like Meddling Mage, Chalice, Ichneumon Druid, etc.
This hoses control decks the most though. Threshold, if unable to remove this card will really hate it, and it even replaces itself against Swords. It's an alright blocker against goblins, because of it's toughness, and as long as you are playing creature spells, you aren't giving them any advantage either. That's a big if though.
The problem against Solidarity is that Chalice/FoW/whatever draws them a card, and it doesn't really supplement Druid that well. You draw extra cards, but what are you going to do with them? If they're not creatures, they hurt you, and the only efficient creature that disrupts them is Meddling Mage.
It'd probably be good against Threshold, but most Survival builds all ready do a pretty good number on Thresh.
Alfred
04-17-2007, 01:46 PM
The problem against Solidarity is that Chalice/FoW/whatever draws them a card, and it doesn't really supplement Druid that well. You draw extra cards, but what are you going to do with them? If they're not creatures, they hurt you, and the only efficient creature that disrupts them is Meddling Mage.
It'd probably be good against Threshold, but most Survival builds all ready do a pretty good number on Thresh.
Survival seems like a good spot for it, but green aggro could be an option as well.
Happy Gilmore
04-17-2007, 04:30 PM
The Blue :0: cc spell is rumored to be:
Counter target spell.
At the beginning of your upkeep pay :3::u::u: or you lose the game.
Combo just got a new toy, although it is the definition of balzy.
tivadar
04-17-2007, 07:54 PM
Hmm, so WOTC just pushed combo over the edge? Thanks WOTC! Honestly, this is seriously going to be broken... It's pretty much strictly better than FoW in combo, and doesn't even require you to run blue.
SpatulaOfTheAges
04-17-2007, 08:17 PM
Hmm, so WOTC just pushed combo over the edge? Thanks WOTC! Honestly, this is seriously going to be broken... It's pretty much strictly better than FoW in combo, and doesn't even require you to run blue.
Except it can't really counter CotV or Trinisphere or Glowrider or Hymn to Tourach or Pillar or anything that isn't cast the same turn you plan on winning.
Thanks, but no thanks.
1. It's a lot of mana to bounce a guy, and a lot of what you want to bounce isn't a creature anyway, because you can deal with creature via better means - starting with "blocking". An TW without survival can still do things like keep Vial at one counter, or prevent the opponent from advancing in land drops.
2. The difference between spending mana and not spending mana is a big one. Letting you dump additional guys on the field while controlling the board is a lot better than having to choose. Reminds me of why Vial is so great in Goblins - lets you drop more creatures even while spending your mana on gempalm and port etc. to control the game.
2b. I think we are evaluating this card in different contexts. I am looking at its defensive capabilities as they compare to Tradewind's, but you speak of "applying pressure" etc. I would clarify that survival-less Tradewind is way way better on defense, while sans Survival, this card is better on offense, since it clears a path without tapping would-be attackers. If your non-bouncyman creatures weren't going to attack anyway, Tradewind makes a better guy, for the reasons I've stated.
Without Survival, there are going to be situations where Tradewind is better and where Tradewind is worse. In my experience, without Survival Tradewind is very rarely impressive; I would imagine the same applies to this chick; the exception being that you can still draw 2 and have it be pretty solid against a lot of decks. Combined with Witnesses and Genesis and you can use her effectively without necessarily having a Survival in play.
Again based on my experience, a lot of people emphasize the weakness of Survival without Survival and how you need a back-up plan; this is a valid point, but without the potential for explosive plays, you don't have much of a thread when you do get and resolve a Survival; most Survival decks only have one threatening play; turn 2 Survival, turn 3 Rofellos. I think this lady gives you a potentially explosive turn 4 without having to rely soley on Rofellos.
How often do you expect to be attacking vs. defending while playing your Survival deck? That's going to be a big part of choosing one of these guys over the other.
3. How many are you assuming will be in this deck? 'Cause I was thinking 2, and seeing doubles of a 2-of is pretty rare without Survival.
I concede and can see the point about Crystalline Sliver. That guy is a huge pain in the ass for Survival. Point to Legendgirl.
