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Thread: [BFZ]Battle for Zendikar spoilers thread

  1. #401
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by rufus View Post
    How about spells without casting cost like Restore Balance,Living End or Hypergenesis? That's the first place I'd look.
    Wait... Does that work?

  2. #402
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Cire View Post
    Wait... Does that work?
    Same reason you can cast them with Cascade*.

    Cascade* also being the reason I don't think it'd ever be a viable interaction.

    *Cascade
    Quote Originally Posted by sdematt View Post
    tits.

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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Barook View Post
    Conduit of Ruin
    Creature - Eldrazi (R)
    When you cast Conduit of Ruin, you may search your library for a colorless creature card with converted mana cost 7 or higher. If you do, shuffle your library, then put that card on top.
    The first creature spell you cast each turn costs 2 less.
    5/5

    Might be cool in MUD and 12-post.

    Edit: Absolutely brutal with Eye of Ugin since it's also an Eldrazi.
    I do not see it in MUD, there are limited targets that it can fetch and you have better ways to make mana.
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    Quote Originally Posted by iamajellydonut View Post
    Same reason you can cast them with suspend. Suspend also being the reason I don't think it'd ever be a viable interaction.
    Weeeellll.... I don't know. If you try to build a cascade deck (which is what I think you meant, not Suspend), you limit yourself to cards with cmc>2 which cuts off a lot of good cards for combo decks (obviously shardless/bloodbraid control decks don't really care what it hits because it's all value, but you still cut yourself off of cards like non-force counter spells or things like Mox Diamond).

    So the question is, is one of these cards breakable at 5 cmc, allowing you to play cantrips and acceleration instead of dreck like violent outburst.

    Ancestral Vision: probably not, tidings exists
    Hypergenesis: this seems promising, deck already has spirit guides, cantrips seem good for setting up an instant win too like xenagos/emrakul
    Living End: doesn't need cantrips as much as cycles, too fringe anyway in legacy
    restore balance: getting to 5 implies you're saccing lands, but balance is a breakable effect
    Wheel of Fate: intriguing, draw 7 is better than draw 3, but opponent gets it too, but also good with notion thief in a bug shell or perhaps in a storm deck instead of ad nauseum, of course rituals are off color so...

    I'm not sure if it's good, but it has potential. Gotta look for other breakable effects that need the assist.

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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by maharis View Post
    ... cascade ... (which is what I think you meant, not Suspend)
    thx, boo.
    Quote Originally Posted by sdematt View Post
    tits.

  6. #406
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Pilhas
    That's my guess, 20 cards - 10 manlands, 5 slow/tango/lag/whatever lands , 5 planeswalkers?!
    Probably 5 mono-color lands/utility lands, or perhaps the Future Sight cycle. The 5 extra lands need to be pretty good to keep the value up of the Expeditions; if they don't put some $50+ cards in there, they won't sell as many packs. I think more people would just keeping buying boxes of BFZ instead of Oath.

    The former option gives them the opportunity to make a cycle like Kor Haven, Academy Ruins, Urborg, Valakut, and Pendelhaven. They probably wouldn't mix and match Legendary lands with non-Legendary ones (nor would Legendary lands make sense flavor-wise), but you get the idea. Or they can go with color-neutral lands and just go with stuff like Rishadan Port, Wasteland, Cavern of Souls, Mutavault, and Ancient Tomb. Again, some wouldn't make sense flavor-wise (I'm looking at you, Port), but they could go with Eye of Ugin or something instead.

    The latter isn't a rather captivating cycle of reprints, but it does allow them to reprint Grove and Canopy as chase cards; they would be the two most expensive of the whole 20 and would definitely sell packs.

    Planeswalkers don't make any sense as reprints. It's a land cycle.

  7. #407

    Re: [BFZ]Battle for Zendikar spoilers thread

    If I am right, Bring to light (at UGBWR) lets you tutor and cast Necrologia during your main phase (instead of your end step) so that you can drop artifact mana such as Petal Lotus and Chrome Mox or play a land if you haven't already (Grove). You can build a Necrologia deck without the instant speed restriction thanks to Bring to Light at the cost of UGBWR, wich is not an easy task. I'm not saying I broke Necrologia.

