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Thread: Shadowmoor Info

  1. #961

    Re: Shadowmoor Info

    Demigod of Revenge is the pre release promo. Vexing Susher is the release promo, given away at the release events in two weeks.

  2. #962
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    Re: Shadowmoor Info

    (Warning: Limited commentary ahead)

    If what I witnessed at the prerelease is any indication, black is fucking nuts in Sealed - it was everywhere. Wither is a beating, and its -1/-1 shenanigans (from both U\B and R\B) are top-notch. White seems a close second, with ridiculously undercosted G\W beasts and efficient U\W removal and fliers.

    Also, watch out for the Auras. The "+1/+1 and X if color A, +1/+1 and Y if colour B" ones are totally worth their risk. Plus there are some randomly great ones like the new Serra's Embrace.
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  3. #963
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    Re: Shadowmoor Info

    Big surprise, what I noticed is that this limited format is ruled by 7 mana creatures. Seriously, if you're playing sealed, just look for all your 7 mana dudes, and the play them all. They'll win.

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    Re: Shadowmoor Info

    Quote Originally Posted by Race War View Post
    Has anyone else noticed the interaction between Grindstone and Painter's Servant? Mill an entire library for 6 colorless mana. Unless I'm misunderstanding the way these abilities interact.
    Did you really come up with this on your own? Thats fantastic! And the mana works out perfectly!

    turn one Cast Grindstone, turn 2 Painter's Servant, and turn 3 activate. You are the man!
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    Re: Shadowmoor Info

    Quote Originally Posted by Race War View Post
    Has anyone else noticed the interaction between Grindstone and Painter's Servant? Mill an entire library for 6 colorless mana. Unless I'm misunderstanding the way these abilities interact.
    Wow, that's really sexy, especially with accel.

    Plus, pitching lands to FoW is fun.

  6. #966
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    Re: Shadowmoor Info

    Quote Originally Posted by Barook View Post
    Wow, that's really sexy, especially with accel.

    Plus, pitching lands to FoW is fun.

    BEB your Tarmogoyf? How hot is that.
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    Quote Originally Posted by Getsickanddie View Post
    Quote Originally Posted by Parcher View Post
    Looks like Team Unicorn has about sixteen coming to this.

    What's the term for a plural group of Unicorns? Y'know, like a murder of crows. Well that's what's on it's way.
    ******s?
    While this is close it's still wrong. Every one knows it's an orgy of unicorns.
    Team Unicorn is too hetero for me.
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    Re: Shadowmoor Info

    Quote Originally Posted by Happy Gilmore View Post
    BEB your Tarmogoyf? How hot is that.
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    Re: Shadowmoor Info

    Quote Originally Posted by Lego_Army_Man View Post
    Big surprise, what I noticed is that this limited format is ruled by 7 mana creatures. Seriously, if you're playing sealed, just look for all your 7 mana dudes, and the play them all. They'll win.
    "Seven mana dudes" here means 'Windbrisk Raptor'. Holy shit that guy's nuts in limited. It puts you so far ahead it's not even funny.
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    Re: Shadowmoor Info

    The one card that is intruiging to me, like Swans of Bryn Argoll was to many others, is Painter's Servant. I went ahead and bought a playset for 5.5 not because I think they will go up but because it can fundamentally change interactions. I am interested if it can be squeezed in a deck where it provides a definite advantage without including 6 playsets of jank.

    Also, is there any chance we could get a legacy top ten opinion list on shadowmoor going?

  10. #970
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    Re: Shadowmoor Info

    Now that the full spoiler is out I would like to post my favorites. Not nessisarily for legacy but with older cards in mind and new power levels. roughly in order from best to worst. Not that anyone prob cares about my opinion.


    Dusk Urchins: well this guy isn't quite as good in legacy due to STP. But does exactly what you need to do lay down early threats, and fill your hand when you’re running out of gas.
    a 4/3 aint bad for 3 either.