I think she would require a different approach with the deck to properly exploit; 4x is a necessity, as well as efficient ways of recurring her, like Witness, Genesis, maybe even Oversold Cemetery. I'll be honest; I don't really plan on spending the time and energy to implement this idea, but I think that it has a lot of potential, and shouldn't be squashed for no real reason.
Tacosnape
04-17-2007, 11:41 PM
So, Summoner's Pact?
Very interesting in Gamekeeper Salvagers. It's basically Gamekeeper that lets you use LED towards casting it, only you have to combo off right then and need a Therapy to flash the Keeper. And you die to Force of Will.
But any opening hand of Pact, LED, Therapy, then either Land/Ritual or a second LED, could easily result in a turn one win.
Also, interestingly, if you want to ensure you hit the Salvagers, You can stack your Pacts on top of one another. Example: Bayou, LED, Ritual, Pact, Pact in response to Pact One, then LED in response to Pact Two dropping Therapy in the yard. You grab Gamekeeper, Gamekeeper, play a Gamekeeper, and flash the Therapy to start rolling with two Salvagers to hunt for.
Also, in less ridiculous notes, if you played a slower game, it's not hard to pay the cost of the Summoner's Pact in a pinch. You can also just Summoner's Pact galore as you go off to ensure you don't roll into another keeper when you don't need to.
Thoughts?
Machinus
04-18-2007, 12:08 AM
To support SP, why wouldn't you play FoW/Brainstorm/Mystical, or even Xantid Swarm, in this deck? Couldn't you set up for turn 2 frequently?
URABAHN
04-18-2007, 05:57 PM
The Blue :0: cc spell is rumored to be:
Counter target spell.
At the beginning of your upkeep pay :3::u::u: or you lose the game.
Combo just got a new toy, although it is the definition of balzy.
Someone tell me why IGGy Pop or TES wouldn't run this as a 4-of? I don't think it'd be good in Solidarity because stuff like 1st Turn Chalice or 2nd Turn Meddling Mage still needs to be FoW'd. I know IGGy Pop has been experimenting with FoW and/or Orim's Chant in the main, so wouldn't the Blue Pact be better?
Someone tell me why IGGy Pop or TES wouldn't run this as a 4-of? I don't think it'd be good in Solidarity because stuff like 1st Turn Chalice or 2nd Turn Meddling Mage still needs to be FoW'd. I know IGGy Pop has been experimenting with FoW and/or Orim's Chant in the main, so wouldn't the Blue Pact be better?
For the same reason Solidarity wouldn't run it.
Peter_Rotten
04-18-2007, 07:39 PM
TES probably wouldn't run it since there will be no room for it with the Living Wish improvements made to the deck. ...unless...
[brainstorm time]...we cut Living Wish for Street Wraith![/brainstorm time]
Zilla
04-18-2007, 07:45 PM
[brainstorm time]...we cut Living Wish for Street Wraith![/brainstorm time]
You're so fucking stupid. Living Wish is an integral part of TES. Without it, it has no option for the first turn Wish>Anaba Grunt>Win play, which totally dodges Force of Will, StP, and Chalice. Learn the fucking deck before you open your stupid mouth.
Peter_Rotten
04-18-2007, 07:48 PM
EGADS! You're right! I had not considered that!
Bryant Cook
04-18-2007, 08:06 PM
You're so fucking stupid. Living Wish is an integral part of TES. Without it, it has no option for the first turn Wish>Anaba Grunt>Win play, which totally dodges Force of Will, StP, and Chalice. Learn the fucking deck before you open your stupid mouth.
Quoted for Hilarity.
Zach Tartell
04-18-2007, 08:19 PM
You're so fucking stupid. Living Wish is an integral part of TES. Without it, it has no option for the first turn Wish>Anaba Grunt>Win play, which totally dodges Force of Will, StP, and Chalice. Learn the fucking deck before you open your stupid mouth.
I just looked on gatherer for this guy, and there must be a glitch, because they didn't list him. Also, I can't imagine there being a better critter to wish for than minion of the wastes.
