Tuesday, September 20, 2011

Innistrad Spoilers Part 4: Red

Welcome to part 4 of the innistrad spoilers where we take a look at the red cards in Innistrad, speculation aside this seems like it's gonna be a color to watch out for since we have two nasty tribe themes in this particular color, let's begin

#127) Ancient Grudge - Another reprint in a artifact heavy format right now, 1 and a red for a Shatter with a flashback cost of 1 green mana, thank god it's still common too.


#128) Ashmouth Hound - 2/1 1 and a red drop that's a common and whenever it blocks or is blocked it deals 1 damage to that creature, interesting but not a really good common


#129) Balefire Dragon - First red mythic of the set, interesting that it costs 7 mana to play, is a 6/6 flyer that basically when it deals combat damage to a player, it deals that much damage to each creature the player whom was dealt combat damage controls, very EDH worthy personally.


#130) Blasphemous Act - 8 and a red mana to cast this spell, but it reduces it's casting cost by 1 colorless for each creature on the battlefield, it's a rare sorcery that also deals 13 damage to each creature, basically a mass removal spell in rare form, sorry not my type.


#131) Bloodcrazed Neonate - 2/1 for a mere 2 mana it's a common that attacks each turn if able, when it deals combat damage to a player put a +1/+1 counter on it, really impressive stuff here wizards, now since we have bloodthirst back for another year, i think this might work wonders in this set.


#132) Brimstone Volley - 2 and a red for a instant speed common with morbid, it deals 3 damage normally but with morbid it deals 5 damage to target creature or player, hmm sounds like fodder to me.

#133) Burning Vengeance - 2 and a red for a enchantment that requires usage of the graveyard, if Innistrad allowed for more of this kind of stuff i'd be ecstatic right now but spells from the yard allow you to deal 2 damage to a creature or player with this on the field.


#134) Charmbreaker Devils - Finally a rare that doesn't have EDH usage, allows for a 5 drop 4 and a red dude to basically recur stuff from the graveyard, only instants or sorceries, but it gains +4/+0 every time you cast a sorcery or instant, did i mention it's a 4/4


#135) Crossway Vampire - 3 drop 3/2 that prevents blocking, sorry.

#136) Curse of Stalked Prey - A pump spell ability for 1 and a red mana, is a rare like it's black counterpart, it enchants target player and gives +1/+1 each time damage is successfully dealt to target player for each creature that deals successful direct damage, not bad for a curse.

#137) Curse of the Nightly Haunt - Forcing creatures to attack each turn with this curse, not fun, next


#138) Curse of the Pierced Heart - Pinging for 1 point of damage with a 2 cmc curse, nope not for me.


#139) Desperate Ravings - 1 and a red for a draw 2 cards, discard a card at random, with flashback to boot, this is pretty decent, however it's flashback cost is kinda lame at 2 and a blue.

#140) Devil's Play - A sorcery that X in it's mana cost but it's CMC will be listed as 1 due to the X in it's cost, it's a sorcery that deals damage equal to X to target player or creature, has a flashback cost of X and 3 red mana as well to be used again and is the Buy a Box Promo for this year's fall set apparently.

#141) Falkenrath Marauders - 2/2 haste, 3 and 2 red to cast, whenever it deals combat damage put 2 +1/+1 counters on it, not bad, if you were not so damn overcosted at 5 cmc.


#142) Feral Ridgewolf - 2 and a red for a 1/2 that has trample and a mana ability of 1 and a red to give itself +2/+0 until end of turn, good finisher material, that is it.


#143) Furor of the Bitten - Any aura that costs 1, but gives pumps is nice, however i must admit the attacks each turn if able clause sucks, next.


#144) Geistflame - 1 red mana to ping for 1 point of damage, it's flashback cost makes it lame however.


#145a) Hanweir Watchkeep - Defender 1/5 for 4 mana, nope, this one kinda sucks, has the same condition as other wolves though, no spells, transform this into it's night time form.


#145b) Bane of Hanweir - 5/5 and you have to attack each turn with this, if it had trample it would be worth it.


#146) Harvest Pyre - 1 and a red to exile X cards from your graveyard and it deals X damage where X is the number of cards exiled this way, not bad, but Red Sun's Zenith is better.


