Hello all and welcome back to Volume 6 of the monthly news, i'm vergil and it's time we wrap up may in style, Pro Tour Nagoya's Judges are gonna get a sweet card, FNM changes round the block and much more to discuss so let's get straight into it.
Pro Tour Nagoya is gonna get a bit of flavour for Judges as recently on MTGsalvation there's a promo for PT Nagoya judges in the form of Mana Crypt, wanna see the art, let's take a look at it shall we?
So as you can clearly see the wizards promo cards have been redesigned for some time now FNM wise and well today's no exception to this rule, the new and improved mana crypt which is going to be the Judge's promo for Pro Tour Nagoya or magic weekend Nagoya if you wanna call it that since a GP and a PT happen on the same weekend. This card however going for about 60 dollars at the moment in time is a gentle giant in the world of magic and perhaps may see a limited print run for these promos but i'm sure one or two will float on around EBay or something of that nature we will have to wait and see, onto a more serious piece of news, FNM changes.
Well Friday Night magic is gonna get a lot sexier with two new formats entering FNM's starting in July with Extended and Block Constructed formats hitting FNM's locally starting this summer, so this means as follows, FNM's not only can hold the usual assortment of Standard, Limited and even Two Headed Giant events, but now these two monster formats enter the battlefield as well, dear god help us all, but there are a few downsides to this little bit of news promos from FNM's can no longer be sold via shops but they can be distributed as door prizes at these events making them a nice piece of work, the link to the full news can be found here -> FNM Changes Article meanwhile today being the 30th of May begins Commander Previews starting with a already spoiled card but then again it could be a different piece of art since the one i showed earlier was a promotion card for the event, let's take a look at Edric, Spymaster of Trest which was spoiled via MTGCommander.net.
You are just asking for trouble with this dude out, he's a 2/2 a legendary creature, costs 1, a blue and a green mana is a rare, it has whenever a creature deals combat damage to one of your opponent's it's controller may draw a card, simple right, as i said before this itself replaces Momir Vig, Simic Visionary for sure and is perhaps the best general so far for the new commander cards, though i'm sure we will end up seeing a usual better commander, ahem Skullbriar, the Walking Grave for Green/Black but this is a decent enemy general for the format and is perhaps a worthwhile promo, expect me to show up at the promotion event on June 19th, that's all for today, so till next time magic fans, this is vergil saying Keep your legendary creatures untapped for now see ya next time.
Monday, May 30, 2011
Friday, May 27, 2011
Commander Update Part 1: New Promos
So the time has pretty much arrived when the new commander cards will slowly be spoiled and well promos are nice and but we have actual photos of the cards and what they do observe the viewing globe and take a look at Skullbriar, the Walking Grave
Nasty eh let's examine him he costs 1 black and 1 green mana to summon, has haste, gets +1/+1 counters when he deals combat damage to players, counters remain on him as it moves to any other zone but the library or hand and starts as a 1/1, nasty seriously nasty as a general, he's a zombie elemental so he fits right into either and or deck type, he's a bad ass when it comes down to it personally, as well as the fact i love black/green generals which cause massive damage and that most of the time, onto the next one in the form of Edric, Spymaster of Trest.
You have to be kidding me a elf rogue with 2/2 power and toughness, costs 1, a blue and a green to summon, whenever a creature deals combat damage to a opponent, that creature's controller gets to draw a card, as well as being a legendary creature, is this seriously better then Momir Vig, Simic Visionary. Hell yes it is, not only does it reward for combat tricks but itself is a creature that allows for massive card draw, no standard evergreen keywords on this dude but he don't need none to be effective during combat, onto the final general in the form of a nasty White/Black vampire known as Vish Kal, Blood Arbiter.
Oh my dear god, this thing is utterly so much fun, flying and lifelink, very cute wizards very cute, you sacrifice a creature and put X +1/+1 counters on this dude where X is the sacrificed creature's power, so this essentially means you can make this dude a 20/20 in the late game with recursion. Removing all those counters though gives another creature -1/-1 per counter removed this way, so this is the field clearing ability for that matter at a 5/5 balance of power and toughness seriously this is a 5/5 you're just asking for a bad boy vampire for sure, note it's only a rare and seems to me like this would end up being useful for a Black/White build around this dude since there are a lot of cards which do so.
That's about all she wrote for this one, till next time this is vergil signing off.
Nasty eh let's examine him he costs 1 black and 1 green mana to summon, has haste, gets +1/+1 counters when he deals combat damage to players, counters remain on him as it moves to any other zone but the library or hand and starts as a 1/1, nasty seriously nasty as a general, he's a zombie elemental so he fits right into either and or deck type, he's a bad ass when it comes down to it personally, as well as the fact i love black/green generals which cause massive damage and that most of the time, onto the next one in the form of Edric, Spymaster of Trest.
You have to be kidding me a elf rogue with 2/2 power and toughness, costs 1, a blue and a green to summon, whenever a creature deals combat damage to a opponent, that creature's controller gets to draw a card, as well as being a legendary creature, is this seriously better then Momir Vig, Simic Visionary. Hell yes it is, not only does it reward for combat tricks but itself is a creature that allows for massive card draw, no standard evergreen keywords on this dude but he don't need none to be effective during combat, onto the final general in the form of a nasty White/Black vampire known as Vish Kal, Blood Arbiter.
Oh my dear god, this thing is utterly so much fun, flying and lifelink, very cute wizards very cute, you sacrifice a creature and put X +1/+1 counters on this dude where X is the sacrificed creature's power, so this essentially means you can make this dude a 20/20 in the late game with recursion. Removing all those counters though gives another creature -1/-1 per counter removed this way, so this is the field clearing ability for that matter at a 5/5 balance of power and toughness seriously this is a 5/5 you're just asking for a bad boy vampire for sure, note it's only a rare and seems to me like this would end up being useful for a Black/White build around this dude since there are a lot of cards which do so.
That's about all she wrote for this one, till next time this is vergil signing off.
Wednesday, May 25, 2011
Magic 2012 Update Part 2: Why the Core Set Sometimes Sucks
Well you may remember last year's battle of Giant Growth vs Giant Spider why everything has to be a Giant i don't know but i do not care, since these were the last two cards ever reprinted in every core set to date it's only natural one of them get Axed for this new core set, be prepared for the results um because they are less then favourable and the winner is
Giant Spider, yes this is the only reprint remaining from the original core set, it's survived 14 reprint cycles and might be the last time we see this card in any form, since a possibility is this could get axed next year with the rise of Magic 2013 but let's look at it this way, core sets are supposed to be chockful of reprints as well as new cards, most of the time though each core set has a new flavour and feel to it, meaning that when and if the core set ever does decide to stray away from the normal things it does then that means wizards is doing something wrong. Giant Growth on the other hand got the Axe due to Mutagenic Growth being a better pump spell in standard right now and besides do we really need 2 pump spells hell no we don't so i am personally glad Growth is gone and the Spider has returned for possibly the last time in a core set.
Anyhoo that's about it today since news was slow and painful so till next time this is vergil signing off.
Giant Spider, yes this is the only reprint remaining from the original core set, it's survived 14 reprint cycles and might be the last time we see this card in any form, since a possibility is this could get axed next year with the rise of Magic 2013 but let's look at it this way, core sets are supposed to be chockful of reprints as well as new cards, most of the time though each core set has a new flavour and feel to it, meaning that when and if the core set ever does decide to stray away from the normal things it does then that means wizards is doing something wrong. Giant Growth on the other hand got the Axe due to Mutagenic Growth being a better pump spell in standard right now and besides do we really need 2 pump spells hell no we don't so i am personally glad Growth is gone and the Spider has returned for possibly the last time in a core set.
Anyhoo that's about it today since news was slow and painful so till next time this is vergil signing off.
Tuesday, May 24, 2011
Magic 2012 Update Part 1: Reprints Ahoy
Welcome one and all to another edition of the life, today's big deal is the fact that wizards of the coast seems to love reprinting old rares that no one played or either had little experience with and here is no exception to this rule perhaps the greatest dragon of all time though has been reprinted from the Shards of Alara block, who am i talking about, the one the only Flameblast Dragon, here for your viewing pleasure is the new version of said card let's take a look shall we?
Yes he's back in all his fiery glory, this is the new and improved flameblast dragon which will hit store shelves on the 15th of July and is perhaps one of the better reprints wizards has made to date, so for 6 mana you get a flying 5/5 with the ability whenever it attacks, you may pay x and one red mana, if you do flameblast dragon deals X damage to target creature or player. Note the second ability which was really useful for the Jund shard of Alara block and ended up being used in some sideboards of said type of deck when it first came out, this is sure to hit a 3.00 range and is a decent rare to be reprinted, another reprint however is from a entirely different block which was featured yesterday let's take a look at Archon of Justice
Now this particular reprint is from the Eventide set, or what is known as Lorwyn/Morningtide/Shadowmoor/Eventide block which was pretty damn good and presented a crap ton of good rares and such, as well as some powerful tribal variants, this is only one of two such Archons in game with the other being Archon of Redemption from the Worldwake set. His original wording though is a little different it says "Whenever Archon of Justice is put into a graveyard from the battlefield, exile target permanent:" here it says "Whenever Archon of Justice dies, exile target permanent" note they removed a lot of the wording and simplified into a form of "Dies" instead of the usual "Go to the graveyard from the battlefield" terminology we are so used to. Though his stats and cost have stayed the same, 4/4 flyer with 5 mana to summon it, you get a dude that is pretty beefy for a white creature and i believe this was Eventide's 6th best rare alongside a few i'd rather not mention but this is decent enough in my opinion of course.
That's all she wrote for this particular article since there hasn't been any other reprints besides Sorin Markov to talk about and we all know he's still busted as ever, so till next time this is vergil and i will see you round the web with another M12 update real soon.
Monday, May 23, 2011
Magic 2012 Buy a Box Promo and Keywords
So today was a huge deal for Magic 2012 since we got a few things outta today, the first being the Magic 2012 buy a box promotion card which is Chandra's Phoenix a really really interesting rare, let's take a look at this card shall we?
So it has Flying, Haste and whenever a opponent is dealt damage by a red instant or sorcery spell under your control, or a red walker you control you can return this to your hand from your graveyard, it's a 2/2 which is nice and solid for a 3 drop, it's coupled with the usual planeswalker cycle of cards we saw last year, which means this year this cycle of cards is continuing in this form, not bad, also this is the promo card to the first 20 who buy a box of this set, really solid personally.
Onto the mechanics of the set we have a returning mechanic a new mechanic, new term and some explanations on these things.
Bloodthirst - So this mechanic makes a return from the ravnica days and believe me it's a 2nd main phase mechanic for sure, this is the thing that taught players how to play cards in the second main phase rather then the first, so bloodthirst works a little like this [If a player was dealt combat damage this turn, the creature with this enters the battlefield with +1/+1 counters equal to the bloodthirst cost] So if it was bloodthirst 6 you'd get a creature with a +6/+6 pump off the bat, not bad huh, let's show off a card with it as a example
"Dies" - Replacing the old term of sent to the graveyard is fine and all since it's a core set, since it shortens the reading time of cards dramatically, this will only be featured on creatures as expected, let's take a look at one such example
This is Archon of Justice, it's a 5 CMC cost creature, it has flying it's a 4/4 and when it "Dies" it exiles a target permanent of your choice, pretty neat eh, don't worry i'll do the usual spoilers on this stuff.
Hexproof - So a new mechanic has risen, this one is known as Hexproof, it's a keyword that prevents this card from being targeted by your opponent but not you, there is a example card of this too, let's take a look at it.
This is Dungrove Elder a 3 cmc card with Hexproof. it's a rare obviously and it's power and toughness are equal to the number of forests you control, not bad eh, this means this cannot be the target of removal spells such as Doom Blade, Lightning Bolt or even Exiled via Path to Exile, this little keyword is gonna be featured on a few of these cards for the core set and i expect them to be decent at least, that's about it though since the final card has been revealed that was a planeswalker, Sorin Markov i don't need to talk about him at all i think, so till next time this is vergil signing off
So it has Flying, Haste and whenever a opponent is dealt damage by a red instant or sorcery spell under your control, or a red walker you control you can return this to your hand from your graveyard, it's a 2/2 which is nice and solid for a 3 drop, it's coupled with the usual planeswalker cycle of cards we saw last year, which means this year this cycle of cards is continuing in this form, not bad, also this is the promo card to the first 20 who buy a box of this set, really solid personally.
Onto the mechanics of the set we have a returning mechanic a new mechanic, new term and some explanations on these things.
Bloodthirst - So this mechanic makes a return from the ravnica days and believe me it's a 2nd main phase mechanic for sure, this is the thing that taught players how to play cards in the second main phase rather then the first, so bloodthirst works a little like this [If a player was dealt combat damage this turn, the creature with this enters the battlefield with +1/+1 counters equal to the bloodthirst cost] So if it was bloodthirst 6 you'd get a creature with a +6/+6 pump off the bat, not bad huh, let's show off a card with it as a example
"Dies" - Replacing the old term of sent to the graveyard is fine and all since it's a core set, since it shortens the reading time of cards dramatically, this will only be featured on creatures as expected, let's take a look at one such example
This is Archon of Justice, it's a 5 CMC cost creature, it has flying it's a 4/4 and when it "Dies" it exiles a target permanent of your choice, pretty neat eh, don't worry i'll do the usual spoilers on this stuff.
Hexproof - So a new mechanic has risen, this one is known as Hexproof, it's a keyword that prevents this card from being targeted by your opponent but not you, there is a example card of this too, let's take a look at it.
