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Thread: Shadowmoor Info

  1. #661
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    Re: Shadowmoor Info

    Runed Halo does look fun for Enchantress against combo. A shame it's and not , so it might not that helpful without a mana-base re-work,
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  2. #662
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    Re: Shadowmoor Info

    What about Mercy Killing with Dreadnought?

    Mercy Killing

    Instant

    Target creature's controller sacrifices it, then puts X 1/1 green and white Elf tokens into play, where X is that creature's power.
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    On to stone rain, Clark Kant; is a 'timewalk' as good as a threat?

  3. #663
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    Re: Shadowmoor Info

    That's a good fucking card. It's like removal, except it's also like Ivory Mask. And Pithing Needle, or the Echoing stuff, or whatever. Shusher and Halo are going to be expensive cards.

    The whole set is pretty awesome so far. Almost every card is at least interesting on some level. Interesting, too, that they're effectively revisiting the multicolor block concept for a third time, and so soon after Ravnica.
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  4. #664

    Re: Shadowmoor Info

    It's less of a straight up multicolour block, so much as a monocoloured multicoloured block. You're rewarded for playing a lot of things in one colour, but also multiple. Hybrid makes it so you can run an almost two or three colour monocolour deck.

  5. #665
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    Re: Shadowmoor Info

    Savor the moment 1UU Sorcery Take an extra turn after this one, you skip your untap step
    Its not terrible... Seems like a standstill esq card, you need to build around it otherwise it reads "Draw a card"

  6. #666
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    Re: Shadowmoor Info

    Kitchen Finks 2G
    Creature - Ouphe
    When Kitchen Finks comes into play, you gain 2 life.
    Persist
    3/2

    Not spectacular of course, but in decks that need life-gaining creatures (Survival, anyone?) those can be better than Feeder or Darkheart Sliver - they are good for up to six life.

    As to Savor the Moment...it takes extra turns, it must be breakable ! Now how to return it to your hand and cast it without needing to tap things...
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  7. #667
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    Re: Shadowmoor Info

    Quote Originally Posted by vanele View Post
    Savor the moment 1UU Sorcery Take an extra turn after this one, you skip your untap step
    Its not terrible... Seems like a standstill esq card, you need to build around it otherwise it reads "Draw a card"
    All you're left with is an extra upkeep and an attack with Vigilance creatures.

    Since at the moment the only playable Vigilance creature is Serra Avenger (not counting reanimation targets), I would say that any deck built around this card can probably get much more mileage from Paradox Haze.

    I admire the subtle synergy with the Q cards, though.
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  8. #668
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    Re: Shadowmoor Info

    Quote Originally Posted by georgjorge View Post
    Kitchen Finks 2G
    Creature - Ouphe
    When Kitchen Finks comes into play, you gain 2 life.
    Persist
    3/2

    Not spectacular of course, but in decks that need life-gaining creatures (Survival, anyone?) those can be better than Feeder or Darkheart Sliver - they are good for up to six life.
    Actually, the way Persist is worded makes it only come back if it didn't have any -1/-1 counters on it when it hit the yard. It's still good for 4 life, though, which as a 3/2 basically makes it a mini Baloth. Of course, I'm still not sure if this is better than Darkheart in Survival because of the amazing synergy of Darkheart and Harmonic Slivers in 4c Survival (2 life, a blocker, and a disenchant every turn).
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  9. #669
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    Re: Shadowmoor Info

    Kitchen Finks is very interesting. Although it gains less life, it does manage to stick around as a blocker and potential beater. Plus, the synergy with Cabal Therapy is awesome. It isn't better than the Darkheart/Harmonic combo for those running white, but if the deck doesn't have white, this guy is pretty good.