    Ashenmoor Gouger: prob higher then on anyone else’s list but this is solid. 4 is the magic number out of bolt range.

    Vexing Shusher: ehh I just threw down on a MUC deck and now wizardz reeallly wants to kill blue, thanks guys.

    Demigod of Revenge

    Fulminator Mage

    Smash to Smithereens: Lava Spike and Shatter together for 2cc. yes please.

    Sygg, River Cutthroat

    Savor the Moment: I can't see why taking an extra turn can be a bad thing.

    Flame Javelin: wow. Best burn spell to come out in a while to bad its triple color cc.

    Swans of Bryn Argoll: It does have a drawback. I have to play with this before I can truly judge it.

    Kitchen Finks: this reminds me of Hierarch. Not to shabby.


    Less so:

    Wilt-Leaf Liege: I actually like this guy more then Hierarch.

    Prison Term

    Augury Adept: there are probably better options but still cool.

    Godhead of Awe + Night of Souls' Betrayal

    Prismatic Omen: good against blood moon perhaps

    Runed Halo: combo stoper.

    Puresight Merrow: may be feasible in a fish style deck, maybe

    Spectral Procession: that’s not a bad deal

    Wheel of Sun and Moon: sideboard for dredge

    Consign to Dream: well it’s worth a test in my MUC.


    and worst card by far goes to

    Deepchannel Mentor: WTF? 6cc for a 2/2. Wizardz you just printed a 6/7 for 2cc. does that make sense? No it doesn't.

  11. #971

    Re: Shadowmoor Info

    Does River Kelpie actually interact with anything in block?

    I can't figure it out. They even included in a theme deck. Yeah, it makes Think Twice pretty nice, but I'm not sure why it's even in Shadowmoor.

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    Re: Shadowmoor Info

    Quote Originally Posted by memnarch View Post
    Dusk Urchins: well this guy isn't quite as good in legacy due to STP. But does exactly what you need to do lay down early threats, and fill your hand when you’re running out of gas.
    a 4/3 aint bad for 3 either.
    On the first attack it becomes a 3/2. So, it's actually a 3/2 for 3 mana. Not that hot.

    And Painter Servant + Mana Maze = The Lock?
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  13. #973

    Re: Shadowmoor Info

    Quote Originally Posted by rleader View Post
    Does River Kelpie actually interact with anything in block?
    Everything with persist (including itself).

    And Painter Servant + Mana Maze = The Lock?
    Not quite - it still only allows one spell per turn so you'd need something like Whitemane Lion to make it stick.

  14. #974
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    Re: Shadowmoor Info

    Cards im going to pick up:

    Runed Halo
    Wheel of sun and moon
    Fulminator mage
    Swans
    Wilt-Leaf Liege
    Smash to smithereens
    Toil to Renown
    Maybe the Tattermunge liege
    Faerie Macabre
    Cursecatcher
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  15. #975

    Re: Shadowmoor Info

    I've heard Runed Halo mentioned as an anti-combo card, probably SB material at best. I must be missing something, because I can't see how this wouldn't be strongly considered for 4-of MD in any non-combo deck with access to WW.

    Most decks with access to W play swords to plowshares, typically 4 of. Clearly Runed Halo is no plow, but i don't see how dropping it naming Tarmagoyf is a weak play. Like Oblivion Ring, Runed Halo is a permanent so of course it can be removed, but enchantment removal may well be the least played form of removal in Legacy.

    Heck, with 4 swords and 4 Runed Halo and maybe a couple of Oblivion Ring, you have a pretty tasty removal set which is quite flexible and certainly very powerful, all without splashing. That's as much removal as Threshold plays creatures!

    The main weakness of Runed Halo that I can see is tokens from e.g. Empty the Warrens or Bridge from Below. Oh, and it's WW, which is not realistic for most Tier 1 decks.