This is Dungrove Elder a 3 cmc card with Hexproof. it's a rare obviously and it's power and toughness are equal to the number of forests you control, not bad eh, this means this cannot be the target of removal spells such as Doom Blade, Lightning Bolt or even Exiled via Path to Exile, this little keyword is gonna be featured on a few of these cards for the core set and i expect them to be decent at least, that's about it though since the final card has been revealed that was a planeswalker, Sorin Markov i don't need to talk about him at all i think, so till next time this is vergil signing off
Saturday, May 21, 2011
Casual Deck Examination #5 Mono Black Life and Death
As affectionately as i am calling this deck it's a devestating multiplayer deck that deals direct damage and sits back and watches all the other opponents die off, let's begin with the basics first the list itself
Lands = 23
4 Piranha Marsh
19 Swamp
The reason for the Piranha marsh is the turn 1 play into a blood seeker is usually the most common thing this deck produces, usually someone always starts at 19 life when i play this card and lead into my creature base, let's look at that.
Creatures = 16
4 Howling Banshee
4 Infectious Horror
4 Blood Seeker
4 Pulse Tracker
Reasoning behind this is simple, each one of these has a direct life loss effect and can really effect the game in the long run, Infectious Horror is a surprise card i know but let's look at it this way, 4 drop for a 2/2 that when it attacks each opponent loses 2 life, great card personally and it's a underrated card which i will probably have to take a look at sometime in the future, Pulse Tracker and Howling Banshee are great Bloodchief Ascension triggers and provide the necessary 3 counters for the card, Blood seeker is a great mass creature deck dude as most decks end up playing about 20-24 creatures without tokens of course, mass tokens though being the most devestating deck this card can go against, multiples of this dude mean a opponent is dead if they play a lot of creatures, Spells wise this is where the deck shows off the awesomeness it has
Spells = 23
3 Consume Spirit
3 Bloodchief Ascension
4 Mindcrank
3 Corrupt
3 Tendrils of Corruption
4 Blood Tithe
3 Needlebite Trap
Consume Spirit itself is a kill card of choice as it basically says no on turn 4 with 2 damage to something activating the Ascension for the third and final time hopefully, Mindcrank is a necessity since the combo requires 4 of it and Mindcrank is a definte must buy card even at a dollar per copy it's still a worthwhile card for the deck since lifeloss and Mill are probably the most definte combo this deck has to offer, Blood Tithe, Trap and Corrupt are excellent ways to stay alive of someone else's expense in the deck and say no to the usual life gainer deck of Soul Warden's, Attendants and Priests all of which are a necessity for their deck of choice.
Overall this deck is really cheap to build and if your looking for a budget build which is a mutliplayer killer, look no further, since this deck is a nasty way to die, even on turn 4 or 5 with the Ascension/Mindcrank combo coming along in the deck, you are sure to have as much fun as i did when i built this deck, but i know it could use some finishers, probably some removal and such instead of the Tendrils, something along the lines of Doom Blade or Terror to do the trick, anyhoo that covers it for this edition stay tuned for the next edition of this where i take a look at the new soul sisters build i made exclusively for a casual feel, this is vergil signing off.
Lands = 23
4 Piranha Marsh
19 Swamp
The reason for the Piranha marsh is the turn 1 play into a blood seeker is usually the most common thing this deck produces, usually someone always starts at 19 life when i play this card and lead into my creature base, let's look at that.
Creatures = 16
4 Howling Banshee
4 Infectious Horror
4 Blood Seeker
4 Pulse Tracker
Reasoning behind this is simple, each one of these has a direct life loss effect and can really effect the game in the long run, Infectious Horror is a surprise card i know but let's look at it this way, 4 drop for a 2/2 that when it attacks each opponent loses 2 life, great card personally and it's a underrated card which i will probably have to take a look at sometime in the future, Pulse Tracker and Howling Banshee are great Bloodchief Ascension triggers and provide the necessary 3 counters for the card, Blood seeker is a great mass creature deck dude as most decks end up playing about 20-24 creatures without tokens of course, mass tokens though being the most devestating deck this card can go against, multiples of this dude mean a opponent is dead if they play a lot of creatures, Spells wise this is where the deck shows off the awesomeness it has
Spells = 23
3 Consume Spirit
3 Bloodchief Ascension
4 Mindcrank
3 Corrupt
3 Tendrils of Corruption
4 Blood Tithe
3 Needlebite Trap
Consume Spirit itself is a kill card of choice as it basically says no on turn 4 with 2 damage to something activating the Ascension for the third and final time hopefully, Mindcrank is a necessity since the combo requires 4 of it and Mindcrank is a definte must buy card even at a dollar per copy it's still a worthwhile card for the deck since lifeloss and Mill are probably the most definte combo this deck has to offer, Blood Tithe, Trap and Corrupt are excellent ways to stay alive of someone else's expense in the deck and say no to the usual life gainer deck of Soul Warden's, Attendants and Priests all of which are a necessity for their deck of choice.
Overall this deck is really cheap to build and if your looking for a budget build which is a mutliplayer killer, look no further, since this deck is a nasty way to die, even on turn 4 or 5 with the Ascension/Mindcrank combo coming along in the deck, you are sure to have as much fun as i did when i built this deck, but i know it could use some finishers, probably some removal and such instead of the Tendrils, something along the lines of Doom Blade or Terror to do the trick, anyhoo that covers it for this edition stay tuned for the next edition of this where i take a look at the new soul sisters build i made exclusively for a casual feel, this is vergil signing off.
Thursday, May 19, 2011
New Phyrexia Event Decks and Decklists
So earlier today wizards of the coast announced the lists for their New Phyrexia Event decks which are "War of Attrition" and "Rot from Within" which are both mono colored lists, let's take a look at the lists as a whole
"War of Attrition" Mono White
2 Dread Statuary
21 Plains
4 Elite Vanguard
1 Kemba, Kha Regent
2 Kor Duelist
4 Leonin Relic-Warder
4 Leonin Skyhunter
1 Mirran Crusader
4 Porcelain Legionnaire
1 Puresteel Paladin
2 Stoneforge Mystic
1 Apostle's Blessing
1 Bonehoard
1 Darksteel Axe
4 Flayer Husk
4 Journey to Nowhere
1 Sickleslicer
1 Skinwing
1 Sword of Vengeance
Sideboard
1 Apostle's Blessing
2 Arrest
3 Celestial Purge
1 Kor Duelist
4 Kor Firewalker
4 Revoke Existence
Is this list for real 2 Stoneforge Mystics and 1 Mirran Crusader, a Sword of Vengeance, a Bonehoard and a Puresteel Paladin, dear god, this white list is so sick, It uses a lot of living weapon type equips to deal the damage and with metalcraft active on the Paladin it makes those equips free, this is the deck of choice for those looking to go into Friday Night magic style of standard play, will we see the price of the Mystic drop, maybe, will this go for MSRP maybe, we will have to wait and see on June 10th, when this and the other one, "Rot from Within" releases, onto the next list mono green.
"Rot from Within" Mono Green
22 Forest
1 Inkmoth Nexus
1 Blight Mamba
4 Glistener Elf
2 Ichorclaw Myr
4 Overgrown Battlement
2 Putrefax
3 Rot Wolf
3 Viridian Corrupter
4 Carrion Call
1 Contagion Clasp
1 Green Sun's Zenith
4 Groundswell
4 Mutagenic Growth
4 Primal Bellow
Sideboard
3 Contagion Clasp
1 Melira, Sylvok Outcast
2 Obstinate Baloth
1 Pistus Strike
3 Trigon of Infestation
2 Unnatural Predation
2 Vines of Vastwood
1 Viridian Corrupter
Let's see the money in this one is Green Sun's Zenith, Obstinate Baloth, Inkmoth Nexus and even Putrefax, which are the real money cards of this build, mono green is thy name, i've gotta get my hands on at least one of these guys, for a build i intend to go, maybe 2 when i get the cash, this is a decent infect build and shows off the fact the event decks end up being better then the rest of the decks as a general whole, well intro pack wise anyways, but this is ridiculous these decks are fun to play, has a lot of good stuff as a whole and that, let's take a look at some of the details of the event decks
Release Date: June 10th 2011
MSRP: 24.99 US
Legality: All Formats [Till September 2011]
Well that's all she wrote for this article, tommorow i'll be taking a look at a announcement wizards of the coast made in regards to Friday Night Magic with something interesting to keep in mind, see you next time this is vergil signing off.
"War of Attrition" Mono White
2 Dread Statuary
21 Plains
4 Elite Vanguard
1 Kemba, Kha Regent
2 Kor Duelist
4 Leonin Relic-Warder
4 Leonin Skyhunter
1 Mirran Crusader
4 Porcelain Legionnaire
1 Puresteel Paladin
2 Stoneforge Mystic
1 Apostle's Blessing
1 Bonehoard
1 Darksteel Axe
4 Flayer Husk
4 Journey to Nowhere
1 Sickleslicer
1 Skinwing
1 Sword of Vengeance
Sideboard
1 Apostle's Blessing
2 Arrest
3 Celestial Purge
1 Kor Duelist
4 Kor Firewalker
4 Revoke Existence
Is this list for real 2 Stoneforge Mystics and 1 Mirran Crusader, a Sword of Vengeance, a Bonehoard and a Puresteel Paladin, dear god, this white list is so sick, It uses a lot of living weapon type equips to deal the damage and with metalcraft active on the Paladin it makes those equips free, this is the deck of choice for those looking to go into Friday Night magic style of standard play, will we see the price of the Mystic drop, maybe, will this go for MSRP maybe, we will have to wait and see on June 10th, when this and the other one, "Rot from Within" releases, onto the next list mono green.
"Rot from Within" Mono Green
22 Forest
1 Inkmoth Nexus
1 Blight Mamba
4 Glistener Elf
2 Ichorclaw Myr
4 Overgrown Battlement
2 Putrefax
3 Rot Wolf
3 Viridian Corrupter
4 Carrion Call
1 Contagion Clasp
1 Green Sun's Zenith
4 Groundswell
4 Mutagenic Growth
4 Primal Bellow
Sideboard
3 Contagion Clasp
1 Melira, Sylvok Outcast
2 Obstinate Baloth
1 Pistus Strike
3 Trigon of Infestation
2 Unnatural Predation
2 Vines of Vastwood
1 Viridian Corrupter
Let's see the money in this one is Green Sun's Zenith, Obstinate Baloth, Inkmoth Nexus and even Putrefax, which are the real money cards of this build, mono green is thy name, i've gotta get my hands on at least one of these guys, for a build i intend to go, maybe 2 when i get the cash, this is a decent infect build and shows off the fact the event decks end up being better then the rest of the decks as a general whole, well intro pack wise anyways, but this is ridiculous these decks are fun to play, has a lot of good stuff as a whole and that, let's take a look at some of the details of the event decks
Release Date: June 10th 2011
MSRP: 24.99 US
Legality: All Formats [Till September 2011]
Well that's all she wrote for this article, tommorow i'll be taking a look at a announcement wizards of the coast made in regards to Friday Night Magic with something interesting to keep in mind, see you next time this is vergil signing off.
Wednesday, May 18, 2011
New Phyrexia Wrap Up and Best of the Set
So since New Phyrexia's arrival as of this past friday we've seen prices for cards such as Mental Misstep rise from a mere 2 dollar uncommon to a 5 dollar uncommon thus the days of Path to Exile are here again, let's take a look see at the best of the set.
Karn Liberated - Best planeswalker yet perhaps, 35 dollars is his current price as a non foil version and 70 is the foil price, not bad for a colorless walker that restarts games after 2 turns of it on the field, though i expect karn's price to drop severely in the next couple of months to around 17-20 dollars to be more accomadating to the price experts out there, we will see this bad boy probably in standard, but more so legacy or extended thus why his price is high or so i think anyways.
Glistener Elf - Finally the 1 drop infecter makes a stand as one of the best ten cards of the set, this guy alone makes infect viable on a mono green standpoint, he's a elf so he has elf deck potential but more or less gonna be a infect builder, decks will be built around this dude causing infect to go global in more then a limited standpoint. I'd expect this to hit lightning bolt prices of 2 dollars a copy since it's a key card in infect builds, green/black or mono green builds at least.
Elesh Norn, Grand Cenobite - From one turn deserves another, this is the dude that makes white weenie a force to be reckoned with, it's vigilance alone is dominant with it's power toughness ratio, 4/7 for a 7 drop that says you're not getting by me so easily, shows this format will be a devestating 4 months, at least till Innistrad comes out. who knows though
Mental Misstep - Perhaps the best uncommon of the set, 5 dollars for a single copy of this card, it's foil version costs more then Karn Liberated's non foil version which i spoke of already, dear god this is sure to hit swords to plowshare prices within the next while i am sure of this, let's see it counters 30% of Extended, Legacy and Standard, Soul Sisters, no, Sensei's Divining Top, no, Goblin Guide, No, get the picture, this is perhaps the greatest 1 counter spell in the game as of right now, It's on par with stuff like Mana Leak, Counterspell, Hell even Cryptic Command are all as good as this, plus it can be slotted into any deck, so blue no longer has exclusive counterspells anymore, wow much.
Despise - Finally a planeswalker killer, 1 drop discard that hits walkers, about time, we have currently 16 walkers in the format, making this a needed card, mono black control is gonna rock cause of this, plus with all the removal suites black has at this moment it is sure to be a fun card to play.
Phyrexian Obliterator - Woo, this thing is hot and just busted, 4 black for a 5/5 trample that forces opponent's to sacrifice permanents, oh dear well we know how this is going down, as early as turn 2, this guy is nuts already with prices ranging from 29.99 to about 35.00 for this card this is sure to be a must have card in any deck that runs black, it does what black loves, even if it is a mythic rare.
Batterskull - I think this was a perfect way to finish living weapon as a mechanic, with a mythic rare weapon that can be returned to your hand from the graveyard, during your opponent's upkeep too, +4/+4, vigilance and lifelink on a dude, if it had protection as well it'd be broken, ranging at around 35 dollars as of right now, this is surely a must have card for any deck at any time, even as a 1 or 2 of in the standard format
I am sure there are a lot more cards i have yet to mention but that is it and such, so till next time folks this is vergil signing off.
Karn Liberated - Best planeswalker yet perhaps, 35 dollars is his current price as a non foil version and 70 is the foil price, not bad for a colorless walker that restarts games after 2 turns of it on the field, though i expect karn's price to drop severely in the next couple of months to around 17-20 dollars to be more accomadating to the price experts out there, we will see this bad boy probably in standard, but more so legacy or extended thus why his price is high or so i think anyways.
