Sunday, September 23, 2012

Return to Ravnica Spoilers Part 6: Multicolor

Hello and welcome to part 6 of the return to ravnica spoilers, in this edition it's all about the Multicolor cards and lands we will be seeing this set, as usual let's get straight down to business

#141) Abrupt Decay - Holy uncounterable spells, for Black and Green you get a uncounterable spell that hits permanents with 3 CMC or less, plus it's a rare, so expect to see this as one of the premier kill spells of the set.

#142) Archon of the Triumvirate - For 5, Blue, White this has to be good right, well sort of, since it has the mechanic Detain which is the Azorius guild mechanic for the set, but it affects 2 permanents of your choice when it attacks, but that 4/5 flier body it has is pretty damn durable.

#143) Armada Wurm - Ok, so we know this bad boy is a 5/5 that churns out a 5/5 when it enters the battlefield, plus did i mention it has trample, making it a nice mythic rare for the set.

#144) Auger Spree - If i was to say there was a new way to kill things, would you believe me this spell for 1, Black and a red grants +4/-4 until end of turn, so anything with 4 or less toughness will die to this spell of choice or it can be used as a pump spell, not bad wizards.

#145) Azorius Charm - Seriously, charms are back in magic, who'd have thunk it, for White and Blue you get a charm that grants either all creatures you control lifelink until end of turn, or you get to draw a card, or you get to put target attacking or blocking creature on top of it's owner's library very nice.

#146) Call of the Conclave - For green and white you get a sorcery that makes a 3/3 centaur, not bad if i do say so myself, this is also a very nice uncommon.

#147) Carnival Hellsteed - 6 drop with the mechanic Unleash which is the Rakdos mechanic this time around, it enters as a big 6/5 with unleash, but has First strike and Haste which make this a much better and bigger rare bomb.

#148) Centaur Healer - Sure for 1, green and white you get a 3/3 that when it enters the battlefield you gain 3 life in the process, a nice way to balance the green/white flavor here, tough body with a decent ETB effect.

#149) Chemister's Trick - Red and blue instant speed that has a alternate overload cost of 3, Blue and a red, it grants a target creature you don't control -2/-0 until end of turn and forces it to attack or grants all that effect if you pay the overload cost, interesting.

#150) Collective Blessing - 6 mana for a enchantment that grants creatures you control +3/+3 and is a rare, very nice EDH playable bomb.

#151) Common Bond - Sure for 1, green and a white you get to put 2 +1/+1 counters on a target creature at instant speed, a very nice end of turn effect.

#152) Corpsejack Menace - Seriously half a doubling season on this for 4 mana is nuts, it grants double the +1/+1 counters on anything, even enter the battlefield effects, seriously for 4 mana, that's insane.

#153) Counterflux - A counter spell that cannot be countered, interesting, costs blue, blue, red to cast, it counters a target spell you don't control, plus it has overload for 1, blue, blue, red.

#154) Coursers's Accord - 6 mana to make a 3/3 centaur and populate at sorcery speed, one of the worse cards with this mechanic if you ask me.

#155) Detention Sphere - Multi Oblivion Ring anyone for a select set of permanents, very nice, very nice

#156) Dramatic Rescue - Blue and a white for a instant speed bounce spell that gains you 2 life, not bad for combat tricks.

#157) Dreadbore - Terminate is back for both walkers and creatures at sorcery speed, same mana cost as the classic instant speed spell, plus it has some shenigans abound.

#158) Dreg Mangler - So for 3 mana, you get a 3/3 with haste, as well as the Scavenge ability which is the golgari mechanic, but the scavenge mechanic is a whopping 5 mana cost for a uncommon such as this which i think would balance this out.

#159) Epic Experiment - X, Blue, Red for a spell that allows you play instants and sorceries where X is the cost paid for them, holy cow batman, whoa Genesis Wave's brother spell at mythic rarity

#160) Essence Backlash - 2, Blue, Red for a counter target creature spell and it deals damage equal to that creature's power to a player

#161) Fall of the Gavel - 5 mana instant that gains 5 life and counters a spell, nice bomb counter here.