#147) Heretic's Punishment - 4 and a red for a enchantment that mills 3, dealing damage to that player with the highest CMC of those three cards, not bad but it's kinda lame since you gotta pay 4 mana to do that each time.


#148) Infernal Plunge - New ramp spell is awesome, this will so power Big red, 1 red and you sacrifice a creature, you get 3 red mana in your pool at instant speed, i can't wait to see how this is used.

#149a) Instigator Gang - 2/3 for a daytime card, all attacking creatures get +1/+0, has the same if no spells were cast clause this card transforms into it's nightime form, did i mention it costs 4 mana to play.

#149b) Wildblood Pack - All attacking creatures while this is out get +3/+0 is a 5/5 and it's transform clause is if 2 or more spells were played, transform this back into it's daytime form. this combo card is also a rare.

#150) Into the Maw of Hell - Another land destruction spell for 6 mana, it deals 13 damage to a creature as well since it's a 2/1 for 1, interesting uncommon personally, i'd like to see more stuff like this.

#151) Kessig Wolf - 1 and a red for a mana ability, 2 and a red for it's casting cost and a 3/1 lame next.

#152a) Kruin Outlaw - So a first striker for a 2/2 and it has the same old werewolf clause of no spells were cast transform it into it's nighttime form, it's a rare for 3 mana

#152b) Terror of Kruin Pass - 3/3 for a nighttime card, double strike for this and of course the transform clause of it  2 spells were cast during a turn, transform it back to it's daytime form, also it prevents werewolves from being blocked by a single creature, making wolves pretty interesting.

#153) Night Revelers - 4/4 that is depending on a human for 5 cmc nope next.


#154) Nightbird's Clutches - 1 and a red for a lame non block spell, sorry.

#155) Past in Flames - This is mythic, sorry if it was a enchantment it would be good, but as a sorcery that grants flashback to cards, i don't see this being used


#156) Pitchburn Devils - 4 and a red 3/3 when it dies you get a Lightning Bolt sorry.


#157) Rage Thrower - 4/2 6 drop, again i'm not impressed either.


#158) Rakish Heir - 2 and a red for a 2/2 that when a vampire deals combat damage to a player put a +1/+1 counter on it, not good, not bad.


#159a) Reckless Waif - Vanilla 1/1 that has a lame transform clause, no abilites


#159b) Merciless Predator - Daytime form but worse, it has no abilites but it's a 3/2


#160) Riot Devils - Vanilla 3/2 next.


#161) Rolling Temblor - 2 and a red to deal 2 damage to each creature with flying, sorry, with a flashback cost of 4 and 2 red.


#162) Scourge of Geir Reach - 3/3 that costs 4 mana, it gets +1/+1 for each creature your opponents control, great uncommon in limited.

#163) Skirsdag Cultist - A 2/2 for a mere 4 mana 2 colorless and 2 red mana gives us a 2/2 that deals 2 damage to target creature or player, really that is weird and such, it's a uncommon so i'd expect it to be kinda sluggish when it comes to it's abilites and it looks like i was right when i'd expected it to be a tad lackluster, oh well.

#164) Stromkirk Noble - 1 red mana for a 1/1 that basically gets bigger each time it deals combat damage, cannot be blocked by humans and the fact it is a rare means it's good, almost as good as Goblin Guide personally.

#165a) Tormented Pariah - Vanilla 3/2 lame next


#165b) Rampaging Werewolf - Vanilla 6/4 come on wizards next.


#166) Traitorous Blood - 1 and 2 red for a instant that gives haste and trample, while gaining control of another creature and putting them on that creature, wish it had flashback though


#167) Vampiric Fury - Vampires getting +2/+0 and first strike with this 2 and a red spell, not good, vampires have a lot better choices personally.

#168a) Village Ironsmith - So a red werewolf that depends on if no spells were cast last turn, is a 1/1 with first strike, costs 1 and a red mana to summon, is a common believe it or not, it's transformation clause is a lot similar to green's clause.

#168b) Ironfang - Nighttime form of the Ironsmith, it's a 3/1 with first strike, if 2 or more spells were cast by any one player last turn, change this back into Village Ironsmith, believe me i am not excited about this double card but it seems ok to me.

Anyhoo that's it for spoilers for red, tommorow begins green and of course the remainder of the stuff, this is vergil signing off.

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