Glistener Elf - Finally the 1 drop infecter makes a stand as one of the best ten cards of the set, this guy alone makes infect viable on a mono green standpoint, he's a elf so he has elf deck potential but more or less gonna be a infect builder, decks will be built around this dude causing infect to go global in more then a limited standpoint. I'd expect this to hit lightning bolt prices of 2 dollars a copy since it's a key card in infect builds, green/black or mono green builds at least.
Elesh Norn, Grand Cenobite - From one turn deserves another, this is the dude that makes white weenie a force to be reckoned with, it's vigilance alone is dominant with it's power toughness ratio, 4/7 for a 7 drop that says you're not getting by me so easily, shows this format will be a devestating 4 months, at least till Innistrad comes out. who knows though
Mental Misstep - Perhaps the best uncommon of the set, 5 dollars for a single copy of this card, it's foil version costs more then Karn Liberated's non foil version which i spoke of already, dear god this is sure to hit swords to plowshare prices within the next while i am sure of this, let's see it counters 30% of Extended, Legacy and Standard, Soul Sisters, no, Sensei's Divining Top, no, Goblin Guide, No, get the picture, this is perhaps the greatest 1 counter spell in the game as of right now, It's on par with stuff like Mana Leak, Counterspell, Hell even Cryptic Command are all as good as this, plus it can be slotted into any deck, so blue no longer has exclusive counterspells anymore, wow much.
Despise - Finally a planeswalker killer, 1 drop discard that hits walkers, about time, we have currently 16 walkers in the format, making this a needed card, mono black control is gonna rock cause of this, plus with all the removal suites black has at this moment it is sure to be a fun card to play.
Phyrexian Obliterator - Woo, this thing is hot and just busted, 4 black for a 5/5 trample that forces opponent's to sacrifice permanents, oh dear well we know how this is going down, as early as turn 2, this guy is nuts already with prices ranging from 29.99 to about 35.00 for this card this is sure to be a must have card in any deck that runs black, it does what black loves, even if it is a mythic rare.
Batterskull - I think this was a perfect way to finish living weapon as a mechanic, with a mythic rare weapon that can be returned to your hand from the graveyard, during your opponent's upkeep too, +4/+4, vigilance and lifelink on a dude, if it had protection as well it'd be broken, ranging at around 35 dollars as of right now, this is surely a must have card for any deck at any time, even as a 1 or 2 of in the standard format
I am sure there are a lot more cards i have yet to mention but that is it and such, so till next time folks this is vergil signing off.
Monday, May 16, 2011
Commander Launch Party Information and Update
So with just under a month to go as of this point, the new commander decks are sure to please the eyes however we received information on the launch parties themselves which take place on June 17th-20th in local game stores all over the place, let's get some of the information outta the way.
Commander Facts and Information this is where you will find all the relevant information about this format, there are 5 promotion cards being given out for this event they are as follows
- Basandra, Battle Seraph [Card was already previewed last article, found here -> Basandra Preview]
- Edric, Spymaster of Trest
- Skullbriar, the Walking Grave
- Vish Kal, Blood Arbiter
- Nin, the Pain Artist [Card was previewed by wizards of the coast]
These five also go with their enemy deck colors so you will see one of these five depending on which one of the 5 starter decks you are given which are found here in this article Commander Decks and Information which i wrote about a month ago, i do not know which of these promos are for which yet, but when i do i will be sure to note it in this blog, let's move onto some of the more impressive details
During the event, you will be given a achievement card the achievement card will look a little something like this
It also has ten different achievements on it, for various different things like What does this one do? which is basically rewarded for particpating in the event, or Command Tower which is a new type of card to cast your general with specifically, i will list the achievements down below
- What does this one do?
- Command Tower
- Second in Command
- Get into it
- Join Forces
- Kaalia's Trifecta
- Riku's Mirror Gallery
- Ghave's Spore Cloud
- The Gifts of Zedron
- Hunger of the Mimeoplasm
Note the new keyword "Join Forces" this is a emphasis on teamwork against other players, if you play a spell with this, you can pay whatever the Join Forces cost is and get the secondary effect of the spell, one of the new ways to emphasize the new commander subtype format, which starts basically June 17th and runs all weekend long, check your LGS for more information, though if your in the toronto area, be sure to go to 401 Games at 401 yonge street on college that's where i'll be on the 19th of June playing in this event, if you want to meet me just ask for my real name in the comments below.
That about covers it for this article, stay tuned i'll keep you folks posted on the new commander information which will probably start in June, till next time though this is vergil signing off.
Commander Facts and Information this is where you will find all the relevant information about this format, there are 5 promotion cards being given out for this event they are as follows
- Basandra, Battle Seraph [Card was already previewed last article, found here -> Basandra Preview]
- Edric, Spymaster of Trest
- Skullbriar, the Walking Grave
- Vish Kal, Blood Arbiter
- Nin, the Pain Artist [Card was previewed by wizards of the coast]
These five also go with their enemy deck colors so you will see one of these five depending on which one of the 5 starter decks you are given which are found here in this article Commander Decks and Information which i wrote about a month ago, i do not know which of these promos are for which yet, but when i do i will be sure to note it in this blog, let's move onto some of the more impressive details
During the event, you will be given a achievement card the achievement card will look a little something like this
It also has ten different achievements on it, for various different things like What does this one do? which is basically rewarded for particpating in the event, or Command Tower which is a new type of card to cast your general with specifically, i will list the achievements down below
- What does this one do?
- Command Tower
- Second in Command
- Get into it
- Join Forces
- Kaalia's Trifecta
- Riku's Mirror Gallery
- Ghave's Spore Cloud
- The Gifts of Zedron
- Hunger of the Mimeoplasm
Note the new keyword "Join Forces" this is a emphasis on teamwork against other players, if you play a spell with this, you can pay whatever the Join Forces cost is and get the secondary effect of the spell, one of the new ways to emphasize the new commander subtype format, which starts basically June 17th and runs all weekend long, check your LGS for more information, though if your in the toronto area, be sure to go to 401 Games at 401 yonge street on college that's where i'll be on the 19th of June playing in this event, if you want to meet me just ask for my real name in the comments below.
That about covers it for this article, stay tuned i'll keep you folks posted on the new commander information which will probably start in June, till next time though this is vergil signing off.
Saturday, May 14, 2011
EDH - Basandra, Battle Seraph
So perhaps the biggest hit yesterday was the fact a new EDH general was announced for the upcoming commander decks which start selling on June 17th, 2011, want to see the general itself let's get to the big reveal
Here she is Basandra, Battle Seraph she costs 5 mana 3, a white and a red, is a legendary angel, with flying of course, during the combat step she prevents combat tricks like Giant Growth, etc from being cast and her final ability is Pay 1 red mana, target creature attacks this turn if able, though the power and toughness is unknown let's examine the card as a whole
First is the mana cost, for a EDH general 5 mana is roughly well balanced she fits into any Boros style deck with a bunch of small dudes that make a lot of impact, she has some decent potential in other deck types, prefereably a Razia, Boros Archangel EDH deck as a secondary general, or even a deck that has no real big bomb threat, this i feel is perfect mana cost wise and is a well suited legacy/vintage legal card when it comes into retail as of this June. Secondly, the abilites, flying is a given with all angels, there are no angels i can think of without flying and this is a given so evasion is a must for most of these standard angel cards, Players not being able to cast spells during the combat step is a nice way to control the game as a whole, you've got potential for some serious threat level there and combat steps this thing is nasty i must admit, but i never expected it to have the prevention effect much like Ethersworn Canonist which is from the Shards Block. The final ability of Basandra is a rather simple one, make things attack you, this way you can pull a end of turn removal spell and banish the attacking creature, in a format like EDH this is a rare sight since you are only allowed one of each spell or creature, but in a regular casual format this is a beast of a card that makes anything look sick, i'm hoping that in the future the power and toughness ratio of this angel is revealed from the promos, however that being said that's all for now, i'll have more information on all of this as time goes on, so till next time magic fans, this is vergil signing off.
Here she is Basandra, Battle Seraph she costs 5 mana 3, a white and a red, is a legendary angel, with flying of course, during the combat step she prevents combat tricks like Giant Growth, etc from being cast and her final ability is Pay 1 red mana, target creature attacks this turn if able, though the power and toughness is unknown let's examine the card as a whole
First is the mana cost, for a EDH general 5 mana is roughly well balanced she fits into any Boros style deck with a bunch of small dudes that make a lot of impact, she has some decent potential in other deck types, prefereably a Razia, Boros Archangel EDH deck as a secondary general, or even a deck that has no real big bomb threat, this i feel is perfect mana cost wise and is a well suited legacy/vintage legal card when it comes into retail as of this June. Secondly, the abilites, flying is a given with all angels, there are no angels i can think of without flying and this is a given so evasion is a must for most of these standard angel cards, Players not being able to cast spells during the combat step is a nice way to control the game as a whole, you've got potential for some serious threat level there and combat steps this thing is nasty i must admit, but i never expected it to have the prevention effect much like Ethersworn Canonist which is from the Shards Block. The final ability of Basandra is a rather simple one, make things attack you, this way you can pull a end of turn removal spell and banish the attacking creature, in a format like EDH this is a rare sight since you are only allowed one of each spell or creature, but in a regular casual format this is a beast of a card that makes anything look sick, i'm hoping that in the future the power and toughness ratio of this angel is revealed from the promos, however that being said that's all for now, i'll have more information on all of this as time goes on, so till next time magic fans, this is vergil signing off.
Monday, May 9, 2011
June 2011 Friday Night Magic Promo Card - Rhox War Monk
So earlier last week it was revealed that the next promotion card in the long line of friday night magic cards is gonna be Rhox War Monk which is the uncommon from the shards of alara block for the Bant color scheme of Blue/White/Green, let's see the final piece of artwork for this particular card shall we?
Yep, this is the final art for this card, it has it's standard lifelink abilities along with the friday night magic logos all over the place, it's a alternate art card and sure to be something else in particular, though this is june we are still about 3 weeks away from seeing this in stores, though things are sure to be better with this art and such, a lackluster card for friday night magic but i cannot complain, that's all for this edition of this one, since i got nothing more to say on this one, till next time this is vergil signing off.
Yep, this is the final art for this card, it has it's standard lifelink abilities along with the friday night magic logos all over the place, it's a alternate art card and sure to be something else in particular, though this is june we are still about 3 weeks away from seeing this in stores, though things are sure to be better with this art and such, a lackluster card for friday night magic but i cannot complain, that's all for this edition of this one, since i got nothing more to say on this one, till next time this is vergil signing off.
MTG Set Review #10: New Phyrexia
So the prerelease has come and gone and it's only 4 days till the arrival of the new set, New Phyrexia which goes on sale in stores as of May 13th, featuring 175 cards, 35 rares, 10 mythic rares. 65 commons and 65 uncommons, this set has a whole detail of progress in it including new cycles, new legendaries and possibly the greatest planeswalker to even exist today, so let's get cracking and take a look at New Phyrexia as a whole.
What better way to start this set then to look at some of the many mythics we will be seeing, Sword of War and Peace, Karn Liberated, Elesh Norn, Grand Cenobite, Jin-Gitaxias, Core Augur, Sheoldred, Whispering One, Phyrexian Obliterator, Urabrask the Hidden, Vorinclex, Voice of Hunger, Etched Monstrosity and Batterskull make the 10 mythics for this set. One of these really solid mythics is Batterskull which basically says give any dude +4/+4, lifelink and vigilance so it would make a deadly combo with anything you put on the field, even a flier, another one to speak of is Phyrexian Obliterator, gone are the days of the old Negator and here comes the new and improved version of the dude, progress is always made and this is no exception to the rule. as a 5/5 with trample for 4 black mana this dude basically says you lose permanents when damage is dealt to me, so suck it douche, this is a game winning card right here and is sure to focus around itself in a legacy deck or 2 with 1 turn kills or something of that nature, though it is safe to say at 4 mana for a 5/5 it's bound to turn some heads and become a nasty nasty body when the time comes. Usually i do not discuss EDH potential for any set but today is a exception to that rule since we basically have 5 legendaries with nasty and the most deadly abilites i've seen yet., Elesh Norn, Jin Gitaxias, Sheoldred, Urabrask and Vorinclex basically make up a nasty combination espically when used together, in a 5 color EDH build these dudes are deveastating, each one being as dangerous as the next, so i willl leave it at that.
Sword of War and Peace, Etched Monstrosity and Karn Liberated make the final 3 mythics of the set but they do not dissapoint as the sword offers protection from white and red, boros colors and Karn has a Sharazard effect along with a exiling ability that returns all exiled cards by Karn into play under your control after restarting the game, this ability makes Karn a sure fire staple in a Ramp deck with turn 4 potential even turn 3 if your lucky enough to drop him, the sword however is a much more useful tool in the process of war, it deals damage according to the number of cards in your opponent's hand when it deals damage to a player, it gains you life when you deal damage equal to the number of cards in your hand and even gives the standard +2/+2 bonus in the long run, making this a replacement for Body and Mind users dropping it's price effectively because of the replacement in most standard Caw-Blade decks though we've not seen the potential for any standard builds yet, there are quite a few more cards to discuss in this article, also Etched Monstrosity is a decent mythic as a 10/10 for 5 mana which draws cards and enters play as a 5/5 due to it's 5 -1/-1 counters on it, decent mythics wizards personally
Rares are semi useful for casual players for this set with 35 being the magic number of rares this time around which puts this at a decent number, most legends from here on out are rare and not mythic but the legend rule as we are aware still applies to this set, let's take a look at the 35 lucky cards that got the rare slots this time around.