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    Re: Shadowmoor Info

    Quote Originally Posted by telcontar View Post
    I've heard Runed Halo mentioned as an anti-combo card, probably SB material at best. I must be missing something, because I can't see how this wouldn't be strongly considered for 4-of MD in any non-combo deck with access to WW.

    Most decks with access to W play swords to plowshares, typically 4 of. Clearly Runed Halo is no plow, but i don't see how dropping it naming Tarmagoyf is a weak play. Like Oblivion Ring, Runed Halo is a permanent so of course it can be removed, but enchantment removal may well be the least played form of removal in Legacy.

    Heck, with 4 swords and 4 Runed Halo and maybe a couple of Oblivion Ring, you have a pretty tasty removal set which is quite flexible and certainly very powerful, all without splashing. That's as much removal as Threshold plays creatures!

    The main weakness of Runed Halo that I can see is tokens from e.g. Empty the Warrens or Bridge from Below. Oh, and it's WW, which is not realistic for most Tier 1 decks.
    The reason Halo won't be maindecked in WW decks is because it's a very conditional card. It's good against Threshold, alright against Goblins, alright against Combo. The trend I'm getting at is it's alright. The only match I would really want it in is the Thresh MU, and even then they bring in Grip for that and your ORings so I wouldn't count on it sticking around. Besides, Goyf can still be a wall with Halo in play.

  17. #977
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    Re: Shadowmoor Info

    Quote Originally Posted by Elfrago View Post
    And Painter Servant + Mana Maze = The Lock?
    More like Painter's Servant + Mana Maze = Arcane Laboratory. They still get to play one spell. Unless, of course, they pass priority during upkeep and you have some spell you can play at instant speed every turn. In which case, just run Scepter-Chant.

    edit- I'll give it to you that it makes all of your spells uncounterable, though (at least by other spells).
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    Re: Shadowmoor Info

    Quote Originally Posted by Pinder View Post
    More like Painter's Servant + Mana Maze = Arcane Laboratory. They still get to play one spell. Unless, of course, they pass priority during upkeep and you have some spell you can play at instant speed every turn. In which case, just run Scepter-Chant.

    edit- I'll give it to you that it makes all of your spells uncounterable, though (at least by other spells).
    Damn, I didnt notice "This turn" on mana maze.
    Add a cheap buyback spell then
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  19. #979
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    Re: Shadowmoor Info

    Quote Originally Posted by Mental View Post
    The reason Halo won't be maindecked in WW decks is because it's a very conditional card. It's good against Threshold, alright against Goblins, alright against Combo. The trend I'm getting at is it's alright. The only match I would really want it in is the Thresh MU, and even then they bring in Grip for that and your ORings so I wouldn't count on it sticking around. Besides, Goyf can still be a wall with Halo in play.
    It's useful everywhere, therefore, it's conditional? That word doesn't mean what you think it means -- it means the exact opposite.

    A conditional card is Swords to Plowshares, which does jack shit against most forms of combo and not very much against control, but is awesome against aggro. A very weak and unpopular card, as you'll note. (But then so is Force of Will, which is about as universally useful as Swords to Plowshares isn't, so the whole argument is pretty inconsequential.)
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    Re: Shadowmoor Info

    Quote Originally Posted by Illissius View Post
    It's useful everywhere, therefore, it's conditional? That word doesn't mean what you think it means -- it means the exact opposite.

    A conditional card is Swords to Plowshares, which does jack shit against most forms of combo and not very much against control, but is awesome against aggro. A very weak and unpopular card, as you'll note. (But then so is Force of Will, which is about as universally useful as Swords to Plowshares isn't, so the whole argument is pretty inconsequential.)
    It's much easier to answer than swords, it doesn't do much against Goblins, and it does a little against Combo. Better? Also, it doesn't even stop Goyf, if that's what you're going to name. Goyf can just be a wall until they draw KGrip or kill you with Geese.

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