Thursday, September 22, 2011

Innistrad Spoilers Part 8: Final Wrap Up

Well that about concludes Innistrad spoilers as a whole, i'm very pleased to be back to my old spoiler form again and such, though this set was a gothic horror theme, it dissapointed me with only 12 cards that have given me ideas for the future, i don't really see a lot of new stuff being used from this set, maybe Lillana of the Veil however when it comes to planeswalkers that's about it, here's the top 5 in my eyes from this set.

5. Mentor of the Meek - Cantrip and is a body that is a Lark target for casual, beautiful, this guy is sure to be awesome almost so as Meddling Mage


4. Stromkirk Noble - The new Goblin Guide for vampires and believe me your going to be seeing him drop turn 1 a lot in the coming months, that is for sure.

3. Snapcaster Mage - This guy is a beast, 2/1 to basically grant flashback upon entering the battlefield equal to the card's converted mana cost, ridiclous, expect him to be a tournament staple for blue now.

2. Infernal Plunge - This is going to end up powering a lot of red decks in the future, consider this the new Rite of Flame which got banned in modern recently.

1. Parallel Lives - Picture a mass token deck out of the ashes of this card, this is going to basically mean the end of control with mass tokens.

Anyways that's about it for this set, join me in January for Dark Ascension the 2nd set of the Innistrad block.

Innistrad Spoilers Part 7: Artifacts

Welcome to part 7 of the Innistrad spoilers where i will talk about the artifacts of the set as they are apparently gothic themed and perfect for the set in general so let's begin.

#216) Blazing Torch - This is our first Innistrad reprint for artifacts in this set, it's a zendikar uncommon from not even 2 years ago, why are they reprinting this now, well it's kinda prevelant to the set of Innistrad since it deals with Zombies/Vampires etc, costs 1 mana to play, is a equipment, the equipped creature can't be blocked by vampires and zombies, it also has tap and sacrifice blazing torch it deals 2 damage to target creature or player with a equip cost of 1 mana, it's rarity was also reduced from uncommon to common as well

#217) Butcher's Cleaver - So this is basically a Loxdon Warhammer for humans only without the trample but with the lifelink, costs 3 mana to play, 3 mana to equip and gives +3/+0 to creatures, lifelink as well if it is human, interesting.
 
#218) Cellar Door -  2 mana for a artifact you pay 3, mill 1 and put a 2/2 black zombie into play if the milled card was a creature, interesting uncommon that is for sure.

#219) Cobbled Wings - I've not been pleased with artifacts thus far, this is a reason why, 2 drop equip for 1 to equip and gives flying, as a common fodder much.

#220) Creepy Doll - At least we got ourselves a Stuffy Doll 2.0 here but it costs a hefty 5 mana to summon is a 1/1 with a flip a coin effect, if you win the flip it basically kills the creature it blocks or that blocks it in general, did i mention it's indestrucible as well.

#221) Demonmail Hauberk - 4 drop equip that grants +4/+2 and it's equip cost is to sacrifice a creature, if it gave evasion aka flying it would be good, next


#222) Galvanic Juggernaut - 4 drop that's a 5/5 and it attacks each turn, doesn't untap unless a creature dies, is a uncommon, well nope not for me, i'd rather have Darksteel Juggernaut thank you.


#223) Geistcatcher's Rig - 4/5 for a 6 drop, it's enter the battlefield ability to deal a mere 4 damage to target creature with flying is kinda lackluster, even for a 6 drop, limited cannon fodder.


#224) Ghoulcaller's Bell - 1 drop to tap and mill 1 card into the graveyard of your choice, next since it is lame mill.

#225) Graveyard Shovel - 2 mana for a 2, tap and it exiles a card from a graveyard, if it was a creature card you gain 2 life, uncommon fodder.


#226) Grimoire of the Dead - This 4 drop mythic legendary artifact has 2 neat abilites, 1 it taps, discard a card and put a counter on it, tap it, remove 3 counters, put ALL creature cards in all graveyards under your control they become black zombies as well as their other types, one word Commander that's what this will be used in.


#227) Inquisitor's Flail - A 2 drop with a long drawn out double strike effect, costs 2 mana to equip and is perhaps one of the more full text boxes i've seen yet.