Blade Splicer, Chancellor of the Annex, Puresteel Paladin, Norn's Annex, Phyrexian Unlife, Chancellor of the Spires, Phyrexian Ingester, Phyrexian Metamorph, Psychic Surgery, Xenograft, Chancellor of the Dross, Glistening Oil, Life's Finale, Praetor's Grasp, Bludgeon Brawl, Chancellor of the Forge, Invader Parasite, Moltensteel Dragon, Slag Fiend, Birthing Pod, Fresh Meat, Melira, Sylvok Outcast, Phyrexian Swarmlord, Chancellor of the Tangle, Jor Kadeen, the Prevailer, Caged Sun, Hex Parasite, Lashwrithe. Myr Superion, Omen Machine, Soul Conduit, Torpor Orb, Spellskite and Unwinding Clock are the rares of the set this time around and boy as usual with a small set there are tons and tons of these dudes to examine but i think it's best to give my top 5 list for standard instead.
Standard
5) Puresteel Paladin - He starts the list for standard making free equips for metalcraft activation, a 2/2 for 2 white mana is also a very decent dude, combo this off with the swords of the set and you've got yourself a nasty dude, did i mention he nets cards for each equip you play, a deck around him will pop up soon i think.
4) Fresh Meat - A green spell that replaces dudes after a day of judgement is a nice effect, it's a way to cheat your opponent out of a victory and i feel this will impact a green deck facing blue white caw blade or even a control build.
3) Life's Finale - Great way to dispose of those nasty titans for 3 and a half months till they rotate, removing one from the field and sending the remaining copies of the card to the graveyard, also this is a great kill switch for eldrazi ramp builds, as it basically negates all the dudes played the turn this was played.
2) Surgical Extraction - a free Extirpate yes please, removing something and then removing all copies of the card removed via this, so bye bye jace, see ya next fall.
1) Torpor Orb - Negation of things like Hawks, Mystics and even Titans are nasty and this takes the cake, 2 mana and boom it basically says you are not playing anything in caw blade creature wise, making caw blade essentially dead on turn 2 or 3, even if the land base for the opponent is slow.
The uncommons and commons of this set are truly a surprise with the fact we've seen good ones in the form Whipflare, Despise for those walkers, Tezzert's Gambit and even Mental Misstep, but i think it is best if i list the top 5 commons and uncommons that will impact tournaments instead
5) Tezzert's Gambit - 2 cards and proliferate at the exact same time, for a sheerly insane 3 mana if played right, your asking for trouble with this card and expect to see this replacing card draw spells like Divination real soon.
4) Dispatch - Path to Exile for Metalcraft except it prevents land fetch, expect tempered steel to run this as a removal suite for sure fire threats like titans, hawks, mystics and even infect dudes, espically in standard of all things.
3) Mental Misstep - This is essentially daze for spells like Top, Goblin Guide and all 1 mana drop spells, legacy is gonna go bonkers over this particular spell and 4 copies of this spell will basically replace daze as the new variant, in sideboards at least,
2) Deceiver Exarch - Pestermite got a combo why not this dude, making infinte dudes is all fun and this combos plenty well with Splinter Twin a card which saw a price rise in the past 2 weeks due to this card's spoilage, this and the twin will basically be a combo deck variant much like Pyromancer Ascension was a while back.
1) Mutagenic Growth - a pump spell that can finally go into any deck with a mechanic as broken as phyrexian mana it's about damn time, infect need not even worry bout splashing green much anymore with this thing in the game, expect to see this as the pump spell of choice for infecters i think.
Well that about covers it for this set review i've been writing this for about a hour and my hands cannot handle anymore of this set, so let's finish it off with the final score, New Phyrexia gets a well deserved 7.5 out of 10 only due to the commons and uncommons of the set, which i've mentioned the best of, so till next time, this is vergil signing off.
What better way to start this set then to look at some of the many mythics we will be seeing, Sword of War and Peace, Karn Liberated, Elesh Norn, Grand Cenobite, Jin-Gitaxias, Core Augur, Sheoldred, Whispering One, Phyrexian Obliterator, Urabrask the Hidden, Vorinclex, Voice of Hunger, Etched Monstrosity and Batterskull make the 10 mythics for this set. One of these really solid mythics is Batterskull which basically says give any dude +4/+4, lifelink and vigilance so it would make a deadly combo with anything you put on the field, even a flier, another one to speak of is Phyrexian Obliterator, gone are the days of the old Negator and here comes the new and improved version of the dude, progress is always made and this is no exception to the rule. as a 5/5 with trample for 4 black mana this dude basically says you lose permanents when damage is dealt to me, so suck it douche, this is a game winning card right here and is sure to focus around itself in a legacy deck or 2 with 1 turn kills or something of that nature, though it is safe to say at 4 mana for a 5/5 it's bound to turn some heads and become a nasty nasty body when the time comes. Usually i do not discuss EDH potential for any set but today is a exception to that rule since we basically have 5 legendaries with nasty and the most deadly abilites i've seen yet., Elesh Norn, Jin Gitaxias, Sheoldred, Urabrask and Vorinclex basically make up a nasty combination espically when used together, in a 5 color EDH build these dudes are deveastating, each one being as dangerous as the next, so i willl leave it at that.
Sword of War and Peace, Etched Monstrosity and Karn Liberated make the final 3 mythics of the set but they do not dissapoint as the sword offers protection from white and red, boros colors and Karn has a Sharazard effect along with a exiling ability that returns all exiled cards by Karn into play under your control after restarting the game, this ability makes Karn a sure fire staple in a Ramp deck with turn 4 potential even turn 3 if your lucky enough to drop him, the sword however is a much more useful tool in the process of war, it deals damage according to the number of cards in your opponent's hand when it deals damage to a player, it gains you life when you deal damage equal to the number of cards in your hand and even gives the standard +2/+2 bonus in the long run, making this a replacement for Body and Mind users dropping it's price effectively because of the replacement in most standard Caw-Blade decks though we've not seen the potential for any standard builds yet, there are quite a few more cards to discuss in this article, also Etched Monstrosity is a decent mythic as a 10/10 for 5 mana which draws cards and enters play as a 5/5 due to it's 5 -1/-1 counters on it, decent mythics wizards personally
Rares are semi useful for casual players for this set with 35 being the magic number of rares this time around which puts this at a decent number, most legends from here on out are rare and not mythic but the legend rule as we are aware still applies to this set, let's take a look at the 35 lucky cards that got the rare slots this time around.
Blade Splicer, Chancellor of the Annex, Puresteel Paladin, Norn's Annex, Phyrexian Unlife, Chancellor of the Spires, Phyrexian Ingester, Phyrexian Metamorph, Psychic Surgery, Xenograft, Chancellor of the Dross, Glistening Oil, Life's Finale, Praetor's Grasp, Bludgeon Brawl, Chancellor of the Forge, Invader Parasite, Moltensteel Dragon, Slag Fiend, Birthing Pod, Fresh Meat, Melira, Sylvok Outcast, Phyrexian Swarmlord, Chancellor of the Tangle, Jor Kadeen, the Prevailer, Caged Sun, Hex Parasite, Lashwrithe. Myr Superion, Omen Machine, Soul Conduit, Torpor Orb, Spellskite and Unwinding Clock are the rares of the set this time around and boy as usual with a small set there are tons and tons of these dudes to examine but i think it's best to give my top 5 list for standard instead.
Standard
5) Puresteel Paladin - He starts the list for standard making free equips for metalcraft activation, a 2/2 for 2 white mana is also a very decent dude, combo this off with the swords of the set and you've got yourself a nasty dude, did i mention he nets cards for each equip you play, a deck around him will pop up soon i think.
4) Fresh Meat - A green spell that replaces dudes after a day of judgement is a nice effect, it's a way to cheat your opponent out of a victory and i feel this will impact a green deck facing blue white caw blade or even a control build.
3) Life's Finale - Great way to dispose of those nasty titans for 3 and a half months till they rotate, removing one from the field and sending the remaining copies of the card to the graveyard, also this is a great kill switch for eldrazi ramp builds, as it basically negates all the dudes played the turn this was played.
2) Surgical Extraction - a free Extirpate yes please, removing something and then removing all copies of the card removed via this, so bye bye jace, see ya next fall.
1) Torpor Orb - Negation of things like Hawks, Mystics and even Titans are nasty and this takes the cake, 2 mana and boom it basically says you are not playing anything in caw blade creature wise, making caw blade essentially dead on turn 2 or 3, even if the land base for the opponent is slow.
The uncommons and commons of this set are truly a surprise with the fact we've seen good ones in the form Whipflare, Despise for those walkers, Tezzert's Gambit and even Mental Misstep, but i think it is best if i list the top 5 commons and uncommons that will impact tournaments instead
5) Tezzert's Gambit - 2 cards and proliferate at the exact same time, for a sheerly insane 3 mana if played right, your asking for trouble with this card and expect to see this replacing card draw spells like Divination real soon.
4) Dispatch - Path to Exile for Metalcraft except it prevents land fetch, expect tempered steel to run this as a removal suite for sure fire threats like titans, hawks, mystics and even infect dudes, espically in standard of all things.
3) Mental Misstep - This is essentially daze for spells like Top, Goblin Guide and all 1 mana drop spells, legacy is gonna go bonkers over this particular spell and 4 copies of this spell will basically replace daze as the new variant, in sideboards at least,
2) Deceiver Exarch - Pestermite got a combo why not this dude, making infinte dudes is all fun and this combos plenty well with Splinter Twin a card which saw a price rise in the past 2 weeks due to this card's spoilage, this and the twin will basically be a combo deck variant much like Pyromancer Ascension was a while back.
1) Mutagenic Growth - a pump spell that can finally go into any deck with a mechanic as broken as phyrexian mana it's about damn time, infect need not even worry bout splashing green much anymore with this thing in the game, expect to see this as the pump spell of choice for infecters i think.
Well that about covers it for this set review i've been writing this for about a hour and my hands cannot handle anymore of this set, so let's finish it off with the final score, New Phyrexia gets a well deserved 7.5 out of 10 only due to the commons and uncommons of the set, which i've mentioned the best of, so till next time, this is vergil signing off.
Saturday, May 7, 2011
Intro Pack Review #3: New Phyrexia's Feast of Flesh
So it's that time again with NPH's 3rd out of 5 intro packs. Feast of Flesh which is the black/red intro pack with a mixture of New Phyrexia cards, Scars of Mirrodin Cards and M11 cards, so let's take a look see at this particular intro pack shall we.
Lands
11 Mountain
13 Swamp
Wizards have you gone mad, as i said in my prior articles basic lands are nice and all from current sets, but to only use those for making these intro packs, lame as all hell i must admit and i usually don't end up saying that these intro packs are lame unless something is done wrong here, time to take a look at the creatures for this particular deck.
Creatures
2 Blistergrub
2 Blisterstick Shaman
2 Caustic Hound
1 Chancellor of the Dross
2 Entomber Exarch
2 Flameborn Viron
2 Furnace Scamp
2 Phyrexian Rager
1 Prodigal Pyromancer
1 Scoria Elemental
1 Tormentor Exarch
I feel as if this creature base is actually solid this time around with the black/red intro pack as this time we not only have a rare that basically says you start with 17 life, but a few cards to bring it back and even a few decent sized bodies on these guys, a bunch of 2/2's for like 3 or 4 mana is nice and all, plus the fact you get only one core set card creature wise this time around, pretty decent unlike the last two intro packs, onto the spells
Spells
2 Artillerize
1 Despise
1 Disentomb
1 Enslave
1 Fling
2 Geth's Verdict
1 Go for the Throat
1 Ichor Explosion
1 Morbid Plunder
2 Parasitic Implant
2 Shrine of Burning Rage
1 Tower of Calamities
1 Whipflare
Now this particular set of spells seems interesting, a new pyroclasm, a go for the throat is also used for this meaning this is a money intro pack, will probably go for about 12 bucks due to go for the throat, Fling, Morbid Plunder and Shrine are all gonna be decent additions to this and if you can get your hands on a full set of each, all the more power to you, Tower in this one i feel is lackluster, sure it costs 4 to summon but it takes 8 mana to power it for each activation of the card, so in all it's slow and useless thus why it ended up being a 2 dollar rare, Ichor Explosion is the basically the cheap man's black sun's zenith and will see a fair bit of play right out of this box as a sweeper spell, all in spells wise i think out of the three i've reviewed thus far this seems like a solid build for a starting player, plenty of recursion and the fact of the matter we always seem to have a few sweepers in this deck even if it is not white, well that's all she wrote for now, stay tuned next time for this particular series when i take a look at Life for Death, the 4th new phyrexia intro pack this is vergil signing off.
Lands
11 Mountain
13 Swamp
Wizards have you gone mad, as i said in my prior articles basic lands are nice and all from current sets, but to only use those for making these intro packs, lame as all hell i must admit and i usually don't end up saying that these intro packs are lame unless something is done wrong here, time to take a look at the creatures for this particular deck.
Creatures
2 Blistergrub
2 Blisterstick Shaman
2 Caustic Hound
1 Chancellor of the Dross
2 Entomber Exarch
2 Flameborn Viron
2 Furnace Scamp
2 Phyrexian Rager
1 Prodigal Pyromancer
1 Scoria Elemental
1 Tormentor Exarch
I feel as if this creature base is actually solid this time around with the black/red intro pack as this time we not only have a rare that basically says you start with 17 life, but a few cards to bring it back and even a few decent sized bodies on these guys, a bunch of 2/2's for like 3 or 4 mana is nice and all, plus the fact you get only one core set card creature wise this time around, pretty decent unlike the last two intro packs, onto the spells
Spells
2 Artillerize
1 Despise
1 Disentomb
1 Enslave
1 Fling
2 Geth's Verdict
1 Go for the Throat
1 Ichor Explosion
1 Morbid Plunder
2 Parasitic Implant
2 Shrine of Burning Rage
1 Tower of Calamities
1 Whipflare
Now this particular set of spells seems interesting, a new pyroclasm, a go for the throat is also used for this meaning this is a money intro pack, will probably go for about 12 bucks due to go for the throat, Fling, Morbid Plunder and Shrine are all gonna be decent additions to this and if you can get your hands on a full set of each, all the more power to you, Tower in this one i feel is lackluster, sure it costs 4 to summon but it takes 8 mana to power it for each activation of the card, so in all it's slow and useless thus why it ended up being a 2 dollar rare, Ichor Explosion is the basically the cheap man's black sun's zenith and will see a fair bit of play right out of this box as a sweeper spell, all in spells wise i think out of the three i've reviewed thus far this seems like a solid build for a starting player, plenty of recursion and the fact of the matter we always seem to have a few sweepers in this deck even if it is not white, well that's all she wrote for now, stay tuned next time for this particular series when i take a look at Life for Death, the 4th new phyrexia intro pack this is vergil signing off.
