Friday, September 24, 2010

Scars of Mirrodin Spoilers Part 7 [Artifacts]

Alright this is part 7 of the spoilers from me, this will conclude the overall set with the artifacts, as well as some reprints, new artifacts and of course legendary things, so let's go.

#136) Accorder's Shield - A artifact that pumps how original really, well it gives vigilance as well, not too bad, but a tad slow in this format i feel.

#137) Argentum Armor - Wow another bomb rare equipment, for 6 this drops and it costs 6 to equip seriously, this is beast if you get it on a good infect creature since infect deals poison counters equal to the number of it's power, i like this now.

#138) Auriok Replica - A prevention of damage with it's sacrifice effect could be useful for alpha striking and such with no threats, beats using it as a chump blocker but as a 2/2 body it's a decent blocker all the same

#139) Barbed Battlegear - Another equipment that doesn't have any good usage in this set, not too good

#140) Bladed Pinions - Finally a decent equipment, first strike and flying when a creature is equipped with this, sign me up, plus it's a turn 2 or 3 possibility for a common.

#141) Chimeric Mass - As expected this is the first thing to pop up, as it's ability is so amazingly busted with some combos in the earlier sets and stuff, perhaps this in conjunction with some other things, who knows anymore, this seems like a good start with wizards fall set for artifacts anyways, we will have to wait and see as always how this ends up turning out at the prerelease worldwide on the weekend of the 25-26th.

#142) Chrome Steed - Another metalcraft creature, but it's pump is slightly less overpowered for 4 though it's a decent common.

#143) Clone Shell - This my friends is the first ability with imprint actually and it doesn't seem that bad, for a mere 2/2 for 5 is something less desired however small it is, the imprint ability as i explained in the scars of mirrodin part 2 discussion which you should find a few articles back as of this writing, explains the ability in a more detailed manner, nonetheless solid card for a artifact and expect to see this somewhere in drafts.

#144) Contagion Clasp - This was the second of the 2 previews of scars of mirrodin thanks to those duel decks elspeth vs tezzert, this one features proliferate and was the first spoiler to have this brand new ability, for a 2 drop it doesn't seem that bad, standalone with something else and it is broken, for it's ability is pretty well balanced in terms of power, adding a counter to everything you want to add a counter to, poison, walker counters, etc, very respectable ability.

#145) Contagion Engine - Another proliferate card, but this time it's a dual proliferate, wow so, this and voltaic key means this card is broken, yep, for a uncommon too it's a decent artifact with potential i feel that will effect standard for at least a year if a artifact deck is ever constructed by me or someone else, good card choice wizards personally prolifeation to the extreme.

#146) Copper Myr - Reprint, nothing needs to said about this since it's known to be a good decent common for mirrodin standards and drafting yeah looks nice to see the first other non colour reprint personally.

#147) Corpse Cur - Something that returns infect creatures, now we are talking, this seems like a piece of a key engine in this set and it also has infect nice.

#148) Culling Dais - Not a good artifact since you gotta sacrifice creatures to even use it's charge counter upper ability, and then to sacrifice it to draw cards equal to the number of counters on it, next!

#149) Darksteel Axe - First actual none mythic equipment for this set goddamn this looks like fun with a few other cards from this set and personally i hope it gets to be a nice equipment again, i loved my equipment deck from back in the day and it's good to see it's return.

#150) Darksteel Juggernaut - A rare for darksteel, how original and it attacks each turn and has a master of etherium effect, seriously good for artifact decks which is gonna be common for a while.

#151) Darksteel Myr - Chump blocker is a chump blocker, nothing more but being invincible is ok if you want a 3 drop for a 0/1 but avoid this one worst card of the set thus far.

#152) Darksteel Sentinel - The second darksteel card printed and wow it has flash, vigilance and is indestrucible like all other darksteel cards, as a uncommon for 6 mana and at 3/3 i understand why these kinda cards are imbalanced when it comes to being printed, with this set at least.

#153) Echo Circlet - Double block is always nice i feel, in this set it's gonna be a must have somehow me thinks, good overall solid common too

#154) Etched Champion - Alright this perhaps seems like a ok printing, at the rare level it seems like most of the time wizards ends up making cards no one really wants, this is one of those cards, i mean it does have metalcraft giving it protection from all colors but that's it really for 3 and a 2/2 it's not that desirable

#155) Flight Spellbomb - Decent for a artifact that gives off flying if you sacrifice it and paying a single blue mana allows to draw a card, it's a decent artifact, again decent but not the best expect this in limited and sealed.