#228) Manor Gargoyle - 5 drop rare defender, is a 4/4 and has pay 1 mana it loses defender and gains flying until end of turn, but when it has defender it is indestrucible.


#229) Mask of Avacyn - 2 drop for a equip that grants +1/+2 and hexproof, for 3 mana, nope next.


#230) One-Eyed Scarecrow - Another defender card, it gives flyers -1/-0 on your opponent's side of the field, is a 3 drop 2/3 to boot, lack of reach is dissapointing.


#231) Runechanter's Pike - a 2 drop rare that depends on instants and sorceries in the graveyard, it grants +X/+0 where X is the number of those in the graveyard, as well as first strike and it's equip cost is also 2 mana, interesting junk rare.


#232) Sharpened Pitchfork - 2 drop from a equip that grants +1/+1 for humans and first strike for everyone else, equips are for humans apparently more then anything, interesting, it's equip cost is 1 mana too, not bad.


#233) Silver-Inlaid Dagger - 1 drop for a equip that grants +2/+0 and humans get a addition +1/+0 included, nice, very nice indeed for limited.


#234) Traveler's Amulet - Basically the new Expedition Map allows for a search of a basic land, while it's a 1 drop, you gotta pay 1 and sacrifice it for the effect, nice.


#235) Trepanation Blade - 3 drop for a mill effect that reveals cards until a land is revealed, it grants +1/+0 as well for each card revealed this way, while it's equip cost is 2 mana, this is really good honestly even as a uncommon.


#236) Witchbane Orb - 4 drop rare that basically deals with curses, nice and all that, a great answer to all curses regardless plus it grants hexproof, a 2 dollar rare though.

#237) Wooden Stake - So a 2 mana equipment that has a boost of +1/+0 for the creature equipped with this and has "Whenever the creature equipped with this blocks or becomes blocked by a vampire, destroy that creature, it cannot be regenerated" seriously good as a common in this set, expect the human players to wield this in drafts and prereleases as well as maybe FNM drafts, costs 1 mana to equip as well so pretty decently costed card for a common.

That's all she wrote for the cards of this set, stay tuned for the finale Part 8 which is the wrap up of spoilers.

Wednesday, September 21, 2011

Innistrad Spoilers Part 6: Multicolor and Lands

Hello all and welcome to part 6 of the innistrad spoilers, this is for the lands and multicolor cards of the set, so let's go.

#212) Evil Twin - 2, a blue and a black for this rare, it is a 0/0 that enters the battlefield as a copy of any creature on the battlefield, it also has pay 1 blue and a black and tap it to destroy target creature with the same name, interesting very interesting indeed for a Blue/Black player.

#213) Geist of Saint Traft - 1st legend of the color/multicolor, it costs 1, a white and a blue to play and is a mythic rare obviously, it has hexproof as well also being a 2/2 that when it attacks it brings out a 4/4 angel token tapped and attacking, which sacrifices itself at the end of combat, really really good, this is what White/Blue spirits needed personally.

#214) Grimgrin, Corpse Born - Mythic rare for a 5 drop personally it's good and it's a Blue/Black legend, it enters the battlefield tapped and you sacrifice a creature to untap it each time, it starts as a 5/5 and each time you sacrifice a creature it gets a +1/+1 bonus as well as whenever it attacks destroy target creature a opponent controls and it gets another +1/+1 counter on it very interesting.

#215) Olivia Voldaren - A mythic level vampire again, 3/3 that flies and costs 2, 1 black and 1 red mana to summon, is a legendary creature, has two different abilites the first is a ping effect for 1 and a red mana which deals 1 damage to target creature, that creature becomes a vampire in addition to it's other types, plus she gets a +1/+1 counter placed on her, her secondary ability for a mere 3 and 2 black mana allows her to snatch other vampires away and use them against your opponent as long as you control this creature, really good stuff, i am betting there is more legendary creatures where this came from.

#238) Clifftop Retreat - Red/White dual land, this is pretty decent and such, expect to see at least a few duals a box, i won't talk much bout these new duals other then the B/G one.

#239) Gavony Township - First unique land of the set, it's white/green so it is human related, it dishes out 1 colorless as a rare, it also has the ability pay 2, a green and a white and tap it of course to put a +1/+1 counter on each creature you control, very interesting indeed.