Friday, May 6, 2011
New Phyrexia Spoilers Part 8: Final Thoughts
So we've reached the end of the barrel with the new phyrexia spoilers, from all the usual crap to seeing the entire set spoiled so far in advance it's not even funny, prereleases are gonna be a blast this weekend with the local game store owners being busy about this, as well as the fact there is gonna be a lot of players at each one of these so my best suggestion is to have fun, make sure your LGS has a judge and NO CHEATING, i mean it too.
Let's take a look see at the top 5 cards with massive potential in my eyes
5. Mental Misstep - What can i say this counters all 1 drop spells and costs 1 mana, can you say legacy potential here.
4. Phyrexian Obliterator - He basically says go ahead and do damage you lose that many permanents, not bad personally and this is sure to be a extended powerhouse.
3. Karn Released - This massive planeswalker giant that walks among men is sure to impact legacy and be featured in ramp decks the world over, i mean who doesn't love a vindicate or sharazad for that matter.
2. Batterskull - Living weapon on a dang baneslayer is nasty but this dude on a titan, your asking to die quickly, this is the best living weapon of the entire block personally.
1. Deceiver Exarch - What can i say a combo with splinter twin, it basically makes itself infinte for a single turn, what could be better the new pestermite for standard in my eyes.
Well that covers it for the spoilers for the set, see you all next spoiler season for the Core set of Magic 2012, this is vergil signing off.
Let's take a look see at the top 5 cards with massive potential in my eyes
5. Mental Misstep - What can i say this counters all 1 drop spells and costs 1 mana, can you say legacy potential here.
4. Phyrexian Obliterator - He basically says go ahead and do damage you lose that many permanents, not bad personally and this is sure to be a extended powerhouse.
3. Karn Released - This massive planeswalker giant that walks among men is sure to impact legacy and be featured in ramp decks the world over, i mean who doesn't love a vindicate or sharazad for that matter.
2. Batterskull - Living weapon on a dang baneslayer is nasty but this dude on a titan, your asking to die quickly, this is the best living weapon of the entire block personally.
1. Deceiver Exarch - What can i say a combo with splinter twin, it basically makes itself infinte for a single turn, what could be better the new pestermite for standard in my eyes.
Well that covers it for the spoilers for the set, see you all next spoiler season for the Core set of Magic 2012, this is vergil signing off.
Thursday, May 5, 2011
New Phyrexia Spoilers Part 7: Artifacts
So the artifacts of the set get their turn this time round and we have quite a few as i would believe from a artifact based set, so let's begin with the basics.
#129) Alloy Myr - You knew this was coming a myr that basically adds stuff to your mana pool for 3 mana, as a uncommon 2/2 it's decent though not a replacement for Palladium Myr, defintely not a replacement for Gold Myr or anything but it adds any color mana which is nice i guess if you're playing off color.
#130) Batterskull - First mythic living weapon card ever, let's see it gives the dude it's attached to +4/+4 vigilance and lifelink, you can pay 3 mana to return it to your hand, it costs 5 mana to summon and 5 to equip, me thinks this is the new best friend of a certain mystic from Worldwake.
#131) Blinding Souleater - If i am not mistaken there is also Blinding Mage in this format where you can tap down a creature, but mage is a 2/1 while this dude costs 3 and is a 1/3 really, really now are they that determined to do this to us, next!
#132) Caged Sun - Ok let's see if i can wrap my head round this for 6 mana you get to choose a color when this enters the battlefield and creatures of that color get +1/+1 and when you tap lands for mana you get one mana of that color from this, so is this good hell yes it is, it's a ramp spell's dream it's like the expensive lotus cobra but colorless so all mana colors can use this one, so it fits perfectly into a artifact deck or a green ramp deck, this is just wow, turn 4 play this, turn 6 cast a eldrazi goddamn this sounds like fun to play.
#133) Conversion Chamber - Another slow counters artifact where you gotta tap it twice and pay 4 mana for a 3/3 golem, you may get to exile something but tell me is it worth it as a uncommon in this set, no it is not, limited may like this though.
#134) Darksteel Relic - 0 mana for a metalcraft count card, that basically cannot be blown up, decent for a metalcraft deck in this format, but nothing more.
#135) Etched Monstrosity - Oh gee a 10/10 that starts as a 5/5 and you pay 1 of each mana to basically draw 3 cards, making it a 10/10 again for 5 mana, wait what 5 mana is all you need to summon this mythic wow that's broken.
#136) Gremlin Mine - A 1 mana artifact that you have to sacrifice to either remove counters from a non creature artifact or deal 4 damage to a creature artifact, really shame on you wizards shame.
#137) Hex Parasite - Well now onto something different then we've seen so far a 1/1 for 1 mana that basically says, Kill Jace or any walker when you tap X amount of mana plus tap for a phyrexian black mana plus it gets a +1/+0 counter for each counter removed this way when you do it so bonus much, it's name is something to be desired though personally i would name it something else but that is just me.
#138) Hovermyr - Flying and vigilance on a myr, thus making a hovermyr i guess, 2 mana for a 1/2 and it can dodge ground dudes, while blocking decent i guess, this is actually great in combo with Batterskull.
#139) Immolating Souleater - All we get from this dude is a firebreathing effect on a 1/1 for 2 mana as a common limited fodder.
#140) Insatiable Souleater - Another dude that basically says pay 1 phyrexian mana to give me my special ability, as a 5/1 for 4 i can understand trample on this dude.
#141) Isolation Cell - 4 mana for a artifact that forces opponents to pay 2 mana or lose 2 life when they summon creatures, could be the next early control spell for that matter, we will have to wait and see what lists it occupies since it is a artifact.
#142) Kiln Walker - So this set has a dude that pumps itself when it attacks and ROE had a dude that pumped itself when spells were played, not bad since this starts as a 0/3 for 3 mana it's a decent attacker but nothing more then a useless wall when it doesn't attack
#143) Lashwrithe - Hmm i doubt i would use this personally even though it has the mechanic Living Weapon from MBS and all, it's equip cost is 2 black phyrexian mana and the creature equipped with this gets +1/+1
for each swamp you control, not bad, but not good espically since it's a 4 drop to summon at this point, Bonehoard is still a better living weapon card in my eyes.
#144) Mindcrank - Another mill artifact just great or crank as they would say, really damage is required to remove cards with this specific artifact and that, there are a lot better mill cards out there and this isn't one of them.
#145) Mycosynth Wellspring - You know for a land fetching artifact this is not half bad, you get two cracks with this one, when it enters the battlefield and when it is sent to the graveyard, for 2 mana so you get a decent ramp spell with this dude when it comes into play, it also fits perfectly into tempered steel me thinks and would make a decent artifact target for Myrsmith.
#146) Myr Superion - Ah the game day card at last, this dude is 2 mana and can only be cast via creature mana such as Birds or elves, fits perfectly into a elf deck or a casual myr deck, expect this dude to hit 3 to 4 dollars due to his power/toughness ratio.
#147) Necropouncer - So 6 mana nets you a +3/+1 living weapon that has haste as well, for 6 mana it's a lame living weapon and that, expect this to be a decent pass on most limited builds except when your forced to take it.
#148) Omen Machine - A 6 mana artifact that basically says play free spells and lands all you want but you cannot draw with this so it's a basic skip your draw step, fun times, as a rare this is gonna be a interesting way to play most good spells for 6 mana since you play off the top of your deck most of the time.
#149) Pestilent Souleater - Another soul eater and it basically is too expensive to play 5 mana for a 3/3 that can get infect, late game yes, early on no since there is little way to bring it into play without ramping towards better spells then this.
#150) Phyrexian Hulk - Wow i never thought i'd see this reprinted ever, 5/4 vanilla hulk for 6 mana i loved using this back in the day with free artifact equips, this is a good reprint for a beatstick.
#151) Pristine Talisman - Originally featured as a game day promotion card this card is still going to be a mirran based card in this set even though phyrexia has won, there are remanants of Mirrodin lying around all over the place in this set, as you might expect Pristine Talisman does the following, when you tap it after paying it's 3 mana cost summoning, you can gain 1 life and add 1 to your mana pool, as a mana enhancer this is all well and good but as a common i expect this to be like 25 cents when it comes out due to the fact there are better enhancers out there to do the job.
#152) Shrine of Boundless Growth - A shrine eh, this one is for green and let me say this putting counters on this is fun since it's removal ability allows you to add 1 to your mana pool for each counter on this one, for 3 mana it's a decent spell and is perfect flavour for green.
#153) Shrine of Burning Rage - Red's shrine and it does what you'd expect deals direct damage
#154) Shrine of Limitless Power - Black's shrine and it makes opponents discard, there isn't a lot to talk about for this particular cycle of cards personally.
#155) Shrine of Loyal Legions - Things that makes dudes are fun, things that make dudes when you play white spells even better or at the beginning of your upkeep, lots of fun for me in a idea deck.
#156) Shrine of Piercing Vision - Blue's shrine and it let's you look at X cards where x is the number of counters on it, then you put one in your hand and the rest on the bottom of the library not bad really for a cycle finale.
#157) Sickleslicer - What a strange named card, but this card does have the mechanic living weapon and it's bonus is a +2/+2 bonus ok i can live with that, with a equip cost of 4 though it's a little iffy, as a uncommon at 3 mana it's somewhat ok balanced and well taken care of in the long run but not a card you are gonna be seeing often in any format, except for Limited.
#158) Soul Conduit - 6 mana for a artifact rare that you pay 6 mana and tap to exchange life totals, good in a pinch i tell you and good way to say you lose to your opponent.
#159) Spellskite - A 2 drop artifact creature that is a 0/1 um am i missing something here, wait there is more my bad, for a phyrexian blue mana you get to basically do a Redirect effect where a target of a spell or a ability targets this instead, it's a rare wizards!. Come on seriously this should be a common not a rare R&D screwed up again, seriously this is annoying to see them screw up so much in this card by it's rarity alone, making it a 1/1 would have been better or a 1/4 but a 0/1 seriously junk rare.
#160) Surge Node - A pretty decent artifact that lets you put charge counters on other things, great way to transfer counters without needing other spells too for 1 mana you get a artifact that has 6 charge counters and you pay 1 mana and tap it to remove a charge counter and place it on another artifact, not bad finally a way to power titan forge.
#161) Sword of War and Peace - So the completion of the cycle of swords is here and this is the basics +2/+2 and protection from white and red are the names of the game, when the equipped creature deals damage to a player you get to deal damage to the opponent equal to the number of cards in his/her hand and you gain X life where X is the number of cards in your hand, not bad, but pretty lame finisher i was expecting it to do something else personally.
#162) Torpor Orb - Multiplayer has a new broken card in the form of Torpor Orb, activated abilites cannot be used with this thing on the field, so etb abilites will not trigger, it costs 2 mana and it's a rare expect to see this one real soon on standard floors.
#163) Trespassing Souleater - Well could this get any more interesting so for a 3 mana 2/2 you get the option to make it unblockable, by paying one Blue phyrexian mana and it's a common at that, balanced i like it a lot, sounds like a fun beatstick to play and early and often you are gonna be using it's ability with blue on the table if you got the mana to support it, pretty good for a construct.
#164) Unwinding Clock - This basically says untap dudes and win by taking out all other dudes in your way, for 4 mana you get a artifact that allows you to untap all your dudes when you've attacked or blocked for that matter at the beginning of each player's turn, this is so broken and sounds so fun to play.
Well that will call it for this set of spoilers, stay tuned for part 8 tommorow where i do my normal wrap up, enjoy.
#129) Alloy Myr - You knew this was coming a myr that basically adds stuff to your mana pool for 3 mana, as a uncommon 2/2 it's decent though not a replacement for Palladium Myr, defintely not a replacement for Gold Myr or anything but it adds any color mana which is nice i guess if you're playing off color.
#130) Batterskull - First mythic living weapon card ever, let's see it gives the dude it's attached to +4/+4 vigilance and lifelink, you can pay 3 mana to return it to your hand, it costs 5 mana to summon and 5 to equip, me thinks this is the new best friend of a certain mystic from Worldwake.
#131) Blinding Souleater - If i am not mistaken there is also Blinding Mage in this format where you can tap down a creature, but mage is a 2/1 while this dude costs 3 and is a 1/3 really, really now are they that determined to do this to us, next!
#132) Caged Sun - Ok let's see if i can wrap my head round this for 6 mana you get to choose a color when this enters the battlefield and creatures of that color get +1/+1 and when you tap lands for mana you get one mana of that color from this, so is this good hell yes it is, it's a ramp spell's dream it's like the expensive lotus cobra but colorless so all mana colors can use this one, so it fits perfectly into a artifact deck or a green ramp deck, this is just wow, turn 4 play this, turn 6 cast a eldrazi goddamn this sounds like fun to play.
#133) Conversion Chamber - Another slow counters artifact where you gotta tap it twice and pay 4 mana for a 3/3 golem, you may get to exile something but tell me is it worth it as a uncommon in this set, no it is not, limited may like this though.
#134) Darksteel Relic - 0 mana for a metalcraft count card, that basically cannot be blown up, decent for a metalcraft deck in this format, but nothing more.
#135) Etched Monstrosity - Oh gee a 10/10 that starts as a 5/5 and you pay 1 of each mana to basically draw 3 cards, making it a 10/10 again for 5 mana, wait what 5 mana is all you need to summon this mythic wow that's broken.
#136) Gremlin Mine - A 1 mana artifact that you have to sacrifice to either remove counters from a non creature artifact or deal 4 damage to a creature artifact, really shame on you wizards shame.