I just looked on gatherer for this guy, and there must be a glitch, because they didn't list him. Also, I can't imagine there being a better critter to wish for than minion of the wastes.
Try typing in 'Aunt Gruntie' or 'Big Auntie'. That should work.
Zilla
04-18-2007, 08:29 PM
I just looked on gatherer for this guy, and there must be a glitch, because they didn't list him. Also, I can't imagine there being a better critter to wish for than minion of the wastes.
Minion of the Wastes? More like Minion of the Suck. The Anaba Grunt combo is an uncounterable, instant speed win condition.
Zach Tartell
04-18-2007, 08:38 PM
Minion of the Wastes? More like Minion of the Suck. The Anaba Grunt combo is an uncounterable, instant speed win condition.
Did they have un-key worded split-second back in homelands? I must have missed that.
TheInfamousBearAssassin
04-18-2007, 08:44 PM
Quoted for Hilarity.
You know what's even more hilarious? Team Unicorn's robot-lawyers descending from the sky in a wave of fire and laser-beams and copyright infringement litigation, because some mother fuckers don't know when to stop phonebooking and start writing their own jokes.
Did they have un-key worded split-second back in homelands? I must have missed that.
Go get the Gatherer patch. I'm sure mods can give one to you.
freakish777
04-18-2007, 09:24 PM
Someone tell me why IGGy Pop or TES wouldn't run this as a 4-of? I don't think it'd be good in Solidarity because stuff like 1st Turn Chalice or 2nd Turn Meddling Mage still needs to be FoW'd. I know IGGy Pop has been experimenting with FoW and/or Orim's Chant in the main, so wouldn't the Blue Pact be better?
Iggy can't run it for the same reason it can't run Duress, they just get their counter back when you IGG. Chant works, FoW/Duress don't in Iggy (atleast not against counter-magic, against Chalice, sure, but then the Blue Pact is awful).
TES could theoretically run it over Swarm and up the Storm count, but the problem here is you're usually making EtW tokens.
I kinda hope your post is a joke and that tone doesn't carry well over the internet and I'm making myself look dumb but if not I'm kinda pointing out the "obvious"...
Krieger
04-18-2007, 09:47 PM
You know what's even more hilarious? Team Unicorn's robot-lawyers descending from the sky in a wave of fire and laser-beams and copyright infringement litigation, because some mother fuckers don't know when to stop phonebooking and start writing their own jokes.
I can top that you know whats more hilarious than that. When some one keeps pretending they are on Team Unicorn when they got kicked off like a year ago. That is what I call hilarious.
TheInfamousBearAssassin
04-18-2007, 11:14 PM
I can top that you know whats more hilarious than that. When some one keeps pretending they are on Team Unicorn when they got kicked off like a year ago. That is what I call hilarious.
Hmmm. That's an interesting though. I don't know if I can make a final analysis on which is more hilarious, since I don't think it's yet been a year since I created Team Unicorn. I'll get back to you on that later.
Another completely random ass thing:
Darksteel Garrison 2
Artifact -fortification (R)
Fortified land is indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify 3.
Fortify? :confused:
Eldariel
04-19-2007, 01:21 PM
Fortify=Equip for lands. Fortification=equipment for lands. Now just waiting for 'Addon's for artifacts and 'Amplifier's for enchantments.
ForceofWill
04-19-2007, 01:26 PM
I'm kind of getting annoyed by all the random abilities that we don't need but at the same time I love some of the cards previewed. This set is like a double edged sword.
TheInfamousBearAssassin
04-19-2007, 01:27 PM
That's kind of a cool idea, actually, although it should be more like an aura. It really shouldn't be that easy to swap around massive fortifications from one locale to the next.
Vardaman
04-19-2007, 01:32 PM
That's kind of a cool idea, actually, although it should be more like an aura. It really shouldn't be that easy to swap around massive fortifications from one locale to the next.
You just have to add the 'wheels' upgrade to your fortification.