#162) Firemind's Foresight - 5, blue, red for a spell that lets you search for a spell for 3 then 2, then 1 cmc, very nice way to tutor in this set.

#163) Goblin Electromancer - Red and a Blue for a 2/2 that makes instants and sorceries you cast 1 less to play, meaning those good spells just got better unless they were already 1 mana to play, plus this is a common talk about power level.

#164) Golgari Charm - For black, green you get a instant that either does -/1-1 to all creatures, destroy target enchantment or regenerate each creature you control all at uncommon rarity.

#165) Grisly Salvage - Talk about a nice spell, for Black and Green you get to basically use a mini Mayael the Anima type effect in standard but without paying the mana cost for the ability and put the creature into your hand and the rest in the graveyard, interesting.

#166) Havoc Festival - 6 mana enchantments are honestly not what i hoped for these days, even with stuff like Omniscience present in the current meta, but this is nice since it hoses life gain as well as dealing damage equal to the player's life total rounded up, only problem is it hits you as well.

#167) Hellhole Flailer - 1, Black and red for a 3/2 with the rakdos mechanic of unleash, plus it can be sacrificed for 2, black and red to deal damage equal to it's power to target player, a very nice limited card.

#168) Heroes Reunion - Did someone call for a reprint here, Green/White to gain 7 life in this format is nice, considering the type of thing it does at instant speed, seriously a nice reprint.

#169) Hussar Patrol - 2/4 with flash and vigilance, for 2, white, blue, nice but not as high on the list for limited.

#170) Hypersonic Dragon - 4/4 flying, hasty dragons are nice, considering this makes sorceries playable at instant speed, plus did i mention it's a dragon to boot, rare though it may be and it may cost 5 mana to play, but a serious threat when you think about it.

#171) Isperia, Supreme Judge - Holy crap this thing is a bomb waiting to happen for 2, White, White, Blue, Blue you get a 6/4 flier that whenever a creature attacks you or a planeswalker you control you get to draw a card, son and this is mythic expect this to be played somehow.

#172) Izzet Charm - Talk about your excellent spells batman, for a mere Blue and Red at instant speed you get the option of 1 of the following, counter target non creature spell unless the controller pays 2 mana, it deals 2 damage to target creature or draw 2 cards then discard 2 cards, talk about a 3 for 1 here, excellent.

#173) Izzet Staticaster - 1, blue, red for a 0/3 with flash and haste and it deals 1 damage each time you tap it to target creature and it hits all creatures with the same name, wow very nice for limited.

#174) Jarad, Golgari Lich Lord - Whoa, is this guy impressive or what for Black, Black, Green, Green you get a 2/2 that has the following 3 abilites, he gets +1/+1 for each creature in your graveyard, you pay 1, Black, Green to sacrifice another creature, each opponent loses life equal to the sacrificed creature's power, plus he has you sacrifice a forest and a swamp, you can return Jarad from the grave to your hand, holy batman nuts or what, seriously and this guy is mythic, expect him to dominate EDH and standard for the next while.

#175) Jarad's Orders - 2, black and a green for a tutor spell that tutors for two creatures, one goes into the graveyard and the other goes into your hand, did i mention it's a rare.

#176) Korozda Guildmage - Did someone call for guild mages to return, for Black, Green you get a 2/2 body that has 2 sweet abilites, Pay 1, Black and green to give a target creature +1/+1 and intimidate till end of turn. Pay 2, Black, Green and you sacrifice a non token creature put X 1/1 green saprolings onto the battlefield where X is the sacrificed creature's toughness, this and Tree of Redemption will mean instant army folks.

#177) Lotleth Troll - Holy crap, this thing is a beast, for Black and Green you get a 2/1 trampler that has discard a creature card, put a +1/+1 counter on this bad boy,  plus you can pay Black to regenerate him, as well as him being a rare, this thing is beast.

#178) Loxodon Smiter - Another one of those uncounterable spells in this set, for 1, Green, White you get a 4/4 body that is uncounterable, but if it is discarded by a spell or ability your opponent's control, it goes straight onto the battlefield instead, talk about a nice trick there honestly, it's a rare too meaning it's one of those perhaps dollar rares.