#137) Hex Parasite - Well now onto something different then we've seen so far a 1/1 for 1 mana that basically says, Kill Jace or any walker when you tap X amount of mana plus tap for a phyrexian black mana plus it gets a +1/+0 counter for each counter removed this way when you do it so bonus much, it's name is something to be desired though personally i would name it something else but that is just me.
#138) Hovermyr - Flying and vigilance on a myr, thus making a hovermyr i guess, 2 mana for a 1/2 and it can dodge ground dudes, while blocking decent i guess, this is actually great in combo with Batterskull.
#139) Immolating Souleater - All we get from this dude is a firebreathing effect on a 1/1 for 2 mana as a common limited fodder.
#140) Insatiable Souleater - Another dude that basically says pay 1 phyrexian mana to give me my special ability, as a 5/1 for 4 i can understand trample on this dude.
#141) Isolation Cell - 4 mana for a artifact that forces opponents to pay 2 mana or lose 2 life when they summon creatures, could be the next early control spell for that matter, we will have to wait and see what lists it occupies since it is a artifact.
#142) Kiln Walker - So this set has a dude that pumps itself when it attacks and ROE had a dude that pumped itself when spells were played, not bad since this starts as a 0/3 for 3 mana it's a decent attacker but nothing more then a useless wall when it doesn't attack
#143) Lashwrithe - Hmm i doubt i would use this personally even though it has the mechanic Living Weapon from MBS and all, it's equip cost is 2 black phyrexian mana and the creature equipped with this gets +1/+1
for each swamp you control, not bad, but not good espically since it's a 4 drop to summon at this point, Bonehoard is still a better living weapon card in my eyes.
#144) Mindcrank - Another mill artifact just great or crank as they would say, really damage is required to remove cards with this specific artifact and that, there are a lot better mill cards out there and this isn't one of them.
#145) Mycosynth Wellspring - You know for a land fetching artifact this is not half bad, you get two cracks with this one, when it enters the battlefield and when it is sent to the graveyard, for 2 mana so you get a decent ramp spell with this dude when it comes into play, it also fits perfectly into tempered steel me thinks and would make a decent artifact target for Myrsmith.
#146) Myr Superion - Ah the game day card at last, this dude is 2 mana and can only be cast via creature mana such as Birds or elves, fits perfectly into a elf deck or a casual myr deck, expect this dude to hit 3 to 4 dollars due to his power/toughness ratio.
#147) Necropouncer - So 6 mana nets you a +3/+1 living weapon that has haste as well, for 6 mana it's a lame living weapon and that, expect this to be a decent pass on most limited builds except when your forced to take it.
#148) Omen Machine - A 6 mana artifact that basically says play free spells and lands all you want but you cannot draw with this so it's a basic skip your draw step, fun times, as a rare this is gonna be a interesting way to play most good spells for 6 mana since you play off the top of your deck most of the time.
#149) Pestilent Souleater - Another soul eater and it basically is too expensive to play 5 mana for a 3/3 that can get infect, late game yes, early on no since there is little way to bring it into play without ramping towards better spells then this.
#150) Phyrexian Hulk - Wow i never thought i'd see this reprinted ever, 5/4 vanilla hulk for 6 mana i loved using this back in the day with free artifact equips, this is a good reprint for a beatstick.
#151) Pristine Talisman - Originally featured as a game day promotion card this card is still going to be a mirran based card in this set even though phyrexia has won, there are remanants of Mirrodin lying around all over the place in this set, as you might expect Pristine Talisman does the following, when you tap it after paying it's 3 mana cost summoning, you can gain 1 life and add 1 to your mana pool, as a mana enhancer this is all well and good but as a common i expect this to be like 25 cents when it comes out due to the fact there are better enhancers out there to do the job.
#152) Shrine of Boundless Growth - A shrine eh, this one is for green and let me say this putting counters on this is fun since it's removal ability allows you to add 1 to your mana pool for each counter on this one, for 3 mana it's a decent spell and is perfect flavour for green.
#153) Shrine of Burning Rage - Red's shrine and it does what you'd expect deals direct damage
#154) Shrine of Limitless Power - Black's shrine and it makes opponents discard, there isn't a lot to talk about for this particular cycle of cards personally.
#155) Shrine of Loyal Legions - Things that makes dudes are fun, things that make dudes when you play white spells even better or at the beginning of your upkeep, lots of fun for me in a idea deck.
#156) Shrine of Piercing Vision - Blue's shrine and it let's you look at X cards where x is the number of counters on it, then you put one in your hand and the rest on the bottom of the library not bad really for a cycle finale.
#157) Sickleslicer - What a strange named card, but this card does have the mechanic living weapon and it's bonus is a +2/+2 bonus ok i can live with that, with a equip cost of 4 though it's a little iffy, as a uncommon at 3 mana it's somewhat ok balanced and well taken care of in the long run but not a card you are gonna be seeing often in any format, except for Limited.
#158) Soul Conduit - 6 mana for a artifact rare that you pay 6 mana and tap to exchange life totals, good in a pinch i tell you and good way to say you lose to your opponent.
#159) Spellskite - A 2 drop artifact creature that is a 0/1 um am i missing something here, wait there is more my bad, for a phyrexian blue mana you get to basically do a Redirect effect where a target of a spell or a ability targets this instead, it's a rare wizards!. Come on seriously this should be a common not a rare R&D screwed up again, seriously this is annoying to see them screw up so much in this card by it's rarity alone, making it a 1/1 would have been better or a 1/4 but a 0/1 seriously junk rare.
#160) Surge Node - A pretty decent artifact that lets you put charge counters on other things, great way to transfer counters without needing other spells too for 1 mana you get a artifact that has 6 charge counters and you pay 1 mana and tap it to remove a charge counter and place it on another artifact, not bad finally a way to power titan forge.
#161) Sword of War and Peace - So the completion of the cycle of swords is here and this is the basics +2/+2 and protection from white and red are the names of the game, when the equipped creature deals damage to a player you get to deal damage to the opponent equal to the number of cards in his/her hand and you gain X life where X is the number of cards in your hand, not bad, but pretty lame finisher i was expecting it to do something else personally.
#162) Torpor Orb - Multiplayer has a new broken card in the form of Torpor Orb, activated abilites cannot be used with this thing on the field, so etb abilites will not trigger, it costs 2 mana and it's a rare expect to see this one real soon on standard floors.
#163) Trespassing Souleater - Well could this get any more interesting so for a 3 mana 2/2 you get the option to make it unblockable, by paying one Blue phyrexian mana and it's a common at that, balanced i like it a lot, sounds like a fun beatstick to play and early and often you are gonna be using it's ability with blue on the table if you got the mana to support it, pretty good for a construct.
#164) Unwinding Clock - This basically says untap dudes and win by taking out all other dudes in your way, for 4 mana you get a artifact that allows you to untap all your dudes when you've attacked or blocked for that matter at the beginning of each player's turn, this is so broken and sounds so fun to play.
Well that will call it for this set of spoilers, stay tuned for part 8 tommorow where i do my normal wrap up, enjoy.
Wednesday, May 4, 2011
Intro Pack Review #2: New Phyrexia's Devouring Skies
So today's intro pack is devouring skies the second of 5 intro packs found in the set New Phyrexia, let's see the list so we can get this party started.
Lands
13 Island
11 Swamp
Do all these intro packs have only basic lands, if so couldn't wizards put like some cards from the entire block in this set, oh wait there wasn't that many regular old non basics for the set, sucks but it is true unfortunately, oh well that's life for ya, let's see the creature base for the deck
Creatures
2 Augury Owl
2 Blind Zealot
2 Brass Squire
1 Darkslick Drake
2 Dementia Bat
3 Hovermyr
2 Impaler Shrike
1 Kiln Walker
2 Mortis Dogs
1 Necrogen Scudder
1 Neurok Invisimancer
1 Phyrexian Ingester
1 Silver Myr
2 Spire Monitor
Ok someone at wizards R&D better tell me how the hell half of this crap gets decided on, because i am not seeing it here, we have some crap in the form of Monitor and Scudder, Kiln Walker is utterly a joke a 3/3 for 3, which does what being used as a chumper, Monitor basically says oh look at me i'll flash in and chump and croak against dudes bigger then me, what a joke that card is sorry, Ingester is the only decent card of this deck so far, with the fact it imprints and gets bigger on the dude it eats, not bad, Dementia Bat and Hovermyr are both good over the top dudes with Augury Owl for Scry really scry for a new phyrexia intro pack, weird but ok let's go with it, the invisimancer is great for the final few points of combat damage though, even without help, it's decent enough to do on it's own. The creature base for this particular intro pack is decent but i feel is lack luster due to the fact we only have maybe 3 decent creatures, the rest is utter crap oh and the random silver myr, probably thrown in to ramp, not really much help since it's a lame 1/1 onto the spells
Spells
1 Argentum Armor
2 Copper Carapace
1 Doom Blade
1 Necropouncer
2 Sickleslicer
2 Vapor Snag
2 Viridian Claw
2 Warlord's Axe
So most of this stuff is equipment except for the doom blade, gee a singleton doom blade, not that great if you ask me, the only other worthwhile card i see is Argentum Armor, this other stuff the claw, the snag, hell even the axe are all lame and feel like a total waste of space if i had the chance to design a blue black intro pack for NPH i would make it pretty damn decent not half this crap packaged together and sold in stores on a daily basis to someone who is unsuspecting and stuff, trust me folks this intro pack is a definte pass, it's not worth the money you pay for you're better off getting the singles of the good cards and skipping all the crap, the five good cards of this pack are
- Argentum Armor
- Doom Blade
- Phyrexian Ingester
- Blind Zealot
- Silver Myr [I am reluctant to say so but it's true]
Till next time this is vergil signing off.
Lands
13 Island
11 Swamp
Do all these intro packs have only basic lands, if so couldn't wizards put like some cards from the entire block in this set, oh wait there wasn't that many regular old non basics for the set, sucks but it is true unfortunately, oh well that's life for ya, let's see the creature base for the deck
Creatures
2 Augury Owl
2 Blind Zealot
2 Brass Squire
1 Darkslick Drake
2 Dementia Bat
3 Hovermyr
2 Impaler Shrike
1 Kiln Walker
2 Mortis Dogs
1 Necrogen Scudder
1 Neurok Invisimancer
1 Phyrexian Ingester
1 Silver Myr
2 Spire Monitor
Ok someone at wizards R&D better tell me how the hell half of this crap gets decided on, because i am not seeing it here, we have some crap in the form of Monitor and Scudder, Kiln Walker is utterly a joke a 3/3 for 3, which does what being used as a chumper, Monitor basically says oh look at me i'll flash in and chump and croak against dudes bigger then me, what a joke that card is sorry, Ingester is the only decent card of this deck so far, with the fact it imprints and gets bigger on the dude it eats, not bad, Dementia Bat and Hovermyr are both good over the top dudes with Augury Owl for Scry really scry for a new phyrexia intro pack, weird but ok let's go with it, the invisimancer is great for the final few points of combat damage though, even without help, it's decent enough to do on it's own. The creature base for this particular intro pack is decent but i feel is lack luster due to the fact we only have maybe 3 decent creatures, the rest is utter crap oh and the random silver myr, probably thrown in to ramp, not really much help since it's a lame 1/1 onto the spells
Spells
1 Argentum Armor
2 Copper Carapace
1 Doom Blade
1 Necropouncer
2 Sickleslicer
2 Vapor Snag
2 Viridian Claw
2 Warlord's Axe
So most of this stuff is equipment except for the doom blade, gee a singleton doom blade, not that great if you ask me, the only other worthwhile card i see is Argentum Armor, this other stuff the claw, the snag, hell even the axe are all lame and feel like a total waste of space if i had the chance to design a blue black intro pack for NPH i would make it pretty damn decent not half this crap packaged together and sold in stores on a daily basis to someone who is unsuspecting and stuff, trust me folks this intro pack is a definte pass, it's not worth the money you pay for you're better off getting the singles of the good cards and skipping all the crap, the five good cards of this pack are
- Argentum Armor
- Doom Blade
- Phyrexian Ingester
- Blind Zealot
- Silver Myr [I am reluctant to say so but it's true]
Till next time this is vergil signing off.
Tuesday, May 3, 2011
Intro Pack Review #1: New Phyrexia's Artful Destruction
So time for a new series of reviews this time i will be looking at with this series the intro packs that come with each new set, since there are usually about 5 per set i'll take a look at each one in a singular article, so let's begin. Artful destruction is perhaps the weakest of the NPH packs with cop out cards from both NPH and SOM as well as a few M11 cards thrown into the mix, this deck provides perhaps the weakest backbone of phyrexia in the form of their Splicers don't know what a splicer is well it's a basic 1/1 dude that makes 3/3 dudes when it enters the battlefield and gives those 3/3 dudes some sort of effect thus a entire cycle was created just for these kinds of effects, let's look at the list
Lands
12 Forest
12 Plains
Right away here's where things start to screw up, only basic lands are added in making this a slow deck from the get go, as a magic nut i had to imply that when they made Mirrodin Besieged's precons earlier this year they were much better, much more gratifying and hell even the fact they had some form of awesome in them, now for the creature base for the deck
Creatures
1 Blade Splicer
1 Brutalizer Exarch
3 Copper Myr
1 Garruk's Packleader
3 Gold Myr
1 Golem Artisan
3 Master Splicer
1 Maul Splicer
2 Palladium Myr
1 Phyrexian Hulk
1 Precursor Golem
2 Sensor Splicer
1 Stone Golem
2 Suture Priest
2 Vital Splicer
Right off the bat you'll notice they only used the green and white splicers of this set, meaning it sucks big time, also notice the theme it's mostly golems meaning the fact if you wanted to build a golem deck outta this you'd probably have to take out the Myr's and the Suture Priest since they aren't golems as well as the Packleader which seems to be filler if i might add. The creature base seems a tad weak and the fact there are very few copies of key cards here, meaning that when you want to go and play this you'll probably get creamed because of the fact golems are super slow and somewhat lame to play as all you basically need is a single day of judgement to remove em all from play, there is some serious lack of protection creature wise as most of your dudes will usually die to infect and the fact that metalcraft is more apparent for this deck makes me wonder if wizards was thinking at all when they made this first precon deck, now for the spells of the deck.