Eldariel
04-19-2007, 01:41 PM
That's kind of a cool idea, actually, although it should be more like an aura. It really shouldn't be that easy to swap around massive fortifications from one locale to the next.
Well, I dunno. The player does use actual mana to move them, so it isn't completely unthinkable.
Peter_Rotten
04-19-2007, 02:30 PM
That's kind of a cool idea, actually, although it should be more like an aura. It really shouldn't be that easy to swap around massive fortifications from one locale to the next.
It also shouldn't be that easy for a Bird or Bear to carry a Sword made of Fire and Ice.
Barook
04-19-2007, 02:43 PM
Another completely random ass thing:
Darksteel Garrison 2
Artifact -fortification (R)
Fortified land is indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify 3.
Fortify? :confused:
that's equipment for lands - fortify = equip for lands
TheInfamousBearAssassin
04-19-2007, 04:33 PM
It also shouldn't be that easy for a Bird or Bear to carry a Sword made of Fire and Ice.
Nonsense.
http://img214.imageshack.us/img214/8449/timtrumanfw1.jpg
Now find a Birds of Paradise carrying a sword.
Fortify=Equip for lands. Fortification=equipment for lands. Now just waiting for 'Addon's for artifacts and 'Amplifier's for enchantments
OK. The card I looked at didn't have any reminder text, and I hadn't seen any other card like it. I thought it was like the Rigger/Contraption thing.
Cait_Sith
04-19-2007, 11:27 PM
Nonsense.
http://img214.imageshack.us/img214/8449/timtrumanfw1.jpg
FURRY ALERT!
If we exclude furries, find me a sword wielding bear.
Oh, and the rigger contraption thing makes me angry. I demand MOAR!
Edit: I have spent the last 1.5 hours reading ED. I am infected with "lulz"
It turns out that Homing Sliver has Slivercycling itself, so it may be quite good (Satanic Slivertutor!). Three mana is a dive, but maybe if you could use it to set up some sort of Basal Sliver combo?...
MWS patch is up. (http://forums.mtgsalvation.com/showthread.php?t=74378)
feuerizer
04-20-2007, 04:40 PM
I havn`t seen this card posted yet:
Epochrasite :2:
Artifact Creature - Construct
Epochrasite comes into play withthree +1/+1 counters on it if you didn't play it from your hand.
When Epochrasite is put into a graveyard from play, remove it from the game and put three time counters on it and it gains suspend.
1/1
When you put the creature into play with aether vial, it comes into play as 4/4 for 2 mana because you dont play it.
And it has no drawback besides its an artifact.
Sounds good to me.
Nihil Credo
04-20-2007, 05:10 PM
I agree that Epochrasite* sounds interesting. I wouldn't discount its second ability, either. Three turns is a lot, and it doesn't trigger if it gets Plowed, but against an aggro-control or control deck it's a very viable time to wait... and it comes back as a 4/4 to boot.
That said, I don't think it will make the cut in a deck unless there is at least another use for it outside of AEther Vial.
*Is there a Greek scholar in the audience?
feuerizer
04-20-2007, 05:21 PM
That said, I don't think it will make the cut in a deck unless there is at least another use for it outside of AEther Vial.
I don`t see such another use right now.
But in a deck full of :2: cc creatures combined with aether vial, it may work pretty well.
There are so some decks which abuse aether vial, so it may be a good addition.
scrumdogg
04-21-2007, 08:55 AM
Nice to have non-color dependent card that you don't mind chumpblocking with or saccing to an effect... Black got some interesting possibilities in this set, although they all need some help.
etrigan
04-21-2007, 09:10 AM
Is there a Greek scholar in the audience?
Epoch refers to time and such. 'Rasite' probably comes from 'parasite'. The card art should give us a good idea.
Goblin Snowman
04-22-2007, 01:03 PM
I havn`t seen this card posted yet:
Epochrasite :2:
Artifact Creature - Construct
Epochrasite comes into play withthree +1/+1 counters on it if you didn't play it from your hand.