    And of course you can cast Reset during your own turn in a world where Turnabout exists (lol)

    That's all.

  8. #408
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Kagehisa View Post
    If I am right, Bring to light (at UGBWR) lets you tutor and cast Necrologia during your main phase (instead of your end step) so that you can drop artifact mana such as Petal Lotus and Chrome Mox or play a land if you haven't already (Grove). You can build a Necrologia deck without the instant speed restriction thanks to Bring to Light at the cost of UGBWR, wich is not an easy task. I'm not saying I broke Necrologia.
    Bring to light just says you can play the card with out paying mana I do not see it overriding other restrictions such as Necrologia only being cast in the end step.

    I always like Underworld Dreams as a kill which makes me like Ob. Cannot see him making the cut to Legacy but might be fun to try and brew a BU control deck in Modern.

    Looks like I was clearly wrong about Man-lands being in the set! I look forward to seeing the rest. Hexproof land is nice but seems too slow for tempo decks and other decks such as landstill are not really in vogue and lands no longer use Nantuko Monastery either...
    They will all have a good home in modern and hopefully one or two will be useful in Legacy. My hope is for the BG and UR lands.
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by iamajellydonut View Post
    I think Sunburst was specific to counters, but basically.

    Also, spending 1UBRG or whatever to cast this and fetch a Scapeshift or something doesn't seem too unreasonable. I'd definitely be willing to speculate on a few sets of it.

    Edit:

    X*Mana-Dorks
    X*Fish
    4*Bring to Light
    4*Natural Order/Scapeshift/Some other 4cc GG spell(s)?
    Rituals, Beck/Call, new tutor for Empty the Warrens, draw 10-12 cards. Even just ritualling into etw seems ok in modern (only format for janky shit like this, I don't think it will be legacy playable.) I like that it casts the card but in legacy the only 4 color deck is burg delver, and I think we can safely say it will never be used in that deck.

    Edit: fingers crossed for a good bg manland that will be playable in loam pox...
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  10. #410
    bruizar
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    Re: [BFZ]Battle for Zendikar spoilers thread

    That art director needs to get fired


    Temple garden:



    This is literally a 1 hour work tops. If you don't believe me:


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    Re: [BFZ]Battle for Zendikar spoilers thread

    I'm glad I'm not the only one who hates it. Not only does it suffer from the same problem as the Hallowed Fountain (looking nothing like the place the name describes), but it also looks like shit.

    I can neither see a temple, nor a garden. It's a mountain with some green shit slapped on it, some hedrons floating around because "HURR, ZENDIKAR" and the plains part is represented by some random beam of lights.

    Just compare it with this:


  12. #412
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Barook View Post

    I can neither see a temple, nor a garden.
    I don't even... Like, the art director had a chance to revamp the theme of Rav shocks from being inside city structures. Both Fountains are in the middle of a city. And then they come out with the Zendikar one that is a rock floating with waterfall. I get that they wanted a natural landscape look, which is what most of us expected in a Zendikar themed set. But, they did not even show the water pool up to form a natural fountain. There are tons of places on earth where they could have drawn inspiration from and then made them float. This is instead just rushed, stupid and lazy design.

    Same thing with the Temple Gardens. Huge gardens inside of a structure with a temple in the center. Par for Rav themes. Come Zendikar it is now just a mountain with lush foliage. IDK, maybe I was just assuming it would be different. Something along the lines of hedrons(cos Zendikar) around a garden similar to Stonehenge in appearance, except it would be floating(obviously).

    Am not excited for the other shocks, at this point none of them are going to resemble anything remotely what their name implies.