Spells
1 Conversion Chamber
2 Cultivate
1 Giant Growth
2 Forced Worship
1 Glissa's Scorn
1 Mighty Leap
1 Viridian Harvest
2 War Report
For spells it's basic enough, i understand the giant growth and cultivate, as well as the war report and scorn but the rest seem lack luster as is, conversion chamber makes as many dudes as you have artifacts in the graveyard but for a artifact deck this is nice, this isn't a artifact deck as the only artifact dudes in the deck are the Myr's and Golems, the rest are pretty damn lack luster for the rest of the spells 2 forced worship means oh look at me i've got you on lockdown or the singleton viridian harvest basically shows oh i'm gonna gain 6 life, lame for spells as war report is actually the best lifegain spell of the deck since it targets both artifacts and creatures meaning a double whammy.
If you are looking to get this come release day, take a pass on this one, it's not worth the 10 dollars you pay for it, though next time i'll be taking a look at the Blue/Black list Devouring Skies, till next time magic fans.
Lands
12 Forest
12 Plains
Right away here's where things start to screw up, only basic lands are added in making this a slow deck from the get go, as a magic nut i had to imply that when they made Mirrodin Besieged's precons earlier this year they were much better, much more gratifying and hell even the fact they had some form of awesome in them, now for the creature base for the deck
Creatures
1 Blade Splicer
1 Brutalizer Exarch
3 Copper Myr
1 Garruk's Packleader
3 Gold Myr
1 Golem Artisan
3 Master Splicer
1 Maul Splicer
2 Palladium Myr
1 Phyrexian Hulk
1 Precursor Golem
2 Sensor Splicer
1 Stone Golem
2 Suture Priest
2 Vital Splicer
Right off the bat you'll notice they only used the green and white splicers of this set, meaning it sucks big time, also notice the theme it's mostly golems meaning the fact if you wanted to build a golem deck outta this you'd probably have to take out the Myr's and the Suture Priest since they aren't golems as well as the Packleader which seems to be filler if i might add. The creature base seems a tad weak and the fact there are very few copies of key cards here, meaning that when you want to go and play this you'll probably get creamed because of the fact golems are super slow and somewhat lame to play as all you basically need is a single day of judgement to remove em all from play, there is some serious lack of protection creature wise as most of your dudes will usually die to infect and the fact that metalcraft is more apparent for this deck makes me wonder if wizards was thinking at all when they made this first precon deck, now for the spells of the deck.
Spells
1 Conversion Chamber
2 Cultivate
1 Giant Growth
2 Forced Worship
1 Glissa's Scorn
1 Mighty Leap
1 Viridian Harvest
2 War Report
For spells it's basic enough, i understand the giant growth and cultivate, as well as the war report and scorn but the rest seem lack luster as is, conversion chamber makes as many dudes as you have artifacts in the graveyard but for a artifact deck this is nice, this isn't a artifact deck as the only artifact dudes in the deck are the Myr's and Golems, the rest are pretty damn lack luster for the rest of the spells 2 forced worship means oh look at me i've got you on lockdown or the singleton viridian harvest basically shows oh i'm gonna gain 6 life, lame for spells as war report is actually the best lifegain spell of the deck since it targets both artifacts and creatures meaning a double whammy.
If you are looking to get this come release day, take a pass on this one, it's not worth the 10 dollars you pay for it, though next time i'll be taking a look at the Blue/Black list Devouring Skies, till next time magic fans.
New Phyrexia Spoilers Part 6: Multicolor, Colorless and Lands
As per usual any part 6 of spoilers for here is usually the multicolor and lands format for the set, regardless if there are no multicolor cards in any set whatsoever so with that being said let's get part 6 underway and visible for your viewing enjoyment.
#1) Karn Liberated - Are you kidding me, Karn um, um i am speechless as of now, seriously this is nuts you put a walker in this set that is like a god, though for 7 mana you get a 6 loyalty walker the most loyalty of any walker yet did i mention he's colorless no i am sure i did, let's break down his abilities +4 target player discards a card from his or her hand, seriously this is a huge boon to black discard, so nice, -3 Exile Target Permanent, say what his second ability is more powerful then his first awesome much, let's see his ultimate -14 Set aside all non aura permanents exiled by Karn, then restart the game, Then put all the cards set aside this way onto the battlefield under your control. Say what, he does that as a ultimate, wizards R&D i have a question for you what were you smoking seriously you reprinted Sharazad for crying out loud it's on the resevered list for a reason dear god.
#128) Jor Kadeen, the Prevailer - Ok so a white/red rare that is a legend, not bad first strike and metalcraft make it decent in my eyes, 5/4 that basically gives +3/+0 for all other creatures when metalcraft is active not bad, for 5 mana it's a decent rare and legend of this set, since we've seen a lot of legends up to this point, most in a while perhaps.
#165) Phyrexia's Core - We all saw this coming a basically new Mirrodin's core from the old days, except it doesn't have charge counters, for tapping it you get 1 mana and it's a uncommon land by the way, you also tap it and pay 1 as well as sacrifice a artifact you get 1 life, really neat combat trick to basically screw over shatter i think.
Well that's it besides the basics of the set which are usually the last ten cards, onto the artifacts.
#1) Karn Liberated - Are you kidding me, Karn um, um i am speechless as of now, seriously this is nuts you put a walker in this set that is like a god, though for 7 mana you get a 6 loyalty walker the most loyalty of any walker yet did i mention he's colorless no i am sure i did, let's break down his abilities +4 target player discards a card from his or her hand, seriously this is a huge boon to black discard, so nice, -3 Exile Target Permanent, say what his second ability is more powerful then his first awesome much, let's see his ultimate -14 Set aside all non aura permanents exiled by Karn, then restart the game, Then put all the cards set aside this way onto the battlefield under your control. Say what, he does that as a ultimate, wizards R&D i have a question for you what were you smoking seriously you reprinted Sharazad for crying out loud it's on the resevered list for a reason dear god.
#128) Jor Kadeen, the Prevailer - Ok so a white/red rare that is a legend, not bad first strike and metalcraft make it decent in my eyes, 5/4 that basically gives +3/+0 for all other creatures when metalcraft is active not bad, for 5 mana it's a decent rare and legend of this set, since we've seen a lot of legends up to this point, most in a while perhaps.
#165) Phyrexia's Core - We all saw this coming a basically new Mirrodin's core from the old days, except it doesn't have charge counters, for tapping it you get 1 mana and it's a uncommon land by the way, you also tap it and pay 1 as well as sacrifice a artifact you get 1 life, really neat combat trick to basically screw over shatter i think.
Well that's it besides the basics of the set which are usually the last ten cards, onto the artifacts.
Monday, May 2, 2011
New Phyrexia Game Day Promotion Cards
So game day being only about a month away as of this time it's time to reveal from me the official game day promotion cards which will be disturbed for even attending and top 8 qualifications, let's get down to it they are down below
Dun dun Priest of Urabrask is the particpation promotion card and Myr Superion is the top 8 card for this particular set, not bad but i could think wizards would do far better in there choices of these cards, however said this is a decent double promo if you even bothered to watch the overview of New Phyrexia from Wizards's main youtube page.
That's all for this article as i've got lots to write about so little time, ciao.
Dun dun Priest of Urabrask is the particpation promotion card and Myr Superion is the top 8 card for this particular set, not bad but i could think wizards would do far better in there choices of these cards, however said this is a decent double promo if you even bothered to watch the overview of New Phyrexia from Wizards's main youtube page.
That's all for this article as i've got lots to write about so little time, ciao.
New Phyrexia Spoilers Part 5: Green
Green has always been the last official color of the color pie for magic since it's inception and well this time green is sure to get a surprise or two, we saw some decent creatures, enchantments and even a few combat tricks so far for this block, will it be any different let's find out.
#103) Beast Within - As a fan of any spell that puts tokens on the field i cannot be happier to see this instant speed 3 drop spell that blows something up and puts a 3/3 beast onto the field in it's place, espically if you need to make room in your hand for something better like say Skittles but outside of limited though it may see play but then again may not.
#104) Birthing Pod - Well this is a surprise indeed a Phyrexian mana mechanic on a artifact it costs 3 mana plus a green phyrexian mana which can be paid for via 2 life or a green mana and a green mana, weird i know but i will explain further, it's effect is you pay 1 and a phyrexian green mana and tap this artifact you get to sacrifice a creature and search for a creature card with the converted mana cost of the one you sacrificed plus 1 so you sacrifice a inferno titan you get to search for Avenger of Zendikar, or you sacrifice something else this is pretty decent as a rare artifact but you can only do this during your turn which is a downfall but that's ok personally.
#105) Brutalizer Exarch - And so life goes on in the exarch cycle of cards and let me tell you something for a 6 drop 3/3 it better be good and it is, it basically fetches stuff creature wise or makes a opponent's creature go to the bottom of your library, great in limited personally as that kind of stuff makes most players weep in fear, he fits perfectly into a infect deck since he fetches infecters and you can easily give him infect for a turn.
#106) Chancellor of the Tangle - Nothing like a free 1 green mana for revealing this dude eh, well i couldn't agree more, for a 6/7 and with vigilance and reach he's a great end to the chancellor cycle of cards which we've seen to date so far to be rather intruging personally, once again wizards printed a awesome cycle of rares this time around.
#107) Corrosive Gale - Think of this as the new windstorm, it's pretty much same speed, same rarity and hell even same cost, a carbon copy with a new name next!
#108) Death-Hood Cobra - So what exactly is so good about this common nothing really his two abilites are mana intensive and he's only a 2/2 but said mana abilites can be used as interrupts during a blocker step, so it's not all that bad personally.
#109) Fresh Meat - Wow this is a pleaser, it basically says go and use Day of Judgement on me, i'll play this and get back my entire army for 4 mana you get a instant that puts 3/3 beasts onto the field for all creatures that died this turn, it's basically get wiped play this, boom 5 3/3 beasts and swing next turn, broken or what and it's a rare too, it's like the next genesis wave for green, since it makes a lot of dudes if you are lucky. I am for sure going to grab 4 of these when i get the chance since this set looks like a lot of fun in the long run and all that, plus i love me some old school beaters.
#110) Glissa's Scorn - Here we go with a destroy spell for 2 mana you get destroy target artifact, that artifact's controller loses 1 life, wow as a common i'm impressed green has a new naturalize with some semi black effects but the only dissapointment is it does not destroy enchantments so it's kinda sad.
#111) Glistener Elf - A 1/1 with infect for 1 green mana, it combos off well with Chancellor of the Tangle at least don't you agree, since it does not have any other special abilites i don't think it will see anything but limited play, though we do have some decent limited fodder for the set at least from a nagle set.
#112) Greenhilt Trainee - So a 2/3 that has a tap ability to give other things +4/+4 until end of turn, right and i am a monkey's uncle limited only really since elves have a way better option in the form of Joraga Warcaller right now.
#113) Leeching Bite - A pump spell that basically gives something +1/+1 for 2 mana and it gives something else a -1/-1 until end of turn, weenies fear my wrath for i have returned in the form of a pump spell next
#114) Maul Splicer - So this is a 7 drop that apparently is part of a cycle of cards that generate golems, however the effect don't kick in till this hits the battlefield, but it also gives golems trample as a 1/1 it's a more expensive Awakener Druid but on the plus side it's a creature that drops 1 point of power for each mana it costs, did i mention this is a common as well, so it may end up being worth it we will see.
#115) Melira, Sylvok Outcast - OMG she's here in all her glory, the hottest thing on mirrodin nah just kidding, for 2 mana a rare that is a legendary, you can't obtain poison counters with this, -1/-1 doesn't work either, all opponents basically lose their advantage with this one, by losing infect broken, but she can still die to bolt, i compare it this way if you can die to bolt, sorry.
#116) Mutagenic Growth - So for one Phyrexian mana not only do you get a instant speed common but a pump spell which you can dump your infecters with and make them super strong till end of turn, am i seeing a pattern here with this set, we have our Awakener Druid, we have a pseudo giant growth, we have a new Extripate and all of that, weird seeing a card like this in this set, but it's sounds like a good combat trick regardless.
#117) Mycosynth Fiend - Ok so a 2/2 for 3 that powers itself up on the amount of poison counters a opponent has, seriously as a uncommon that ability is broken in late game, drop him when the opponent has 7 or 8 poison and dude is a 9/9 or a 10/10 for 3, wow infect just got fun again.
#118) Noxious Revival - 1 green phyrexian mana is all it takes to revive something and put it on the top of your library with this one spell, at instant speed it's just perfect for late game and a interrupt to a go for the throat or some other removal spell.
#119) Phyrexian Swarmlord - Well it was bound to happen this set's massive token generator in the form of this rare, it's in a intro pack as well so it's gotta be a 2 dollar junk rare, it has infect as a 4/4 and it costs 6 mana but relies on poison counters for it's upkeep ability, not bad at all, espically in a black green infect build.
#120) Rotted Hystrix - 3/6 vanilla creature for 5 mana next!
#121) Spinebiter - Oh a infecter that can deal infect damage almost without fear, 3/4 for a 6 drop that basically goes through blockers with it's "You may have it deal damage as though it wasn't blocked" pretty damn funny and fun to play if you ask me.
#122) Thundering Tanadon - 4 and 2 phyrexian green mana makes this 5/4 beast with trample a huge success as he can be ramped to turn 3 and cast quickly, give this dude infect and he's broken personally.
#123) Triumph of the Hordes - This is basically a miniature overrun with infect for 1 less, it gives all dudes +1/+1, trample and infect until end of turn, great finisher card personally.
#124) Viridian Betrayers - 3/1 for a psuedo infect that works with the poisoned mechanic, whew and here i thought we saw everything from rare occurences to even this type of card, but this is a exception to the rule as it's infect status makes it a serious contender in limited.