#240) Ghost Quarter - How nice is it to see this reprint finally, a land that allows for land destruction, then grant them a basic land, great way to remove duals from the current meta game eh, it's still a uncommon too so i expect this to replace Tectonic Edge for standard at least.

#241) Hinterland Harbor - Well GreenBlue dual for this set, not a bad start to this one

#242) Isolated Chapel - White/Black dual for this one, nice to see the art on this too

#243) Kessig Wolf Run - This is a land that basically is a pump spell, it also generates 1 colorless mana and for X, 1 red and 1 green, you give target creature +X where X is the cost paid, of course you also gotta tap this to pay for the tap cost, duh, did i mention it's a rare land.

#244) Moorland Haunt - White/Blue rare land that puts a 1/1 spirit token on the battlefield, in exchange you exile a creature from your graveyard, it also adds 1 colorless mana to your pool and is pretty half decent did i mention the tokens fly.

#245) Nephaila Drownyard - Blue/Black rare land, it adds 1 colorless as always, it also has the ability pay 1, a blue and a black tap it, to mill the top 3 cards of a player's library, this is very interesting indeed for a Blue/Black land, combined with Drowned Catacomb and Darkslick Shores it is a force.

#246) Shimmering Grotto - Yes this is getting a reprint as well, first ability to tap and add 1 colorless to your pool, second ability is tap it, add 1 mana of any color to your pool as a common too

#247) Stensia Bloodhall - Red/Black rare land for this set, it adds 1 colorless of course and it has the ability pay 3, a black and a red to tap and deal 2 damage to target player, very impressive but lackluster in any sense.

#248) Sulfur Falls - Red/Blue dual and wow, i gotta admit this artwork has me impressed, really nice job on the falls there wizards

#249) Woodland Cemetery - Finally a new rare dual land, this generates black/green mana but has a ETB clause where if you don't control a swamp or a forest this enters the battlefield tapped, but if you do this enters untapped, this is also a enemy colored dual land, so this is kinda unexpected for me personally.

That's it for the multicolor and lands of this set, aside from the basics of course, stay tuned for part 7 which is the artifacts of this set.

Innistrad Spoilers Part 5: Green

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

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


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

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

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


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


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


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

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

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


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


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


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


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


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


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


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

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

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


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


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


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


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


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

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

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


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


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


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

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

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

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

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

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


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


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


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


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


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


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


#203) Spider Spawning - Token generator card, next

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

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


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


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


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


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


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


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


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


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

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

Tuesday, September 20, 2011

Innistrad Spoilers Part 4: Red

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

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


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


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


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


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


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

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


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


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

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

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


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


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

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

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


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


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


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


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


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


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


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


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

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

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

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

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

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

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

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


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

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


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


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


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


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


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


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


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


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

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

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

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


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


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


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

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

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

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

Banned and Restricted List Update: September 20th, 2011

Hello everyone and welcome back to another B&R list update, geez this is a long one today so let's go over the major changes for specific formats as per usual, starting with Modern.

Modern kinda got 6 cards banned they are Blazing Shoal, Cloudpost, Green Sun's Zenith, Ponder, Preordain and Rite of Flame are you kidding me, well there goes modern or what was modern's main decks of choice, Blazing Shoal basically means no Turn 3 mono blue infect, Cloudpost means no 12 post, Green Sun's Zenith is basically no more green mass ramp, Ponder and Preordain well both have been seen in various combo decks in this format, Rite of Flame to stop the obvious turn 1 Into the Breach decks, yeowch this was a nasty format and now it might be dead already, depending if there are other decks out there.

Extended kinda got 5 cards banned from the format, the elephant in the room aka Jace, the Mind Sculptor and Stoneforge Mystic got banned again, Ponder and Preordain got busted down to size again, why i don't know and of course Mental Misstep got banned as well since it was preventing pretty much half the decks from winning by countering their turn 1 plays at will, other then that even if extended is dead this list doesn't matter anymore, way to kill your formats wizards.

Legacy and Vintage got a change each this time around, Mental Misstep is banned in Legacy as well, for the obvious turn 1 counter reasons, Fact or Fiction is now officially unrestricted in vintage finally, thank god and for you commander players Lion's Eye Diamond is now free to play again, to read both announcements they will be below of course.