    Edit: Just looked at visual spoiler. Godless Shrine is rekt. Steam Vents is sorta kinda close to its name. 1 for 4 so far, wotc!
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  13. #413
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by maharis View Post
    Hypergenesis: this seems promising, deck already has spirit guides, cantrips seem good for setting up an instant win too like xenagos/emrakul
    .
    I was thinking along this route - . . . the card is essentially a 3UG show and tell if you run hypergenesis. . . We just need to figure out if its better than just running Eureka. . . Pros: it can pitch to force and it can search for removal/hate cards. Cons: it costs 1 more and it requires 1-2 dead spots in the deck.

    As for restore balance. . . maybe it be used in a balancing-tings type decks. . . 4 Balancing Act, 4 This card, 2 Restore Balance, and invasion sac lands? Turn 3 accle into this, float mana, cast creature?

  14. #414

    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by maharis View Post
    ...
    Ancestral Vision: probably not, tidings exists
    Hypergenesis: this seems promising, deck already has spirit guides, cantrips seem good for setting up an instant win too like xenagos/emrakul
    Living End: doesn't need cantrips as much as cycles, too fringe anyway in legacy
    restore balance: getting to 5 implies you're saccing lands, but balance is a breakable effect
    Wheel of Fate: intriguing, draw 7 is better than draw 3, but opponent gets it too, but also good with notion thief in a bug shell or perhaps in a storm deck instead of ad nauseum, of course rituals are off color so...

    I'm not sure if it's good, but it has potential. Gotta look for other breakable effects that need the assist.
    The thing is that Reforge the Soul is probably better than Bring to Light -> Wheel of Fate. Similarly, Eureka or Show and tell cost 4 and 3, and Living Death costs 5 (not to mention inexpensive single target reanimation). So, for single card plans, that leaves Restore Balance as a card with potential from that list.

    That said, the 'tutoring' aspect of the card is pretty powerful. To really exploit the card probably calls for some kind of toolbox with contextual utility rather than a purely linear approach.

    Does the 'number of colors of mana' get copied by things like Pyromancer Ascension?

    P.S. Neither Beck//Call nor Necrologia will work in the desired way: Fuse is only allowed from the hand, and the timing restriction on necrologia is still in effect.

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    Re: [BFZ]Battle for Zendikar spoilers thread

    I think the only way that Bring to Light will ever see any interaction with the 0cc Suspend spells is if Bring to Light itself is free. For example, if Bring to Light is somehow revealed by Epic Experiment.
    Quote Originally Posted by sdematt View Post
    tits.

  16. #416
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    Re: [BFZ]Battle for Zendikar spoilers thread



    EDH card seems fine in EDH...

    Too bad it doesn't work with Goblin Grenade for Modern Goblins.

  17. #417
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    Re: [BFZ]Battle for Zendikar spoilers thread

    Fetch - Sac - Land - Mana Dork
    Fetch - Sac - Land - Accel - Zada
    Fetch - Sac - Land - Haste creature - Become Immese


  18. #418

    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by bruizar View Post
    That art director needs to get fired
    I feel like calling that person an art director is wrong. Photoshop file organizer? Magic 'art' has reached all time joke levels, to the point why I'm not sure why they even bother crediting 'artists'. They should just farm it out to a couple of video game art houses, or India. Makes me want to play old school. Jung Park even joked at GP Vegas about how he was turning down any Magic work that wasn't lands because they were so easy, just copy from an existing land, change a few things, and poof new CGI Orgy Landscape.gif.

  19. #419

    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Cire View Post
    Fetch - Sac - Land - Mana Dork
    Fetch - Sac - Land - Accel - Zada
    Fetch - Sac - Land - Haste creature - Become Immese

    Okay, that's hilarious. Other brilliant cards include things that draw a card, and things that make tokens.

    I hear there's a deck that does these things...

  20. #420

    Re: [BFZ]Battle for Zendikar spoilers thread

    Quote Originally Posted by Ace/Homebrew View Post

    EDH card seems fine in EDH...

    Too bad it doesn't work with Goblin Grenade for Modern Goblins.
    So...basically Ink-Treader Nephilim? Which makes for a fun EDH Commander if your playgroup allows for it.

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