  10. #670
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    Re: Shadowmoor Info

    Puppeteer Clique

    Creature - Faerie Wizard
    Flying

    When Puppeteer Clique comes into play, put target creature card from an opponent's graveyard into play under your control. This creature has haste until end of turn. At end of turn, remove it from the game.
    Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it)

    Illus. Daren Bader#75/3013/2


    This guy will be a house in limited and may see some Extended and/or Standard play. He can grab any creature in your opponents graveyard with no cc or p/t restrictions, Twice!!! (two diff. creatures obv.)
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    Quote Originally Posted by pingveno View Post
    On to stone rain, Clark Kant; is a 'timewalk' as good as a threat?

  11. #671
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    Re: Shadowmoor Info

    Quote Originally Posted by Sacearuse View Post
    Puppeteer Clique

    Creature - Faerie Wizard
    Flying

    When Puppeteer Clique comes into play, put target creature card from an opponent's graveyard into play under your control. This creature has haste until end of turn. At end of turn, remove it from the game.
    Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it)

    Illus. Daren Bader#75/3013/2


    This guy will be a house in limited and may see some Extended and/or Standard play. He can grab any creature in your opponents graveyard with no cc or p/t restrictions, Twice!!! (two diff. creatures obv.)
    P/T?

  12. #672
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    Re: Shadowmoor Info

    It's only 3/2 for 5 mana. =/
    Sadly , not good for our format.
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  13. #673

    Re: Shadowmoor Info

    Quote Originally Posted by vanele View Post
    Savor the moment 1UU Sorcery Take an extra turn after this one, you skip your untap step
    Its not terrible... Seems like a standstill esq card, you need to build around it otherwise it reads "Draw a card"
    Seems like it could fit well with Stasis.

  14. #674
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    Re: Shadowmoor Info

    Shadow Cloak 3
    Artifact - Equipment Uncommon
    Equipped creature has: "3,{Q}: This creature gets +2/+2 until end of turn."
    Equip 0

    Priest of Titania FTW. And a single Lightning Bolt FTL.

    Edit: Haha, or you could just swing for an unstable win on turn 3 with Rofellos.

  15. #675
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    Re: Shadowmoor Info

    Quote Originally Posted by TorpidNinja View Post
    Shadow Cloak 3
    Artifact - Equipment Uncommon
    Equipped creature has: "3,{Q}: This creature gets +2/+2 until end of turn."
    Equip 0

    Priest of Titania FTW. And a single Lightning Bolt FTL.

    Edit: Haha, or you could just swing for an unstable win on turn 3 with Rofellos.
    tap in response, untap, +2/+2 again?
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  16. #676
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    Re: Shadowmoor Info

    If they have the Bolt already, they would just Bolt with Cloak on the stack. Don't get me wrong, this deck is going to kick my casual friends' asses but we're talking about a win condition that can be Stifle'd, Pith'd, Disenchant'd, etc. Cool and fun, not much else.

  17. #677
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    Re: Shadowmoor Info

    Quote Originally Posted by Jak. View Post
    P/T?
    Power and Toughness...
    Team Fat Man & Little Boy

    Quote Originally Posted by pingveno View Post
    On to stone rain, Clark Kant; is a 'timewalk' as good as a threat?

  18. #678
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    Re: Shadowmoor Info

    Quote Originally Posted by Sacearuse View Post
    Power and Toughness...
    He was asking for the power and toughness, not what P/T means.
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  19. #679

    Re: Shadowmoor Info

    The Finks are . More colored mana, but also a lot of flexibility in there. I think I'll test this out in Diglett, I was rather starting to miss Hierarch and this isn't much worse (and is better in many ways, including the ability to cast it under Blood Moon and how well it gets along with Therapy).

    Shusher is a godsend for Diglett in the Landstill and Counter-Top Thresh matchups. That card is ridonculous. Thank you Wizards, I'm getting 4 for my sideboard ASAP.

    Also, Sanguine Voyeur, your link is broken.

  20. #680
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    Re: Shadowmoor Info

    Quote Originally Posted by vanele View Post
    Savor the moment 1UU Sorcery Take an extra turn after this one, you skip your untap step
    Its not terrible... Seems like a standstill esq card, you need to build around it otherwise it reads "Draw a card"
    I think it actually says draw a card, play a land. Instill Energy is clearly the key here.

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