#156) Glint Hawk Idol - Something that makes itself into a solid 2/2 creature for 2 mana is very solid indeed when artifacts or a white mana is paid for the cost, good job.

#157) Gold Myr - Another reprint, all that i will say about it.

#158) Golden Urn - Another charge counter card, nothing to really say here.

#159) Golem Artisan - Something that helps other artifacts for paying it's cost decent but the cost should have been lowered to compensate for certain things.

#160) Golem Foundry - Charge counter card that throws out golem tokens, but for a hefty fee, with proliferate this shouldn't be a problem at all though.

#161) Golem's Heart - Another uncommon that is similar to Wurm's Tooth, Dragon's Claw etc for the exact same cost, i was hoping there was a card like this in the set, meaning a collector would have fun getting all of these together, hopefully there is no more made of these though personally.

#162) Grafted Exoskeleton - Another goddamn pump equipment that gives off infect, what wait infect but there is always a downside to this sorta thing, because whenever a creature gets unequipped with this you gotta destroy it, ah the ways of phryexia at work folks.

#163) Grindclock - A decent rare that sets itself to go off on a 3 or 4 turn clock as long as you got the mana base and such for it, with voltaic key, i'd like to see a combo deck based around this sometime but likely that isn't gonna happen, decent for what i like anyways

#164) Heavy Arbalest - Another equip for a decent cost, deals damage when it taps too but it's first ability and it's equip cost is a tad of a turn off.

#165) Horizon Spellbomb - Wow is all i gotta say turn 3 setting this thing off to add extra lands and grab extra cards is always nice, love this one personally as it's a game changer if played properly.

#166) Ichorclaw Myr - As the ghost from starcraft 2 would say "You called down the thunder, now deal with it" this is thunder at it's finest for me a infect that pumps itself upon being blocked, for 2, for 2 mana wizards, gimme four copies for a infect deck please.

#167) Infiltration Lens - Something that lets you draw cards, oh wizards you tempt me so much for being a blue player, why does it turn out so good.

#168) Iron Myr - Reprint no 3 of the myr cycle, nuff said.

#169) Kuldotha Forgemaster - First actual rare on this list for a change, for artifacts anyways, it's a decent creature to fetch Darksteel Colossus and the like, but other then that, it's not really a good rare in terms of P/T Or CMC or it's ability for that matter, this one is a pass i feel for most days and can stay in the dollar rare bin.

#170) Leaden Myr - Another goddamn reprinted myr, next.

#171) Liquimetal Coating - Turning things into artifacts is great with some other cards from this set, though i wish it was a all game thing then it would make this a desired card, for 2 mana though it's a decent artifact at the uncommon level that can be said at least.

#172) Livewire Lash - Ouch this sounds really interesting for a card, who doesn't love payback by dealing 2 damage to target creature/player when this is equipped to a creature that has been damaged, i love this, expect this to be a infect key card.

#173) Lux Cannon - Last mythic rare and it's a doozy of a mythic at that, can you say proliferate beast here folks.

#174) Memnite - Wow a 1/1 for 0 turn 1 first drop and no one is the wiser, perhaps the best 0 drop we have seen in the past 3 or 4 years with standard potential out the wazoo, great for the new ability metalcraft for colour creatures and such, it's a uncommon too folks.

#175) Mimic Vat - Something that generates copies of the card it imprints, and it's a rare too, wow, something no words could describe here.

#176) Mindslaver - God wizards why did you have to reprint this bad boy, it could have stayed right where it was, i hated this card when i played mirrodin, i really did and now you bring it back for old times sake, seriously, as a mythic i'm not gonna bother with it unless i draft it, but then again that is highly unlikely.

#177) Molten-Tail Masticore - A mythic rare for it's ability, seriously good artifact as well for a 4/4 with three seperate abilites the only thing i don't like is you gotta discard to keep him on the field, otherwise he'd be perfect honestly, but who am i to say, this seems like a decent mythic and i hope to see at least one more mythic rare printed for this artifact set personally.