When Epochrasite is put into a graveyard from play, remove it from the game and put three time counters on it and it gains suspend.
1/1
When you put the creature into play with aether vial, it comes into play as 4/4 for 2 mana because you dont play it.
And it has no drawback besides its an artifact.
Sounds good to me.
Could see play in Vial Affinity I guess.
Nihil Credo
04-22-2007, 03:14 PM
I'm not sure a 2-mana Battlegrowth could be strong enough for Affinity. On the other side, you reminded me of an old idea: fitting Goblin Welder in Legacy Affinity. That might just be enough to make Epochrasite work... sac to Ravager, in response to its trigger Weld it back as a 4/4.
And if you add in Tangle Wire, Epochrasite lets you keep it in play forever (Epochrasite - I love writing that name - returns from the dead every three turns, ready to be sacked to Weld a Wire back in).
Tacosnape
04-22-2007, 03:49 PM
Is there a Greek scholar in the audience?
More accurately, an epoch is the exact point in time when a new large measurement of time begins, such as an Era, an Age, or whatnot.
Rasite is indeed most likely from Parasite.
Therefore what you have is a Parasite that either is or does something to cause the beginning of a new era. Possibly it's what caused the whole alternate reality of the Time Spiral block to split apart from the "normal" reality of the other sets. Maybe it did something ridiculous like infecting the fabric of space and time.
Or maybe it's just a stupid bug with a deep-sounding name.
TeenieBopper
04-25-2007, 12:41 AM
I'm not reading through an 18 page thread because really, I don't care enough.
But I was randomly on SCG today... are they changing the fucking card face again? Like, I dealt with it last time, becuase they didn't really change anything. But what I saw today was pretty fucking lame.
Does it make me hardcore oldschool if I say this change is going to make me quit when I really already have?
Lone Signal
04-25-2007, 01:30 AM
I'm not reading through an 18 page thread because really, I don't care enough.
But I was randomly on SCG today... are they changing the fucking card face again? Like, I dealt with it last time, becuase they didn't really change anything. But what I saw today was pretty fucking lame.
Does it make me hardcore oldschool if I say this change is going to make me quit when I really already have?It's just a temporary thing for FS. Maro said there's no plan to change faces for real at this time.
Still, as not-that-bad that this card face is, it's still a pretty drastic change from the current one... I really wish they didn't go so overboard so this 90 something cards wouldn't look SO different.
SpatulaOfTheAges
04-25-2007, 07:29 AM
Main Entry: par·a·site
Pronunciation: 'per-&-"sIt, 'pa-r&-
Function: noun
Etymology: Middle French, from Latin parasitus, from Greek parasitos, from para- + sitos grain, food
Main Entry: ep·och
Pronunciation: 'e-p&k, 'e-"päk, US also and Britain usually 'E-"päk
Function: noun
Etymology: Medieval Latin epocha, from Greek epochE cessation, fixed point, from epechein to pause, hold back, from epi- + echein to hold -- more at SCHEME
1 a : an event or a time marked by an event that begins a new period or development b : a memorable event or date
2 a : an extended period of time usually characterized by a distinctive development or by a memorable series of events b : a division of geologic time less than a period and greater than an age
3 : an instant of time or a date selected as a point of reference (as in astronomy)
baghdadbob
06-01-2010, 01:25 AM
the biggest this is likely to get is a 3/4, maybe 4/5. That's pretty good for a 1g, but i'm not sure its better then werebear.
lol!
denial
06-01-2010, 03:27 AM
what post is that quoted from ? I cant seem to find it. also reminds me of when duke demon knight was shit talking goyf on the troll & toad site.
This thread is hilarious.
People talking about how Street Wraith will be "practically an auto-include in every deck".
"The biggest this is likely to get is a 3/4, maybe 4/5. That's pretty good for a 1G, but I'm not sure its better then Werebear."
..."since it also doesn't turn sideways for G, which is part of what makes werebear so good."
Nightmare
06-01-2010, 11:17 AM
This really, really didn't need to be necro'ed.
Powered by vBulletin® Version 4.2.2 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.