I'm predicting a Trinket Mage reprint in Scars.
Too many 1 cost artifacts.
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I'm predicting a Trinket Mage reprint in Scars.
Too many 1 cost artifacts.
http://media.wizards.com/images/magi.../mm98_jace.jpg
Jace 1.0 confirmed.
Would Belcher play Orim's Chant if it were green?
http://forums.mtgsalvation.com/attac...5&d=1278302906
@ Autumn's Veil... doubt it, but worth testing sideboard slots for, which are always meta-dependent anyway.
So, looking through the visual spoiler, I see Platinum Angel is being printed again! Four print runs now, she's getting less and less mythic. Houseflies are going to be more mythic than she is.
They'd still lose to Stifle (targets the Storm trigger or Belcher activation), and it would cost an extra mana on the turn they want to go off. Seems pretty decent otherwise.
That's been the case for a while now, yes.
Hey guys,
Check this out:
http://forums.mtgsalvation.com/attac...1&d=1278301032
A Maze of Ith that taps for mana? That looks frickin sweet. I was looking for a replacement for Mishra's Factory in my no-longer-Landstill control deck, and I'm pretty sure that's it.
4 mana to activate isn't that big of a deal for a control deck. If you happen to drop it early, it still taps for mana. Once you make enough land drops, it can be a backup plan that blanks an attacker in situations where you don't have an immediate answer, giving you time to draw into real removal. I also like how it is an uncounterable, virtual removal spell. I know Maze of Ith is also an uncounterable, virtual removal spell... but it also doesn't tap for mana. Maze of Ith still seems way stronger in Lands.dec, but I'm cutting 4 Mishra's Factories for 4 of these in my control deck.Quote:
Noooo! Why does it have to cost 4 to activate? I had such high hopes for this card. :(
I'll still try it in MUD though. Seems like an effect the deck needs... only wish it was cheaper.
True, but Mishra's Factory has been horrible in my deck, and I don't really need lands that tap for colored mana. Meaning I have space for 4 utility lands, and this one seems way better than Mishra's Factory. You are right though, extra copies past the first are dead. I guess it all depends on how strong of an effect having one in play is vs what other utility lands I could also fit in the deck. That's a discussion for a different thread though.Quote:
This seems incredibly awful, considering that all of the copies of this you draw after the first are basically blanks until the very, very late game.
Regardless of how many copies is the right amount to run, I'm still putting this into my control deck.
This set has me more excited than any of the sets that have been printed in a long time, and it's a CORE set. lulz
EDIT: After thinking about it Aggro Zombies, in that deck, I'm not sure if 4 would entirely be awful. The deck runs an assload of cantrip/manipulate effects to make sure it's not drawing excess of them. Even if I do draw excess, sometimes the opponent will have Wasteland. I'm not saying that 4 is the right number, it's something that needs playtested before I determine anything, but I wouldn't immediately agree that 4 is awful without testing it first. The best part about running multiples is that even if I do draw multiples with no way to shuffle them back, they can still come down and tap for mana. They aren't Legenedary, so it's not hurting to draw/play multiples. I have alot of colorless costs in my deck (Planeswalker's/WoG/Top).
The other thing to consider is that this card has basically existed since Nemesis, and is named "Kor Haven".
Something else to consider: on the one hand, you don't want to use it to Slide out creatures with CiP abilities. On the other hand, most of the format's playable CiP guys are not the scariest monsters that will come after you during the attack step, so that part may be irrelevant.
Kor Haven is solid, but it's Legendary. This card is not Legendary. Awesome find though, I totally forgot about Kor Haven. I'm gonna toss a single Kor Haven in my deck, too. =]
I'm thinking a 3/1 split of Mystifing Maze and Kor Haven would be awesome. That's the config I'd like to test first, and then go from there.
While this land may be bad against creatures with CIP abilities, it's good against creature tokens like Marit Lage, as well as stolen creatures via something like a Sower of Temptation.
Activating two is not the legendary issue. Being able to play out several without screwing yourself is the issue.
Think it is probably a fringe card in format but should see definite t2 play.
Nice to see a card that rewards t2 colour discipline as well, the 3 colour good stuff madness has to be rolled back a bit.