#179) Lyev Skynight - 3/1 flier that when it enters the battlefield, target nonland permanent is detained, which of course is the Azorius mechanic for the set, so it's not able to untap and such, it has evasion which makes it highly playable in limited, plus it's mana cost is a mere 1, White, Blue for a uncommon which is pretty balanced.

#180) Mercurial Chemister - 3, red, blue for a 2/3 that's a rare that has 2 abilites, pay blue and tap it to draw 2 cards, or pay red and tap it, discard a card and it deals damage equal to the discarded card's converted mana cost to target creature, a decent removal body.

#181) New Prahv Guildmage - 2/2 for a white and blue mana, pay white, blue to grant a creature flying or pay white, blue and 3 mana to detain a nonland permanent a opponent controls, a nice creature and a decent body, but it's abilites are meh.

#182) Nivix Guildmage - When i first saw this particular guildmage i was freaking out, for Blue and Red you get a 2/2 uncommon that you can pay 1, Blue, Red to draw a card, then discard a card, which is another Merfolk Looter type effect plus it also has pay 2, Blue, Red, Copy instant or sorcery spell you control, you may choose new targets for the copy, imagine paying 6 mana to cast Bonfire of the Damned, then 4 with this as a finisher, instant win much.

#183) Niv-Mizzet, Dracogenius - New niv is awesome, considering he retains all the original P/T of his old self plus is now a 5/5 instead of a 4/4, he costs a whopping 2, Blue, Blue, Red, Red to cast as a mythic so watch out there, it's a 6 mana investment for him, but whenever he deals combat damage, you get to draw a card, plus for Blue and Red you can activate his ability to damage a player or creature for 1 point, throwing a deathtouch type effect on him will make him deadly.

#184) Rakdos Charm - Black and red charm, it exiles a target player's graveyard, blows up a target artifact or each creature deals 1 damage to it's controller, whoa, that sounds pretty nice for what it does.

#185) Rakdos Ragemutt - 5 mana 3/3 with lifelink and haste, nice tough wizards really.

#186) Rakdos Ringleader - 6 mana for a 3/1 with first strike, pay black to regenerate it and whenever it deals combat damage to a player, that player discards a card, too much mana seriously a 6 cmc investment how not to play limited here folks.

#187) Rakdos, Lord of Riots - Best legend of the set, bar none, for Black, Black, Red, Red you get a 6/6 with flying and trample, but he can only be cast if damage was dealt this turn, but he also has a neat secondary ability, whenever you deal damage to a player, creatures you cast cost 1 less for each life lost that turn, very nice indeed here for a mythic rare.

#188) Rakdos's Return - I swear wizards wants to make Black/Red overpowered these days, first Olivia Voldaren and now this bad boy spell, for X, Black and Red you get to deal X damage where X is the paid cost for the spell, then that player also discards X cards, plus this is a mythic rare spell at that, seriously a ridiculous card.

#189) Righteous Authority - 5 mana for a aura that grants a target creature +1/+1 for each card in your hand, plus you get to draw a extra card for enchanting something, talk about resource management here.

#190) Risen Sanctuary - 7 mana for a 8/8 with vigilance, a nice investment here, considering it's mana cost, nice touch wizards.

#191) Rites of Reaping - 6 mana sorcery that grants 1 creature +3/+3 and another creature -3/-3 nice way to kill something in limited and get through with a massive blocker for the golgari players.

#192) Rix Maadi Guildmage - Black red's mage, costs red and black, 2/2 that you can pay Black and red to give a target blocking creature -`1/-1 until end of turn, or pay black and red to deal a extra point of life loss to a player who already lost life this turn, nice touch for this one.

#193) Search Warrant - White, blue for a sorcery that lets you peek at a opponent's hand, plus you gain life equal to the number of cards in their hand at that, wow.

#194) Selesyna Charm - When i first heard of this i was laughing since Green/White is getting some serious power bonus here, for Green and White you get a instant speed spell at the uncommon rarity, with 3 different effects as you may come to expect here, 1st is the awesome +2/+2 and trample pump for a single creature, or perhaps it's 2nd effect to exile a target creature with 5 or greater power may help, finally how about getting a 2/2 white knight token with vigilance instead as it's last effect, overall me thinks this is pretty powerful here.