#125) Viridian Harvest - So a enchantment aura that only enchants artifacts but gains you 6 life for 1 green mana, talk about a serious contender for lamest spell of the set, filler much.
#126) Vital Splicer - Well the splicers had a good run in my spoilers and now it ends this is the last one of the set and wow it's a doozy 4 mana nets you a 1/1 and a 3/3 golem, all golems have pay 1 mana and regenerate so they don't die easily, this could easily be a decktype for sure me thinks.
#127) Vorinclex, Voice of Hunger - We have at last arrived at this color's mythic slot, oh my goodness this is fun as is all the praetors of the set, 7/6 trample that produces mana when you tap equal to the amount you tap for, it locks down opponent's lands all for 8 mana too, um did i mention it has trample, dear god this is a fun set, i can't wait to see what is next.
Well that is it on this color front, next time it's multicolor and lands, see you all next article.
#103) Beast Within - As a fan of any spell that puts tokens on the field i cannot be happier to see this instant speed 3 drop spell that blows something up and puts a 3/3 beast onto the field in it's place, espically if you need to make room in your hand for something better like say Skittles but outside of limited though it may see play but then again may not.
#104) Birthing Pod - Well this is a surprise indeed a Phyrexian mana mechanic on a artifact it costs 3 mana plus a green phyrexian mana which can be paid for via 2 life or a green mana and a green mana, weird i know but i will explain further, it's effect is you pay 1 and a phyrexian green mana and tap this artifact you get to sacrifice a creature and search for a creature card with the converted mana cost of the one you sacrificed plus 1 so you sacrifice a inferno titan you get to search for Avenger of Zendikar, or you sacrifice something else this is pretty decent as a rare artifact but you can only do this during your turn which is a downfall but that's ok personally.
#105) Brutalizer Exarch - And so life goes on in the exarch cycle of cards and let me tell you something for a 6 drop 3/3 it better be good and it is, it basically fetches stuff creature wise or makes a opponent's creature go to the bottom of your library, great in limited personally as that kind of stuff makes most players weep in fear, he fits perfectly into a infect deck since he fetches infecters and you can easily give him infect for a turn.
#106) Chancellor of the Tangle - Nothing like a free 1 green mana for revealing this dude eh, well i couldn't agree more, for a 6/7 and with vigilance and reach he's a great end to the chancellor cycle of cards which we've seen to date so far to be rather intruging personally, once again wizards printed a awesome cycle of rares this time around.
#107) Corrosive Gale - Think of this as the new windstorm, it's pretty much same speed, same rarity and hell even same cost, a carbon copy with a new name next!
#108) Death-Hood Cobra - So what exactly is so good about this common nothing really his two abilites are mana intensive and he's only a 2/2 but said mana abilites can be used as interrupts during a blocker step, so it's not all that bad personally.
#109) Fresh Meat - Wow this is a pleaser, it basically says go and use Day of Judgement on me, i'll play this and get back my entire army for 4 mana you get a instant that puts 3/3 beasts onto the field for all creatures that died this turn, it's basically get wiped play this, boom 5 3/3 beasts and swing next turn, broken or what and it's a rare too, it's like the next genesis wave for green, since it makes a lot of dudes if you are lucky. I am for sure going to grab 4 of these when i get the chance since this set looks like a lot of fun in the long run and all that, plus i love me some old school beaters.
#110) Glissa's Scorn - Here we go with a destroy spell for 2 mana you get destroy target artifact, that artifact's controller loses 1 life, wow as a common i'm impressed green has a new naturalize with some semi black effects but the only dissapointment is it does not destroy enchantments so it's kinda sad.
#111) Glistener Elf - A 1/1 with infect for 1 green mana, it combos off well with Chancellor of the Tangle at least don't you agree, since it does not have any other special abilites i don't think it will see anything but limited play, though we do have some decent limited fodder for the set at least from a nagle set.
#112) Greenhilt Trainee - So a 2/3 that has a tap ability to give other things +4/+4 until end of turn, right and i am a monkey's uncle limited only really since elves have a way better option in the form of Joraga Warcaller right now.
#113) Leeching Bite - A pump spell that basically gives something +1/+1 for 2 mana and it gives something else a -1/-1 until end of turn, weenies fear my wrath for i have returned in the form of a pump spell next
#114) Maul Splicer - So this is a 7 drop that apparently is part of a cycle of cards that generate golems, however the effect don't kick in till this hits the battlefield, but it also gives golems trample as a 1/1 it's a more expensive Awakener Druid but on the plus side it's a creature that drops 1 point of power for each mana it costs, did i mention this is a common as well, so it may end up being worth it we will see.
#115) Melira, Sylvok Outcast - OMG she's here in all her glory, the hottest thing on mirrodin nah just kidding, for 2 mana a rare that is a legendary, you can't obtain poison counters with this, -1/-1 doesn't work either, all opponents basically lose their advantage with this one, by losing infect broken, but she can still die to bolt, i compare it this way if you can die to bolt, sorry.
#116) Mutagenic Growth - So for one Phyrexian mana not only do you get a instant speed common but a pump spell which you can dump your infecters with and make them super strong till end of turn, am i seeing a pattern here with this set, we have our Awakener Druid, we have a pseudo giant growth, we have a new Extripate and all of that, weird seeing a card like this in this set, but it's sounds like a good combat trick regardless.
#117) Mycosynth Fiend - Ok so a 2/2 for 3 that powers itself up on the amount of poison counters a opponent has, seriously as a uncommon that ability is broken in late game, drop him when the opponent has 7 or 8 poison and dude is a 9/9 or a 10/10 for 3, wow infect just got fun again.
#118) Noxious Revival - 1 green phyrexian mana is all it takes to revive something and put it on the top of your library with this one spell, at instant speed it's just perfect for late game and a interrupt to a go for the throat or some other removal spell.
#119) Phyrexian Swarmlord - Well it was bound to happen this set's massive token generator in the form of this rare, it's in a intro pack as well so it's gotta be a 2 dollar junk rare, it has infect as a 4/4 and it costs 6 mana but relies on poison counters for it's upkeep ability, not bad at all, espically in a black green infect build.
#120) Rotted Hystrix - 3/6 vanilla creature for 5 mana next!
#121) Spinebiter - Oh a infecter that can deal infect damage almost without fear, 3/4 for a 6 drop that basically goes through blockers with it's "You may have it deal damage as though it wasn't blocked" pretty damn funny and fun to play if you ask me.
#122) Thundering Tanadon - 4 and 2 phyrexian green mana makes this 5/4 beast with trample a huge success as he can be ramped to turn 3 and cast quickly, give this dude infect and he's broken personally.
#123) Triumph of the Hordes - This is basically a miniature overrun with infect for 1 less, it gives all dudes +1/+1, trample and infect until end of turn, great finisher card personally.
#124) Viridian Betrayers - 3/1 for a psuedo infect that works with the poisoned mechanic, whew and here i thought we saw everything from rare occurences to even this type of card, but this is a exception to the rule as it's infect status makes it a serious contender in limited.
#125) Viridian Harvest - So a enchantment aura that only enchants artifacts but gains you 6 life for 1 green mana, talk about a serious contender for lamest spell of the set, filler much.
#126) Vital Splicer - Well the splicers had a good run in my spoilers and now it ends this is the last one of the set and wow it's a doozy 4 mana nets you a 1/1 and a 3/3 golem, all golems have pay 1 mana and regenerate so they don't die easily, this could easily be a decktype for sure me thinks.
#127) Vorinclex, Voice of Hunger - We have at last arrived at this color's mythic slot, oh my goodness this is fun as is all the praetors of the set, 7/6 trample that produces mana when you tap equal to the amount you tap for, it locks down opponent's lands all for 8 mana too, um did i mention it has trample, dear god this is a fun set, i can't wait to see what is next.
Well that is it on this color front, next time it's multicolor and lands, see you all next article.
Sunday, May 1, 2011
Rant: Wizards Policies of Rules and Regulations
Time for a blog rant i've not done one of these before so every word i write in this is totally unscripted and unedited so here is a fair warning "If you do not like what i have to say about this particular topic then i would humbly ask you to go read another of my articles if you wish, but if you do wish to read this then read on"
It's the basic principle that wizards of the coast makes and produces ccg's for our enjoyment such as Magic the Gathering and Yu-Gi-Oh but in lieu of recent events with the Guillaume's and the recent suspension of theirs it's made me wonder if wizards of the coast's current regulations even apply anymore let's start with the first example
1) The Godbook - Now this document not only contains the finalized versions of cards, but is only given to publishers whom write magazines such as Lotus Noir in France which is a perfect example of this issue. The information in this document is so top secret when it's leaked wizards gets furious IE: the Rancored Elf incident which happened during the Time Spiral Block a few years back in which a few top secret time spiral cards were leaked almost 6 months in advance of the set's prerelease. Now this leads me to believe that wizards is just handing these things out at will to all publishers and believe me it should NOT be the case at all.normally during spoiler season we are slow rolled into spoilers by getting set mechanics usually first, then of course a few cards featuring set mechanics then we are usually given some form of release and prerelease card which are usually two cards from the upcoming set done in foil form. Not this spoiler season since it was all spoiled before the end of april which was dissapointing since the mass info dump was pretty much handled well but should never have happened at all personally.
Now what do i feel should be done about this A) This document should not be given out at all, it should be kept in wizards's vault in their HQ and should be slow rolled like everything else because that is what makes spoiler season so much fun even though it happens 4 times a year. B) The policy on this document should be that if it is leaked that wizards should just let it go, because this is the internet and as we all know if one little tidbit of information leaks you bet your ass this will be followed by more information. So as a player whom writes about magic i say just let them eat cake.
2) Rules and Regulations at local stores - This is the most appaling thing i've ever had the galls to write about personally and it should be noted that i do not condone what Store Owners do during tournament or events such as FNM's or Prerelease's because this is sickening, let me explain why. Well the first thing i want to point out is store owners do not even have a Judge at REL competitive events such as Qualifiers, Prereleases and Release parties since i've been to all three of these type of events and basically have yet to see a judge at any one of them. What does this mean you may ask, if store owners do not have judges does that give them the right to make rulings at the store, NO not without a official document showing they are a judge or at least have received their judge's certificate which allows them to host these events. If they try to make a ruling just simply ask for their judge's certificate and if they don't show it then you have the right to email wizards and make a formal complaint against the store owner since all prereleases and fnm's as well as release events are considered REL events and should be treated as such not this half sickening BS which basically shows cheating is allowed at these events yes cheaters do love these events since it gives them the chance to exploit the rules, aka slow play, shuffling when you do not have to, etc the list goes on and on in my humble opinion.
What should be done, ALL REL events such as the listed ones above should have at least one judge present even if it is a small event like FNM since they all apply towards your DCI ratings in the first place, should this continue no, if you do not see a judge there ask your local store owner if they have their judge's certifcate and if not walk out before even signing up, i will be going to this next prerelease and such as well as checking these factors you can damn well guarantee this fact.
That's really all i have to rant about now since these topics are the most sickening and appaling i've ever had to face as a regular writer and player, so till next magic fans this is vergil signing off.
It's the basic principle that wizards of the coast makes and produces ccg's for our enjoyment such as Magic the Gathering and Yu-Gi-Oh but in lieu of recent events with the Guillaume's and the recent suspension of theirs it's made me wonder if wizards of the coast's current regulations even apply anymore let's start with the first example
1) The Godbook - Now this document not only contains the finalized versions of cards, but is only given to publishers whom write magazines such as Lotus Noir in France which is a perfect example of this issue. The information in this document is so top secret when it's leaked wizards gets furious IE: the Rancored Elf incident which happened during the Time Spiral Block a few years back in which a few top secret time spiral cards were leaked almost 6 months in advance of the set's prerelease. Now this leads me to believe that wizards is just handing these things out at will to all publishers and believe me it should NOT be the case at all.normally during spoiler season we are slow rolled into spoilers by getting set mechanics usually first, then of course a few cards featuring set mechanics then we are usually given some form of release and prerelease card which are usually two cards from the upcoming set done in foil form. Not this spoiler season since it was all spoiled before the end of april which was dissapointing since the mass info dump was pretty much handled well but should never have happened at all personally.
Now what do i feel should be done about this A) This document should not be given out at all, it should be kept in wizards's vault in their HQ and should be slow rolled like everything else because that is what makes spoiler season so much fun even though it happens 4 times a year. B) The policy on this document should be that if it is leaked that wizards should just let it go, because this is the internet and as we all know if one little tidbit of information leaks you bet your ass this will be followed by more information. So as a player whom writes about magic i say just let them eat cake.
2) Rules and Regulations at local stores - This is the most appaling thing i've ever had the galls to write about personally and it should be noted that i do not condone what Store Owners do during tournament or events such as FNM's or Prerelease's because this is sickening, let me explain why. Well the first thing i want to point out is store owners do not even have a Judge at REL competitive events such as Qualifiers, Prereleases and Release parties since i've been to all three of these type of events and basically have yet to see a judge at any one of them. What does this mean you may ask, if store owners do not have judges does that give them the right to make rulings at the store, NO not without a official document showing they are a judge or at least have received their judge's certificate which allows them to host these events. If they try to make a ruling just simply ask for their judge's certificate and if they don't show it then you have the right to email wizards and make a formal complaint against the store owner since all prereleases and fnm's as well as release events are considered REL events and should be treated as such not this half sickening BS which basically shows cheating is allowed at these events yes cheaters do love these events since it gives them the chance to exploit the rules, aka slow play, shuffling when you do not have to, etc the list goes on and on in my humble opinion.
What should be done, ALL REL events such as the listed ones above should have at least one judge present even if it is a small event like FNM since they all apply towards your DCI ratings in the first place, should this continue no, if you do not see a judge there ask your local store owner if they have their judge's certifcate and if not walk out before even signing up, i will be going to this next prerelease and such as well as checking these factors you can damn well guarantee this fact.
That's really all i have to rant about now since these topics are the most sickening and appaling i've ever had to face as a regular writer and player, so till next magic fans this is vergil signing off.
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