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Thread: [ZEN] Rumor Mill

  1. #301
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    Re: [ZEN] Rumor Mill

    It's also possible that the fetches will cost more life than the original cycle, especially being enemy colored. Fetching basics is another interesting option.

    That would actually be a little bit interesting, at least, if the enemy fetches were worse than the originals, because there'd at least be some tension when constructing a manabase. If they just straight up printed a U/G Fetch, the manabase would be simple:

    4 UG Fetch
    3-4 UW Fetch
    1 Forest
    1 Plains
    3 Islands
    4 Tropical Island
    3 Tundra

    On the other hand, if the new fetches cost two life, there might be some debate about how many to run. Probably a lot, anyways, but at least there'd be a question about it.
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  2. #302
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by AngryTroll View Post
    On the other hand, if the new fetches cost two life, there might be some debate about how many to run. Probably a lot, anyways, but at least there'd be a question about it.
    Enemy fetches that cause 2 pain would probably not see a lot of play in legacy. As it is, the -1 life from fetches hurts now. Enemy fetches would still require you to run duals, and if you're running duals, you might as well pay 1 less life and use friend fetches. Also, if they only fetched basic lands, you still wouldn't have enough fetches to make running them worth it.

    I suppose you could do what you list above, but it'd be very limiting to your manabase. You essentially have 4 fetches that are restricted to fetching 4 cards in your library.
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  3. #303
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by tivadar View Post
    Also, if they only fetched basic lands, you still wouldn't have enough fetches to make running them worth it.

    I suppose you could do what you list above, but it'd be very limiting to your manabase. You essentially have 4 fetches that are restricted to fetching 4 cards in your library.
    That manabase is if they work exactly as the current ones do. If the only fetch basics, it wouldn't look like that. If they cost two life or only fetch basics, it might be 4 Flooded Strand and 3 UG, or 4 Strand, 1 Heath, and 2 UG.
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  4. #304
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    Re: [ZEN] Rumor Mill

    It looks like exploration would fit perfectly into this set, anyone else think that might be reprinted? After that red trap card got spoiled you have to think that there are probably more ways to activate the trap.

  5. #305
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    Re: [ZEN] Rumor Mill

    The only one possibility would be Storm Cauldron, because it also costs five. And Mana Vault, because otherwise good luck reaching five mana before the opponent empties his hand of lands.

  6. #306

    Re: [ZEN] Rumor Mill

    Rites of Flourishing is an option too. It's even timeshifted.

    On the cycle thing, these are even less likely than enemy fetches, given context, but I could see Wedge Charms (as in WGB or URG) being a "much asked for" cycle.
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  7. #307

    Re: [ZEN] Rumor Mill

    The charms are unlikely...I think the general consensus is that this will be a premarily monocolored set...if we were going to see three color charms, it would have been in alara.

  8. #308
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by AngryTroll View Post
    It's also possible that the fetches will cost more life than the original cycle, especially being enemy colored. Fetching basics is another interesting option.
    Paying 2 life for an enemy fetch would actually be a great idea for development (design?). It would maintain the asymmetry between allied and enemy pairs; it would be still close enough to the original cycle to make MaRo's hint true; most importantly, though, it would be a significant pain to use in Extended with the Ravnica shocklands, limiting another return of colour craziness. Unfortunately (un?), they would probably be pretty mediocre for Legacy.

    However, if we're allowing some small twists on the fetchland cycle, something I'd personally welcome for the sake of asymmetry, then there are a lot of interesting options. For example, you could choose between having the fetched land CIPT or Bolt you. Or perhaps you pay 1 life on activation plus 1 if you want the land to come into play untapped. Or you could have the fetched land Shock you only if it isn't a basic land. Lots of permutations are possible while keeping the card recognisable as a "fetchland".
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  9. #309
    Amen, brotha.
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    Re: [ZEN] Rumor Mill

    Trap cards? Oh really? As if Elves being able to grow as big as 3000/3000 wouldn't make me think of Yu-Gi-Oh too much, now there are trap cards, too? Holy shit, what is going on?

  10. #310
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Nidd View Post
    Trap cards? Oh really? As if Elves being able to grow as big as 3000/3000 wouldn't make me think of Yu-Gi-Oh too much, now there are trap cards, too? Holy shit, what is going on?
    Trap doesn't remind me of Yu-Gi-Oh...
    Why?
    I never played that game...

    Do you play Yu-Gi-Oh?

    Holy shit, what is going on?

  11. #311
    Meh.
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    Re: [ZEN] Rumor Mill

    I'm crossing my fingers for a cycle of Dreadnought enablers.

    Doesn't every color deserve a 2nd turn 12/12?

    Too bad no one has asked for them.