#178) Moriok Replica - A sign in blood basically for it's effect, seems ok for a 2/2 body as well as well as the fact it is a cheap summon for a common too i might add

#179) Mox Opal - You must be shitting me a mox in this set, with metalcraft on it to balance it, your too kind wizards, collection here it comes.

#180) Myr Battlesphere - Oh goodness myr are back in force this time, even when this comes out onto the battlefield, there are 4 1/1 colorless artifact myr tokens placed onto the field, geez and it's secondary ability dear god, you can go off the next turn after this is summoned it's broken for a rare, myr decks are back thanks to this and a few other cards.

#181) Myr Galavanizer - You can officially call this a lord, blue and white artifacts here i come, although this is part of a infinte combo, still busted ass as ever personally as a uncommon too dear god.

#182) Myr Propagator - Another damn myr seriously this is gonna be invasion of the myrs at this rate, though it's a solid 1/1 body for 3 mana, i still think it could use a improvement and to put it as a rare is just pushing it, give it uncommon status for it's effect since it's decent but that is only saying so much

#183) Myr Reservoir - Another myr based artifact that produces mana, this seems like another card i want, but who knows with the current game state and all i just can't say personally.

#184) Necrogen Censer - Another damned charge counter artifact but a good one, proliferate and untapping love this card i feel, expect this a lot for a common to pass by your table come drafting.

#185) Necropede - A 1/1 for 2 with infect, another infect creature, this i imagine will be early and often in most games since infect is a more common theme then you would believe, i think this may end up going well after all.

#186) Neurok Replica - Another replica, but with a twist it returns creatures this time instead of the prior effect, which is nice really, but it costs blue mana to use it's effect.

#187) Nihil Spellbomb - Can i just call it, best spellbomb ever, i mean exiling a entire graveyard full of crap, potential out the wazoo and all that, wow much.

#188) Nim Deathmantle - Yet another rare equip, who knows we might see another busted rare with this one, but it's effects will be so easy to counter since it's a artifact based set, oh well, nice try wizards.

#189) Origin Spellbomb - Another common artifact in which no one will play except in causal and perhaps even draft, this is so passable if you get it, collectors may want it though who knows.

#190) Palladium Myr - Well well well, a 3 costing myr for a 2/2 that produces 2 colourless mana per time it is tapped, can you say infinte combo breaker here, at the common level it's a damn decent myr, worth a draft pick, but not much else.

#191) Panic Spellbomb - Hmm another decent spellbomb, good overall effect for red really and it gives a extra card providing a red mana is paid, decent.

#192) Perilous Myr - Another myr that sounds like fun to play, potential is insane here folks.

#193) Platinum Emperion - Think of this as platinum angel no 2, with the ability to prevent life loss, seriously this is so broken for a 8/8 for 8 mana overall, at the mythic rare level it's not very easy to get out, but it's possible that is for sure.

#194) Precursor Golem - Did they seriously reprint this card, i mean for what it does you'd think this was a nice rare, putting out tokens but nope it's second effect makes a dollar rare as it forces removal to target all golems in play espically a single removal like doom blade, but for a 5 mana monster it's acceptable as long as there is no removal present.

#195) Prototype Portal - Well well well, we've got a breaker in the format for a rare these days, i did not expect this, putting copies of any artifact onto the field is just insane at the cost of the CMC of the artifact you exiled, seriously this is good, constantly massing Darksteel Colossus

#196) Ratchet Bomb - Oh my goodness another charge counter rare that basically screws over walkers, could this be the answer to superfriends, if so i want a playset of these artifacts, this is looking better each day.

#197) Razorfield Thresher - 6/4 and it costs 7 with no static abilites, pretty damn unbalanced i feel i mean there are a lot better 6/6's for 7 these days and all, as a common too it's avoidable.

#198) Rust Tick - Another artifact creature that is kinda underwhelming i feel but it's controllish which is something i love, but again this dies so easily to other things, espically removal.

#199) Rusted Relic - Metalcraft is more common for this i feel, this is a serious threat if it gets out onto the field provided of course control and such don't counter this one, but still metalcraft for a 5/5 artifact golem, it isn't that bad a beater personally at the uncommon level it seems like a different thing.

#200) Saberclaw Golem - Another artifact creature that is a decent body for 5, plus first strike is always nice me thinks.

#201) Semblance Anvil - Well well well something with imprint that works nicely, i like this as long as it remains on the field, as it reduces mana cost, i think i would like to wait and see how this is intergrated when it comes time for release.