DCI Changes ---> Banned and Restricted List for Extended, Modern and Legacy
Commander Changes ---> Commander Changes

Well that's it for me today for this update, i just wanted to bring the news of both announcements in one article, stay tuned, spoilers for innistrad continue today, till next time this is vergil signing off.

Innistrad Spoilers Part 3: Black

Welcome to part 3, this is the article where i talk about all the cool new black cards to be featured in innistrad, let's begin with the cards that wizards has given us so far

#85) Abattoir Ghoul - 3 and a black for a 3/2 first striker, semi lifelink when a creature dies, interesting seeing as how it is a uncommon


#86) Altar's Reap - 1 and a black for a instant speed spell that draws 2 cards but you have to sacrifice a creature, so it's the new replacement to Sign in Blood which is black's new card draw apparently, not as good but at least the cost is not life.

#87) Army of the Damned - Holy crap 8 mana that puts 13 2/2 black zombies onto the battlefield tapped, is a mythic rare, has a flashback cost of 10 mana, need i say more, i want this card so badly.

#88) Bitterheart Witch - 1/2 deathtouch for a 5 drop creature, it also searches for curse cards when it enters the battlefield, nice but the cost of the card is a little too high for a uncommon.

#89) Bloodgift Demon - So mr demon what do you do, a 5 drop 3 anything, 2 black for a rare that is a 4/4 that flies as well, nice, also the beginning of your upkeep target player draws a card and loses 1 life, great way to chip at a opponent's life total, or if you need a extra card use it's ability on yourself, this is very interesting as we got this piece via duels of the planeswalkers, so it makes me wonder if there are more Duels of the planeswalkers spoilers out there.

#90a) Bloodline Keeper - Remember how we got Bloodlord of Vaasgoth in the core set this year, well we've got another vampire that is super nice for vampire players, costs 2 and 2 black mana to cast, it's a rare, it's a 3/3 as well and gives tokens for vampires, impressive, also it is a day/night card but the mechanic to change it depends on the number of vampires you control including this, it also costs 1 black mana to change this, it also flies.

#90b) Lord of Lineage - 5/5 flier that gives all other vampires +2/+2 and puts tokens onto the battlefield, this is the nighttime card for Bloodline Keeper, seriously awesome, vampires are truly now gonna be a force to be reckoned with.

#91) Brain Weevil - 3 and a black for a 1/1 intimidate which you sacrifice brain weevil at any time and force someone to discard 2 cards, but can only be used while sorceries can be played, filler common

#92) Bump in the Night - 1 black mana for a sorcery with flashback that costs 5 and a red mana, great another off color flashback card, interesting, it's a common that makes a opponent lose 3 life, so consider this a miniature Blood Tithe


#93) Corpse Lunge - 2 and a black for a instant speed spell where you exile a creature from your graveyard and it deals damage equal to the exiled creature's power to target creature, this as a common is kinda correct in my eyes and it's a decent one for a graveyard block.

#94) Curse of Death's Hold - 5 mana for a aura curse that enchants a target player, all creatures basically for the opponent get -1/-1 for the time this is on the field is a rare as well, interesting choice for black

#95) Curse of Oblivion - 3 and a black for a aura that is a curse which exiles cards from a graveyard, 2 per turn, it's a common but not a good one in my eyes.


#96) Dead Weight - Auras that give -2/-2 are not good, espically low costing auras like this one at 1 black, even if it is a common it is still lame.

#97) Diregraf Ghoul - 1 black mana for a 2/2 that enters the battlefield tapped and is a uncommon really, am i missing something here, i mean zombies are supposed to be cool and then enter the battlefield untapped, weird but this one seems alright i guess for a uncommon.

#98) Disicple of Griselbrand - 1 and a black for a 1/1 that you tap and pay 1, sacrifice a creature and gain life equal to it's toughness, not too good either, while being uncommon it's a bit over rarity.

#99) Endless Ranks of the Dead - 4 mana enchantment that basically says put X 2/2 zombies onto the battlefield, where X is the half the number of zombies you control, rounded down, interesting and it's a rare so don't expect to see this too often in draft or some crap.

