Monday, September 6, 2010

Scars of Mirrodin Discussion Part 2

So this is the second of two parts of the discussion a bit after the first one, let's get started with a few confirmed things for this set, It is a heavy artifact based set, meaning a good 1/3 of the cards in this set are more then likely going to be artifacts in general, we've already seen quite a few of them and some of the abilites for this set so let's go over what we know about this shall we?


First thing first is the abilites, Metalcraft, Imprint [A returning mechanic from the original mirrodin], Infect and of course Proliferate, these being the four keywords of this set, let's explain some of these various mechanics for those whom are confused starting with Metalcraft. Metalcraft is a unique ability which is relient on three or more artifacts being on your side of the field before the ability of the creature or card with this triggers, one example is Mox Opal, this has metalcraft and is a legendary artifact with when three or more artifacts are on the field not including this, the ability in which to add 1 mana of any color to your mana pool is triggered and your allowed to use it, even though it's a 0 casting cost card. metalcraft is a balance type of effect in which makes overpowered cards more balanced and fair to play, some of them though will never see play or anything, so don't get me wrong it's not all that bad, but metalcraft could have been more well planned and such, reminds me of landfall from zendikar a year ago.


Imprint is another based ability in which makes a return to standard after almost 7 years of being off the block, a card with this ability when it comes into play puts a certain number of cards into the RFG zone aka the removed from game zone and when the card dies with this ability, they are returned into the order in which they removed. at least that's how i think they will work this time, if i am wrong please do correct me if you don't mind. However it is nice to see this ability brought back into it's prime state from the old mirrodin days, good choice wizards in bringing at least one ability back.


Yeah yeah i know time for infect, be patient ya bastards infect is two things combined into one according to what i've seen thus far, Poison and Wither which were from previous sets, this being the better combination, a creature with infect does the following, when it deals damage to a creature, it puts -1/-1 counters on the creature according to it's power, so if it is a 4/4 creature it gets -4/-4 and so on, bloody ingenious, then the controlled of the infected creature gets 4 poison counters since it goes by the power of the creature with infect or so i would believe, the bright side is, you only need 10 poison counters to lose a game, with this set it's seeming to be more possible to do that much quicker these days then anything as in time spiral all you basically had was slivers and nothing more to do poison counters, which sucked but oh well.


Proliferate is another fun new ability i think wizards saved for us in this set, since it's a counter based ability which provides another counter, so let's provide a example as always, say you got a walker say, Garruk Wildspeaker and you got a card with proliferate in play, say a creature with it such as Thrummingbird from the upcoming set, scars of mirrodin, it attacks you get to add another counter to garruk making him that much faster to go ultimate and all other counters get added on, including poison and -1/-1 counters in general, it's a whole field effect and not just one based if you so choose, i like it personally and all which is unlikely for me since this was the second of the four abilites announced with infect being the first and so forth. It's not without it's conditions though, permanents with this are still vulnerable to removal and the like so be warned, this is a fun yet dangerous ability if left unchecked.


Finally i want to go over some rumours that were spread on Salvation and the like concerning one elspeth tirel, it was speculated a long time ago that it was a hybrid colour card, meaning dual colour, wrong it's still a mono white walker and such,  but Venser is a dual colour walker for sure, he was speculated at a mono coloured cost, which was weird, however the prices for these walkers on other sites such as starcitygames and the like are insane, with both of them being over 40 dollars a pop, please guys don't constantly do this for all these new sets, it gets annoying for players like myself to even have a shot at any sort of pro tournament level play since the copies are all gone by the time most low level players get there.


Anyhoo enough ranting and all this is vergil signing off for another article, also next time it's on for the spoilers so stay tuned, ok folks, have a nice day.

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