#202) Silver Myr - Last function draft reprint here, for blue nonetheless my favorite colour too.

#203) Snapsail Glider - a 3 drop with metalcraft and it's metalcraft effect is it gives itself flying for a 2/2 it's decent but not that good really

#204) Soliton - A 5/4 beatstick that can untap itself for 5 mana to cast it, blue mana only required to untap it, seriously a good beatstick in this set.

#205) Steel Hellkite - Rare dragon that is a 5/5 beatstick for 6 mana is not that bad really it's got some functional abilites including it's second one, a wrath of god like effect for specific mana colours when those specific creatures block and receive combat damage by this, however it's a 1 dollar rare i feel and won't be very useful other then kitchen tables and EDH perhaps.

#206) Strata Scythe - Hmm a imprint that is decent, i mean exiling a land and it gives +1/+1 for each land with the same name under your control, seriously game changer right here folks.

#207) Strider Harness - Ok another equipment but this gives haste, not bad, less then desired but not bad.

#208) Sword of Body and Mind - The first official actual spoiler besides Memrocide which was spoiled courtesy of from the vault relics, which i'll talk about in a future article as always after about a month or two, as a mythic rare personally i don't agree with it's rarity and all, for a Mythic rare it's not bad at all though for a equipment, for tokens and milling meaning it's a green/blue equipment, who knows we may see more of these kinds of cycles.

#209) Sylvok Lifestaff - Pretty good casting cost is a little cheap and it gives off life for the creature when it dies that it is equipped to, pretty good.

.#210) Sylvok Replica - Qasali Pridemate in disguise for artifacts but targets artifacts as well, this is the first not so good artifact i've had to talk about, it's a definite pass for standard and other formats, including drafting, not good wizards your slipping.

#211) Throne of Geth - This is just a filler uncommon with proliferate to make it sound good, seriously it is not worth it personally and all, i expect better from wizards in the coming days.

#212) Tower of Calamities - Another artifact that has a huge cost for it's effect, at the rare level it's not looking very worthwhile, i'd rather this be at the uncommon level for what it does, period, though it was a nice attempt by wizards.

#213) Trigon of Corruption - First trigon of the set, seems ok but this cycle will probably not see standard play.


#214) Trigon of Infestation - Another charge counter card, but it puts tokens on the field seriously this is nice, constantly pulling out tokens for the time this is on the field and using this in conjunction with elspeth whom i've spoiled already, it's looking good even for a uncommon.

#215) Trigon of Mending - Hmm decent for a trigon, but again sorta slow for this kinda artifact like set.

#216) Trigon of Rage - Well there is a trigon cycle for this set it seems and boy does it get interesting, this is for the red color for this set and wow it's a decent pump when you pay the cost for it's abilites, as a uncommon too it's balanced for a artifact.

#217) Trigon of Thought - Another cycle perhaps, this one is somewhat ok, if you're looking for a cycle anyways, as a uncommon artifact it's somewhat slow too.

#218) Tumble Magnet - A uncommon charge counter artifact you say that is a controllish artifact well how dare you leave me outta the loop, control is my element and i love this to no extent of the law, beautiful absolutely beautiful.

#219) Vector Asp - Wow infect possibiltes here are nice, it's cheap decent P/T ratio and it's a overall good turn 1 play, should fit right in in drafting.

#220) Venser's Journal - Another spellbook but for more, but here's the kicker, upkeep gives you life with this on the field, oh you bastards at wizards making this more epic then it sounds, good on you.

#221) Vulshok Replica - Finally a replica that is useful for ending a game, i mean a 3/1 is bad enough but to do 3 damage when you sacrifice it, wow, this is just crazy.

#222) Wall of Tanglecord - I figured there was gonna be a wall in this set and it's a big one too 0/6 and it costs 2 mana with defender and it's got reach potential, dangerous wall is dangerous it looks like

#223) Wurmcoil Engine - EDH, Draft and Standard perhaps has found a reason to live again, this is a nasty 6/6 for 6 mana that pulls tokens outta it's ass when it dies, with deathtouch and lifelink, then it splits those abilites up into two seperate tokens, seriously this is awesome, Mythic rarity has just made my day, i want four of these.

Ok well that is all for this set of spoilers, thank you for reading and stay tuned for part 8 of the overall spoilers finale, thank you again.

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