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Re: [BFZ]Battle for Zendikar spoilers thread
Scatter to the Winds 1UU
Instant (R)
Counter target spell.
Awaken 3 - 4UU
It's funny how blatantly Wizards is milking Standard players. Put most playable removal/discard/countermagic staples at Rare "because of Limited"* and force people to open more packs.
*Discard and countermagic are generally mediocre in Limited and having good removal at C/U tends to smooth out any design mistakes, allowing the format to better self-regulate.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
bakofried
Have to fulfill the Processor bit...Deathrite/Scooze/Swords/Bog/their Delve shit/their flashback shit. Am I the only one thinking Rock?
I think it's worth noting that by putting something back to the grave it allows for more drs/scooze interactions. Legacy is a fast format but sometimes the graveyard doesn't get filled as fast as you want it to in some matchups. This allows an on-curve way to continue controlling the board while giving your drs/scooze more munchies. I like it.
EDIT: sorry for the lag...I wasn't on the newest page of posts.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Jamaican Zombie Legend
Scatter to the Winds 1UU
Instant (R)
Counter target spell.
Awaken 3 - 4UU
...
In a world were generic counters cost 3+ mana that does seem like a very potent card.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
iamajellydonut
I mean, does anyone really like white?
Modern Sideboards do.
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Re: [BFZ]Battle for Zendikar spoilers thread
Well this thread 180'd today...
Quote:
Originally Posted by
Jamaican Zombie Legend
Scatter to the Winds 1UU
Instant (R)
Counter target spell.
Awaken 3 - 4UU
It's funny how blatantly Wizards is milking Standard players. Put most playable removal/discard/countermagic staples at Rare "because of Limited"* and force people to open more packs.
*Discard and countermagic are generally mediocre in Limited and having good removal at C/U tends to smooth out any design mistakes, allowing the format to better self-regulate.
For what is obviously shaping up to be a slow limited format, a generic counterspell is more playable to begin with. Add in a 3/3 body and you have a huge two-for-one. This is first-pickable and should be rare. They probably tried it at uncommon and made games way too sad.
Interestingly, the opportunity cost of losing your attack in the event that you tap out to Awaken is removed since this is a card you will be playing 99% of the time on your opponent's turn.
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In The Eye Of Chaos, Blighted Cataract, Ugin's Insight.. Brewing..
In The Eye Of Chaos is a Legends card that makes all Instants cost an extra X where X is their mana cost .
So Dig Through Time costs an extra 8, and Force of Will costs and extra 5 (even if played for free)
Spells like Brainstorm and Swords to Plowshares would cost 2.
Sorceries like Ugin's Insight and Plea For Power are unaffected.
GO!
I suck at building decks.
maybe Sea Stompy shell
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
iamajellydonut
It's pretty cool. It can hold down creatures/clear the path for a certain 20/20 token/filter your draws. Plays incredibly well with Exploration and Life from the Loam or Sensei's Divining Top. Perhaps also a Zuran Orb or other sacrificing outlet (or just use Wastelands) and you've got a nice engine going.
Oh, and it's kinda freaky with Knight of the Reliquary as long as you can keep sacrificing Forests/Plains.
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Re: [BFZ]Battle for Zendikar spoilers thread
http://mythicspoiler.com/bfz/cards/moltennursery.jpg
This card is pretty neat. It makes me dream of the death by 1000 cuts win condition of looping Tops over and over again. I wonder if this would help make the janky Helm of Awakening/Top combo deck better, this seems a lot better than Grapeshot.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Aggro_zombies
Redaing the flavour text tells me that there shouldn't be any water in this picture. Oops.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
jrsthethird
For what is obviously shaping up to be a slow limited format, a generic counterspell is more playable to begin with.
Marginally more so. Countermagic isn't that great in Limited because of the way it slows your tempo, is easily telegraphed/played around, and is a horrible draw when facing opponents with developed boards. In an format that's mostly about creature beats, countermagic's downsides are far more pronounced.