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    Just fucking ban the 600 pound gorilla and be done with it. FFS

  12. #312
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    Re: [ZEN] Rumor Mill

    Methinks all the YGO players that got invited to Nationals and now see that they indeed were playing a kiddie card game are complaining cuz Magic just made all their lame mechanics have some purpose.

    That YGO is still alive is a surprise to everyone.

    Zendikar Traps are nothing more than a cosmetic addition to what Submerge/Mogg Salvage/Massacre have already done. It allows other mechanics, say perhaps Splice, to work with them where they couldn't before.

  13. #313
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    Re: [ZEN] Rumor Mill

    B Uncommon
    Quest for the Gravelord
    Enchantment
    Whenever a creature is put into a graveyard from the battlefield, you may put a quest counter on Quest for the Gravelord.
    Remove three quest counters from Quest for the Gravelord, sacrifice Quest for the Gravelord: Put a 5/5 black Zombie Giant creature token onto the battlefield.

    BB Rare
    Blood Extractor
    Creature - Vampire Spirit
    Blood Extractor can't block.
    Blood Extractor has haste if an opponent has 10 life or less.
    Landfall - Whenever a land enters the battlefield under your control, you may return Blood Extractor from your graveyard onto the battlefield.
    2/1

    6RR Rare
    Lavaball Trap
    Instant - Trap
    If an opponent had two or more lands enter the battlefield under his or her control this turn, you may pay 3RR rather than pay Lavaball Trap’s casting cost.
    Destroy two target lands. Lavaball Trap deals 4 damage to each creature.

    1R Common
    Plated Geopede
    Creature - Insect
    First strike
    Landfall - Whenever a land enters the battlefield under your control, Plated Geopede get +2/+2 until end of turn.
    1/1


    Teetering Peaks
    Land
    Teetering Peaks enters the battlefield tapped.
    When Teetering Peaks enters the battlefield, target creature gains +2/+0 until end of turn.
    tap: Add R to your mana pool.

    all on mtgsalvation

    I really like to where this set is heading.
    The red trap card may suck, but it lets us know that here is going to be something like fetches in the set. iei.

    Edit: there is also a green janky rare, and nice ok dude there.
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  14. #314
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    Re: [ZEN] Rumor Mill

    Mmmh, i believe a on-color fetches that only fetches basic is more probable. The set isn't too much on multicolor, and allied fetches that fetch only basic (and 1 damage) could avoid the (20 fetches 4 multi-land) madness, encouraging you to play with basic (like M10 duals).

  15. #315
    Meh.
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    Re: [ZEN] Rumor Mill

    Blood Extractor may have a home in a pox deck with Crucible.
    Tusk up.

    Quote Originally Posted by Finn View Post
    Just fucking ban the 600 pound gorilla and be done with it. FFS

  16. #316
    Amen, brotha.
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    Re: [ZEN] Rumor Mill

    And that crappy green dude looks like a good card in Limited. Hooray!

    I'm excited to see more creatures with that "opponent has 10 life or less" mechanic. Maybe it will even make that Sphinx interesting, you know, that one which sets a players lifetotals at 10.

  17. #317

    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Gheizen64 View Post
    Mmmh, i believe a on-color fetches that only fetches basic is more probable. The set isn't too much on multicolor, and allied fetches that fetch only basic (and 1 damage) could avoid the (20 fetches 4 multi-land) madness, encouraging you to play with basic (like M10 duals).
    This would not be a "much requested cycle" though, nor would it be a particular boon for legacy players, two of the major hints we're going off of right now for the enemy fetch speculation.

  18. #318
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    Re: [ZEN] Rumor Mill

    A straight reprint then maybe?

    10 fetches in a format are really unhealty imho.
    With 10 fetches in a format, stifles also become the best land-destruction available. Sick.

  19. #319

    Re: [ZEN] Rumor Mill

    Quote Originally Posted by Gheizen64 View Post
    A straight reprint then maybe?

    10 fetches in a format are really unhealty imho.
    With 10 fetches in a format, stifles also become the best land-destruction available. Sick.
    Having more fetches in a format doesn't necessarily mean that decks will run more fetches. More likely, it means that decks using enemy color pairs will now have access to basic lands of their off color without having to use awkward pairs of fetches (such as using Polluted Delta but needing Windswept Heath for a basic forest).

  20. #320
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    Re: [ZEN] Rumor Mill

    Quote Originally Posted by ScatmanX View Post
    BB Rare
    Blood Extractor
    Creature - Vampire Spirit
    Blood Extractor can't block.
    Blood Extractor has haste if an opponent has 10 life or less.
    Landfall - Whenever a land enters the battlefield under your control, you may return Blood Extractor from your graveyard onto the battlefield.
    2/1
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