Wednesday, September 21, 2011

Innistrad Spoilers Part 5: Green

Final color segment of the block as per usual it's all about green and it's weaving ways of how big creatures are made, so let's take a look at what wizards ended up giving us for green for this fall set shall we?

#169) Ambush Viper - 1 and a green for a 2/1 flash and deathtouch creature, really, this should be interesting personally and may be good, as a common anyways.


#170) Avacyn's Pilgrim - 1 green for a Llanowar Elves that generates 1 white mana instead of green, sounds human enough to me personally, plus it's a 1/1 common, so it's to be expected in this kind of set, mana fixers abound.

#171) Boneyard Wurm - So a 2 drop that costs 1 and a green mana and it's power and toughness are based off the number of creature cards in the graveyard, really interesting here, it's a uncommon so expect to see like 2 or 3 of them a booster box at least.

#172) Bramblecrush - 2 and 2 green for a sorcery speed destruction spell, in green, sorry even as a common that's too much for me to handle in terms of stupid cards.


#173) Caravan Vigil - Wait 1 green mana to fetch a basic land, it has a morbid ability where if something died this turn, you get to put this onto the battlefield i'd much rather have Rampant Growth in green thank you, even if it is a common


#174) Creeping Renaissance - 3 and 2 green for a sorcery speed spell that basically brings back all of one type of card, i guess this is the life counterpart to Creeping Corrosion i suppose who knows, it's a rare too, much like it's counterpart this should be interesting.


#175) Darkthicket Wolf - 1 and a green for a 2/2 that you can turn into a 4/4 for 3 mana, no thank you.

#176a) Daybreak Ranger - A dude that costs 2 and a green mana to summon is a 2/2 and a rare at that, has a tap ability that deals 2 damage to target creature with flying and it's clause for transformation is if no spells were played during the last turn, transform this into it's nighttime form.

#176b) Nightfall Predator - So 3/3 with a new terminology where it "Fights" with specific creatures for a off color of 1 red mana, which deals damage equal to it's power to the other, great way for outside combat to work, this has a transformation clause where if 2 or more spells were played during a turn at the beginning of each upkeep change this back into Daybreak Ranger


#177) Elder of Laurels - 2/3 with a cost of 2 and a green, is a rare and it has a ability where it gives target creature +X/+X until end of turn where X is the number of creatures you control, surprisingly this is a miniature version of Immaculate Magistrate from Lorwyn really interesting to be honest.


#178) Essence of the Wild - First mythic rare for green in this set, it is a 6/6 that costs 3 and 3 green to play, it has the ability creatures you control enter the battlefield as a copy of Essence of the Wild, so basically this turns everything into 6/6's for the time this is on the field impressive.


#179) Festerhide Boar - If anything the commons are getting better, a 3/3 with morbid which gets +2/+2 if a creature died this turn, it has trample which is good, it costs 3 and 2 green to play and is common. Bloody hell this set is getting better in green at least.


#180) Full Moon's Rise - If anything werewolves have a enchantment now as well, this gives them +1/+0 and trample, it has sacrifice this enchantment and regenerate all werewolves you control, so dodging wrath effects is cool, costs 1 and a green and is uncommon, yeah i'm liking this a little here.


#181a) Garruk Relentless - I wasn't too sure how they were going to do a double sided walker, but here's the day abilites 0) Garruk Relentless deals 3 damage to target creature, it deals damage equal to it's power to garruk 0) Put a 2/2 green wolf creature token onto the battlefield. His transform clause requires him to have 2 or fewer counters so basically 1 or 2 counters, not impressive to be honest and could have been done a little better like give him 4 loyalty instead of 3, yes he starts at 3 loyalty.


#181b) Garruk, the Veil-Cursed - A black green hybrid walker with the abilites, +1) Put a 1/1 black wolf token with deathtouch onto the battlefield, -1) sacrifice a creature, if you do search your library for a creature card, reveal it and put it into your hand, then shuffle. -3) Creatures you control get trample and +X/+X where X is the number of cards in your graveyard, did i mention this was relentless's nighttime form.


#182a) Gatstaf Shepherd - So 2 mana for a 2/2 that is a uncommon, has a transformation clause if no spells were played last turn, transform this into it's nighttime form of the next card i'm gonna talk about.

#182b) Gatstaf Howler - 3/3 Intimidate with a transformation clause where if 2 or more spells were played last turn, turn this back into the shepherd which always triggers at the beginning of each upkeep.

#183) Gnaw to the Bone - Another 3 drop life gain spell next.


#184) Grave Bramble - 1 and 2 green defender, protection from zombies and is a 3/4 common i like.