Quote:
Add in a 3/3 body and you have a huge two-for-one. This is first-pickable and should be rare.
There's plenty of equivalent or better two-for-ones at lower rarities. Look at the Eldrazi answer to Mystic Snake: Ulamog's Nullifier. It's real card advantage and can actually ambush an attacker or play the beatdown game early in a pinch, without requiring your opponent to play a spell. There's also an Awaken version of Vengeance at common...a much better topdeck at practically any point in the game. Breaker of Armies is essentially a one-sided wrath that makes all your other creatures unblockable at Uncommon. Rolling freakin' Thunder is at Uncommon as well, and is insane in any Limited format, even being first-pickable in some Cubes.
Quote:
They probably tried it at uncommon and made games way too sad.
Nah, they probably just realized they could get away with putting another (Standard) staple 4-of at Rare. Just like Char, Thoughtseize, Hero's Demise, Exquisite Firecraft, etc.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
QBChaz
Redaing the flavour text tells me that there shouldn't be any water in this picture. Oops.
That art director... The card design would have been so nice though. Taps for colorless, no water left anymore. Still requires blue to activate. High activation cost because getting that last drop of blueness takes a lot of energy, kind of like oil exploration...
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Re: [BFZ]Battle for Zendikar spoilers thread
Beastcaller Expert 1G
Creature - Elf Shaman Ally (R)
Haste
Tap: Add one mana of any color to your mana pool. Use this mana only to cast creature spells.
1/1
......okay :eyebrow:. . . this set is weird.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Cire
Beastcaller Expert 1G
Creature - Elf Shaman Ally (R)
Haste
Tap: Add one mana of any color to your mana pool. Use this mana only to cast creature spells.
1/1
......okay :eyebrow:. . . this set is weird.
Well... If it's hasty, it isn't all that bad. Especially since Elves! is exploring the Shaman of the Pack route. During a Glimpse chain you could use it (with the decks many untap effects) to make some extra black mana for the Shaman (when lacking a DRS or Birchlore Rangers). CMC 2 might doom it from the get-go though. Would be a 1-off at best (courtesy of GSZ).
I'm just glad they're printing some elves again.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Cire
...
......okay :eyebrow:. . . this set is weird.
Well, that's easily the most interesting ally spoiled so far. I wonder if that haste has any value in legacy/modern Elf decks.
WotC seems to like mana fixing for creatures as part of the new world order.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Echelon
Well... If it's hasty, it isn't all that bad. Especially since Elves! is exploring the
Shaman of the Pack route. During a Glimpse chain you could use it (with the decks many untap effects) to make some extra black mana for the Shaman (when lacking a DRS or Birchlore Rangers). CMC 2 might doom it from the get-go though. Would be a 1-off at best (courtesy of GSZ).
I'm just glad they're printing some elves again.
There's other utility to it, too - not just for GSZ but for general untap shenanigans with Symbiote and Quirion Ranger. So many times you could get good efficiency out of them but you just lack the dork. Not saying it's playable, but it's an interesting card at the very least. It's the best kind of design when you can't tell if it's any good yet the card is intriguing enough to try.
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Re: [BFZ]Battle for Zendikar spoilers thread
It will never ever say play in Elves. Two mana is three times more than 1 mana in Legacy even with Haste.
But yeah, I'm also happy they are at least printing some new Elves again...I hope.
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Re: [BFZ]Battle for Zendikar spoilers thread
It's utility is limited in Modern too. Combo Elves needs one drops to feed it's Leep chains and Company Elves is mostly a mono Green deck.
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Re: [BFZ]Battle for Zendikar spoilers thread
I wish Vampire tribal was a thing :cry:
Drana, Liberator of Malakir
1BB
Legendary Creature - Vampire Ally
Flying, first strike
Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
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Re: [BFZ]Battle for Zendikar spoilers thread
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Re: [BFZ]Battle for Zendikar spoilers thread
Lots of expedition artwork
Some of them look pretty gorgeous, others suffer from random Hedrons jammed into them, cheap-looking, ugly art or just downright showing something else than the name tells you.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Reaver027
I wish Vampire tribal was a thing :cry:
Drana, Liberator of Malakir
1BB
Legendary Creature - Vampire Ally
Flying, first strike
Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
I love the first strike on that type of effect.