#195) Skull Rend - 5 mana for a sorcery that deals 2 damage to each target opponent, plus forces them to discard 2 cards, whoa, might be a decent new red/black discard spell.

#196) Skymark Roc - 3/3 with flying that costs 4 to play, but when it attacks you get to return a 2 or lesser power creature the defending player controls back to their hand, a really great effective 4 drop here.

#197) Slaughter Games - I thought we were over this wizards, stop making red/black so damn unstoppable seriously, 4 mana for a sorcery that cannot be countered, you get to name a nonland card and exile every single copy of that card from a opponent's library from the game, so how bout taking all 4 Unburial Rites from the game, shuts frites down badly, or perhaps taking the massive 7/7 flying Griselbrand from the game is better, the skies are the limit with this one.

#198) Sluiceway Scorpion - Finally something a little more balanced, a 4 drop 2/2 with deathtouch, excuse me deathtouch, oh god, wizards i thought we were over this with Slaughter Games, seriously, but a 2/2 with deathtouch is a limited powerhouse, give this first strike and it's unstoppable, also it has the mechanic Scavenge for a measly 1, Black, Green a really limited powerhouse here.

#199) Spawn of Rix Maadi - 5 mana for a 5/3 with unleash, interesting here and kinda useful in limited.

#200) Sphinx's Revelation - For X, Blue, Blue, White you get a sorcery mythic rare that lets you draw X cards and gain X life, very nice.

#201) Supreme Verdict - It's about time you print a proper wrath spell wizards, wait what, this is uncounterable, oh man, wizards, do you care for the power level of these cards, for 1, White, White, Blue you get a rare sorcery speed spell that's uncounterable at that, it kills all creatures, as per usual, Indestrucibility overall avoids this type of stuff, but seriously, giving Blue/White a way to keep the board clear is liking suicide here.

#202) Teleportal - Red and blue for it's mana cost and a overload cost of 3, blue, red for a sorcery that grants target creature you control +1/+0 and makes it unblockable, or if you pay the overload cost all creatures you control, a nice touch for a finisher spell in limited.

#203) Thoughtflare - 5 mana for a instant that lets you draw 4 cards, but you have to discard 2, not bad, could see some play in EDH.

#204) Treasured Find - Green and Black for a Regrowth you have to exile after playing it, not bad for limited if i must say so.

#205) Trestle Troll - 1, green, black for a 1/4 common with defender and reach, plus you can pay 1, green, black to regenerate it, meh limited common.

#206) Trostani, Selesyna's Voice - Green, Green, White, White for a mythic rare that is a 2/5 with the ability whenever another creature enters the battlefield, plus she's a legendary and she has 1, green, white, tap her to populate, decent for their legend for this set, don't outmatch Rakdos though.

#207) Vitu-Ghazi Guildmage - Last of the mages cycle, Green, White for a 2/2 uncommon that you can pay 4, green, white to put a 3/3 centaur on the board or 2, green, white to populate, last uncommon of the color, a good one though..

#208) Vraska the Unseen - Uh what the hell wizards, did you print this for, a 5 mana planeswalker that has 5 loyalty to start out with, for 3, Black, Green you get a walker with 3 abilites, her first ability is +1) Until your next turn, whenever a creature deals damage to Vraska the Unseen, destroy that creature. -3) Destroy target nonland permanent, holy crap Vindicate on a walker, say it ain't so wizards -7) Put 3 1/1 Black Assassain creature tokens onto the battlefield with "Whenever this creature deals combat damage to a player, that player loses the game" holy crap she says win more much here.

#209) Wayfaring Temple - Yes i'm aware this is 1, White, Green for a variable P/T creature, but seriously it's secondary ability is the reason to run it, populate on a body is super sick honestly and is the reason to run it, even if it is rare, it's still a bomb card to run, period, so it's power and toughness are equal to the number of creatures you control, big deal this makes token decks so much happier since Hero of Bladehold rotates when this arrives, only downside is it has to deal combat damage for the ability to trigger, oh well they had to balance it somehow.

And that's it for multicolor, join me tommorow for Hybrid's till then this is vergil signing off.

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