#185a) Grizzled Outcasts - Vanilla creature that's a human and 4/4, only ability is the transform clause.


#185b) Krallenhorde Wantons - Vanilla 7/7 next.


#186) Gutter Grime - 5 drop rare enchantment that drops ooze tokens when a creature dies, it's power and toughness are equal to the number of counters on it.


#187) Hamlet Captain - 2/2 2 drop that gives other humans +1/+1 when it attacks or blocks, impressive as a uncommon.

#188) Hollowhenge Scavenger - 5 mana for a 4/5 that has a enter the battlefield ability where if a creature died this turn, you gain 5 life, which is a new ability called "Morbid" which i talked about in my mechanics article for this set, it's also a uncommon so this is pretty good.

#189) Kessig Cagebreakers - 5 drop 3/4 that puts 2/2 wolves onto the battlefield equal to the number of creature cards in your graveyard, tapped and attacking oh wow, game ender card right here.


#190) Kindercatch - 6/6 vanilla 6 drop next


#191) Lumberknot -  1/1 whenever something dies it gets a +1/+1 counter and costs way too much, next


#192) Make a Wish - 4 drop return spell that returns 2 cards, not bad if it cost 3 instead.

#193a) Mayor of Avabruck - 2 mana for a 1/1 that grants other humans +1/+1 and has a transformation clause where if no spells were cast last turn, which is checked at the beginning of each upkeep transform this into it's nighttime form, which is also a rare lord.

#193b) Howlpack Alpha - The nighttime form of the Mayor, which is a wolf lord which grants wolves +1/+1 and churns out 2/2 wolves at the beginning of each end step of yours, is a 3/3 and if 2 or more spells were played as checked at the beginning of each upkeep change this back into it's daytime form, did i mention this is the prerelease card as well.

#194) Moldgraf Monstrosity - 8/8 trample 7 drop that's a rare, when it dies return 2 cards at random from the grave to the battlefield, not bad.

#195) Moonmist - Instant speed spell that changes humans into werewolves, prevents all combat damage except the points dealt by wolves, costs 1 and a green mana and is a common, pretty good for a quick change

#196) Mulch - Lame reprint is lame, next.


#197) Naturalize -  Again lame reprint is lame, next.


#198) Orchard Spirit - 2/2 can't be blocked expect by creatures with flying or reach costs 2 and a green, decent common


#199) Parallel Lives - Token doubling enchantment, hell yes, costs 4 mana to play and is rare, i like


#200) Prey Upon - Makes creatures fight outside of combat lame.


#201) Ranger's Guide - Pump spell that gives +1/+1 and hexproof for 1 green mana, decent limited.


#202) Somberwald Spider - 5 drop 2/4 with morbid and reach, ok somewhat good and morbid gives it +2/+2 as well, decent but lame.


#203) Spider Spawning - Token generator card, next

#204) Spidery Grasp - 2 and a green mana net you a pump spell that grants a +2/+4 pump with reach until end of turn, at instant speed, a very interesting interrupt spell for those pesky fliers.

#205) Splinterfright - 3 drop rare that starts as a */* and it's power and toughness depend on the number of creatures in the graveyard, yours actually and you mill 2 cards at the beginning of your upkeep, decent but EDH worthy.


#206) Travel Preparations - 1 and a green mana net you this strange sorcery which grants a permanent +1/+1 counter on two creatures, strange and what's even stranger the flashback cost is not of the color, you gotta splash some white in order to play this card a second time, talk about forcing 2 colors for one card, seriously, i don't know what is worse using the main color to play this or a off color.


#207) Tree of Redemption - 0/13 mythic rare that basically exchanges life total for you with it's toughness so low on life, no problem activate it's ability, back to 13 good stall tactic.


#208a) Ulvenwald Mystics - 4 drop vanilla human that has a standard transform clause and is a 3/3


#208b) Ulvenwald Primordials - 5/5 with regenerate by paying 1 green mana, next.


#209a) Villagers of Estwald - 2/3 vanilla 3 drop with transform


#209b) Howlpack of Estwald - 4/6 Vanilla nighttime dude, nope next.


#210) Woodland Sleuth - 2/3 with a morbid ability to return something, 4 drop sorry mana cost is like Gravedigger


#211) Wreath of Geists - 1 green mana is all it takes to play this enchantment aura and it's kinda different then one would expect, it gives +X/+X where X is the number of creature cards in the graveyard, it's uncommon as well which means a whole lot of potential when it comes down to green's side of things, but who's to say we might end up getting a better enchantment this year.

Well that's about it for the colors of this set, besides the multicolors, stay tuned for those i would think.

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