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Re: [BFZ]Battle for Zendikar spoilers thread
At least they didn't fuck up the delta.. So many cards are just.. Not finished...
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
bruizar
At least they didn't fuck up the delta.. So many cards are just.. Not finished...
The lower part looks great, but I could do without the whole pink cotton mountain scenery.
Just look at this:
http://i.imgur.com/M629Utw.jpg
Much more focus on the actual Delta.
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Re: [BFZ]Battle for Zendikar spoilers thread
They just had to go and fucking ruin the Overgrown Tomb with a giant piece of shit Hedron in the middle of it, didn't they?
Well, it'll save me a lot of money at least but come on, stop with the fucking hedron canon, you don't need to shoot hedrons in the middle of every damn landscape that would be otherwise beautiful.
Seriously though, who's at fault here for their artistic revisioning of stuff like Bloodstained Mire (a swampy patch of ground stained with blood) turning into:
http://cdn0.dailydot.com/uploaded/im...ained_Mire.jpg
Once again, nailed it.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
bruizar
So many cards are just.. Not finished...
This is my big issue with many of them!
After all the awful hedrons... and the arts that do not match the names...
A lot of the artwork looks like it was submitted halfway through creating it. :eyebrow:
Quote:
Originally Posted by
Phoenix Ignition
Seriously though, who's at fault here for their artistic revisioning of stuff like Bloodstained Mire (a swampy patch of ground stained with blood) turning into [awful mess]
Once again, nailed it.
You can present that art with any of the 4 directions as up and it would look pretty much the same...
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
bruizar
At least they didn't fuck up the delta.. So many cards are just.. Not finished...
I would not be surprised if a lot of this is actually concept art because the Expeditions, as others have speculated, were added at the last minute, after the deadlines for art submission for the main body of the set had passed.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Ace/Homebrew
A lot of the artwork looks like it was submitted halfway through creating it. :eyebrow:
It feels more like they reuse previously dismissed art from their portfolio. Otherwise, I can't explain the number of mismatches they produced with the expedition lands.
The set feels more and more like something they pulled out of their ass. The art direction atrocious - fuck Mister "I'm Bob Ross and hedrons are my little fucking tree"-art director.
Makes me wish the set would flop because it shapes up to become a supreme pile of shit, but it will break sell records on name and expedition lands alone.
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Re: [BFZ]Battle for Zendikar spoilers thread
http://mythicspoiler.com/bfz/cards/c...edisregard.jpg
You know, I know that in the grand scheme of things this matters little, but -- it's one thing when a deck can circumnavigate an interaction like protection. Like if Pyrite Spellbomb were actually tech for RDW against Silver Knight, or something like that. It's not terribly efficient but it is what it is. Devoid is kind of an icky whitewashing effect on cards wherein color actually would matter a damn, it's almost like decks without Swamps rocking Disfigure or whatever, right, because you're inviting a deck to do something outside its normal capacity by putting an alt-cost on it (just pay life! what could possibly go wrong). I'm not certain that just blotting out the color of an in-color effect while requiring it to be cast in-color isn't the same kind of weird ass-hattery; there are protection knights and other random things that get shivved by this card and it's not that it's the best way or the most efficient way, but that it's "in color but not" and it just feels goofy.
I don't think it matters in a real "ohshi this bad deck is Tier 2 now, get rekt PTQ Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch", it's just one of those oddball mechanics that chisels at some underlying Magic things that never really needed to be played around with, but I guess whatever, it's just a thing now. Like colored artifacts or cards with two fronts or what-have-you.
On a longer view, it feels like burnout, and I don't just say that because I don't feel great about the set or whatever, there's some stuff in it that kinda piques my interest. I just mean like, the ways in which cards are tinkered with feels like they're just changing stuff to change it, like they're going "what haven't we expressly messed with yet? what basic quality of the game just hasn't had like 5 ability words injected into its territory yet... oh, spell color. Every spell has a color.... BUT WHAT IF IT DIDNT OMG, PRINT IT"
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Barook
...
The set feels more and more like something they pulled out of their ass. ...
Like the Benthnic Infiltrator made a Brutal Extraction...
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
TsumiBand
http://mythicspoiler.com/bfz/cards/c...edisregard.jpg
You know, I know that in the grand scheme of things this matters little, but -- it's one thing when a deck can circumnavigate an interaction like protection. Like if Pyrite Spellbomb were actually tech for RDW against Silver Knight, or something like that. It's not terribly efficient but it is what it is. Devoid is kind of an icky whitewashing effect on cards wherein color actually would matter a damn, it's almost like decks without Swamps rocking Disfigure or whatever, right, because you're inviting a deck to do something outside its normal capacity by putting an alt-cost on it (just pay life! what could possibly go wrong). I'm not certain that just blotting out the color of an in-color effect while requiring it to be cast in-color isn't the same kind of weird ass-hattery; there are protection knights and other random things that get shivved by this card and it's not that it's the best way or the most efficient way, but that it's "in color but not" and it just feels goofy.
I don't think it matters in a real "ohshi this bad deck is Tier 2 now, get rekt PTQ Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch", it's just one of those oddball mechanics that chisels at some underlying Magic things that never really needed to be played around with, but I guess whatever, it's just a thing now. Like colored artifacts or cards with two fronts or what-have-you.
On a longer view, it feels like burnout, and I don't just say that because I don't feel great about the set or whatever, there's some stuff in it that kinda piques my interest. I just mean like, the ways in which cards are tinkered with feels like they're just changing stuff to change it, like they're going "what haven't we expressly messed with yet? what basic quality of the game just hasn't had like 5 ability words injected into its territory yet... oh, spell color. Every spell has a color.... BUT WHAT IF IT DIDNT OMG, PRINT IT"
Hm, Ghostfire has been around for quite a while killing protection knights and it wasn't a problem. Just saying.
But I have to admit it upsets me a little bit, too, that they mess with some fundamentals of Magic with this set.
(Sidenote: In my opinion it was wrong the first time to print the Eldrazi. Emrakul made quite a mess, but not because he/she/it is colorless. :wink: )
Maybe it is a question of does it work to mix alien things into a fantasy game?
The Phyrexians were also quite alienlike last time, and I didn't really like it.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Aggro_zombies
I would not be surprised if a lot of this is actually concept art because the Expeditions, as others have speculated, were added at the last minute, after the deadlines for art submission for the main body of the set had passed.
This actually makes a lot of sense. It wouldn't make any sense to have your cash-grab full art fetch mythic mythic rares to be rough, out of focus, seemingly random images of stuff that I guess sorta kinda maybe has a similar color pallet to what your lands should have.
Meanwhile, new tap-basic duals have some pretty amazing art on some of them. It totally lines up with the theory that the full arts were jammed in last second.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
joven
But I have to admit it upsets me a little bit, too, that they mess with some fundamentals of Magic with this set.
Because they totally don't shit on the fundamentals of Magic on a regular basis when :u: is involved. :rolleyes:
Quote:
Originally Posted by
Phoenix Ignition
This actually makes a lot of sense. It wouldn't make any sense to have your cash-grab full art fetch mythic mythic rares to be rough, out of focus, seemingly random images of stuff that I guess sorta kinda maybe has a similar color pallet to what your lands should have.
Meanwhile, new tap-basic duals have some pretty amazing art on some of them. It totally lines up with the theory that the full arts were jammed in last second.
I wonder how many "Plan B"s they have when they realize a set is going to suck.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
TsumiBand
My problem with Devoid is that it (as of half the set being spoiled) doesn't seem to matter... at all...
At least Ingest makes the conditional cards work, so I get it even though I don't like it. But why do I care that the cards have no color?? What benefit does this provide? What strategy or cool deck can I explore because of it?
I'm actually a huge fan of Devoid existing. I like Ghostfire and stupid crap like Gathan Raiders that can be played without ever having to spend colored mana on it. I also understand that Devoid gets around color protection, my comment above was more about standard and limited (even though I don't play either) where protection is largely a lost mechanic. I want them to print some relevant Devoid cards for Legacy (something relevant BEB cannot touch, or Anarchy, or Mom).
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Phoenix Ignition
They just had to go and fucking ruin the Overgrown Tomb with a giant piece of shit Hedron in the middle of it, didn't they?
Well, it'll save me a lot of money at least but come on, stop with the fucking hedron canon, you don't need to shoot hedrons in the middle of every damn landscape that would be otherwise beautiful.
Seriously though, who's at fault here for their artistic revisioning of stuff like Bloodstained Mire (a swampy patch of ground stained with blood) turning into:
http://cdn0.dailydot.com/uploaded/im...ained_Mire.jpg
Once again, nailed it.
This looks like a Molten Caverns. I see no blood, I see lava. I see no mire, I see caverns. Jeremy Jarvis is the art director. What can I say, good artist, terrible manager?
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Ace/Homebrew
I want them to print some relevant Devoid cards for Legacy (something relevant BEB cannot touch, or Anarchy, or Mom).
I'm still praying for the "give everything devoid" card. :cry:
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Re: [BFZ]Battle for Zendikar spoilers thread
Fuck it, I tweeted MaRo. I hope you guys also ask him about the terrible art direction.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Ace/Homebrew
At least Ingest makes the conditional cards work, so I get it even though I don't like it. But why do I care that the cards have no color?? What benefit does this provide? What strategy or cool deck can I explore because of it?
Welp, I hope you're happy.
https://i.imgur.com/g5YCTnp.jpg
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Ace/Homebrew
[...] But why do I care that the cards have no color?? What benefit does this provide? What strategy or cool deck can I explore because of it?
It's for Eldrazi flavor and there are cards that care about colorless creatures and spells.
It's said Eldrazi predate the colors of magic.
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Re: [BFZ]Battle for Zendikar spoilers thread
Quote:
Originally Posted by
Phoenix Ignition
Should have cost :8:, Aladdin's Ring-style. Could Battle for Zendikar be a return to Fallen Empires? :) It's getting closer by the card.
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Re: [BFZ]Battle for Zendikar spoilers thread
I know Ghostfire is a thing, but Ghostfire was also a singleton in a set dedicated to what-ifs and maybe-nots and time travelly parallel universes and shit. A fair number of those cards are still more or less stranded, right -- not all the things have a block where they land and make sense or are clearly intended to reflect.
I mean the occasional sideboard techy thing is one thing, just seeing a whole keyword dedicated to undermining color is a little bit urksome. It's like the corollary to colored artifacts, or whatever. Colored artifacts didn't break anything but it's always a bit awk to see them, because the idea with artifacts was always that they were just stuff that was lying around and wasn't created to be cast by just a single color of mana. Now there are colorless objects that require colored mana to cast, so it's like... well okay great?
It's like when they dick around too much with exile (hey wait a minute) and you start going... oh, well, if you do that, it's not really exile anymore, it's just another graveyard. The line between game zones gets a little more worn out as they can be used for similar purposes. It seems like we typically disdain this kind of shenanigans if it's too numerous, but the one or two instances of guys that fetch things from exile or the one 3/3 owl that casts itself from exile, we don't usually care about that. Wishes are fine; an entire block of "get cards from your sideboard" would just be bad news.
Again it doesn't matter because I don't think the dynamics that it undermines are done in a powerful way or in a game-changing way, at least not as far as Eternal is concerned. It's like Unleash or Bushido, who gives a shit about it, it just exists. I dunno, I mean it just kind of begs the question in my mind, as to "why *this*?" What's gained by de-colorizing colored effects while still locking them into their place on the color wheel, exactly; Devoid counterspells can't be Pyroblasted, I guess? Black can finally answer those pesky White Knights with targeted removal?