#100) Falkenrath Noble - 3 and a black for a 2/2 that when a creature dies, opponent loses 1 life and you gain 1 life, pretty good, even if it is a uncommon plus it is a vampire.


#101) Ghoulcaller's Chant - 1 black for a recursion spell which returns either 1 regular creature or 2 zombies back to your hand, instant speed as well so it's a good interrupt, but only if you play zombies


#102) Ghoulraiser - Finally a cheaper Gravedigger 1 and 2 black for a 2/2 common that returns a zombie card from your graveyard to your hand, very nice indeed.


#103) Gruesome Deformity - 1 black for a aura that basically says give a creature intimidate, not impressive next.


#104) Heartless Summoning - So basically for 1 and a black, you get a rare enchantment that makes creatures easier to cast but they get a -1/-1 counter on em when they enter the battlefield, why is black so dissapointing so far.

#105) Lillana of the Veil - First planeswalker of the set, costs 1 and 2 black, mythic rare obviously, has the abilites +1) Each player discards a card -2) Target player sacrifices a creature -6) Seperate all permanents target player controls into two piles, That player sacrifices all permanents in the pile of his/her choice. Seriously this is a bad ass walker, first playable Lillana period, expect this to be hard to find like JTMS and Tezzert, Agent of Bolas

#106) Manor Skeleton - 1 and a black for a 1/1 haste, regenerate with 1 and a black, doubt it will do anything useful.

#107) Markov Patrician - 2 and a black for a 3/1 with lifelink, nope.


#108) Maw of the Mire - 4 and a black for a sorcery speed spell that blows up lands and makes life gain happen, kinda limited fodder here.

#109) Moan of the Unhallowed - So a 4 mana spell that is a uncommon that puts 2/2 black zombie tokens onto the battlefield, 2 precisely, has flashback say what serious this is back and bad, really i wasn't expecting such a thing to return in Innistrad but apparently flashback is a returning mechanic for this set, weird but good since the flashback cost is 5 and 2 black mana, so it's pretty decent.

#110) Morkrut Banshee - 4/4 for 5 mana, it doesn't fly, it's morbid ability triggers when it enters the battlefield, which is giving a creature -4/-4 until end of turn, Grasp of Darkness on a body anyone

#112) Reaper from the Abyss - Wow mythic on a 6/6 where have i not seen this before, it flies and costs 3 and 3 black mana to play, has the morbid keyword which states "If a creature died this turn, at the beginning of each end step, destroy target non demon creature" say what thank you wizards for giving us another cool demon.

#113) Rotting Fensnake - 4 mana for a vanilla 5/1 nope.

#114a) Screeching Bat - 2 and a black mana for a flier that is a 2/2 that has a transform condition of at the beginning of your upkeep you may pay 2 and 2 black mana to transform this into the next card i'm gonna talk about which is it's nighttime half.

#114b) Stalking Vampire - The nighttime half of this card, it's a 5/5 that doesn't fly but is a kick butt card, you may pay 2 and 2 black mana to change this back into the bat during your upkeep at any given time, but why would you, since it is a uncommon.

#115) Sever the Bloodline - 3 and a black for a sorcery that exiles 1 creature and all copies of it, great for dealing with Titans and stuff, not so good in constructed.

#116) Skeletal Grimace - An enchantment aura that gives +1/+1 and regenerates a target creature for 1 black mana, costs 1 and a black to play, is a common so expect to see this a lot in the future.

#117) Skirsdag High Priest - 1 and a black for a 1/2 that has a morbid ability to generate a 5/5 demon that requires you to tap 2 untapped creatures you control, plus it only triggers when something dies as the ways of morbid in this set it seems, not bad for a rare but not too good.

#118) Stromkirk Patrol - 5 mana for basically a 4/3 that gets +1/+1 counters each time it deals damage maybe in another lifetime, next.


#119) Tribute to Hunger - 2 and a black for a sacrifice effect for a opponent and you gain life equal to the sacrificed creature's toughness sorry again limited fodder.


#120) Typhoid Rats - 1/1 and 1 black for a deathtouch creature, man lame.

#121) Unbreathing Horde - 2 and a black for a 0/0 where it gets +1/+1 counters for each zombie in your graveyard and on the field, damage is prevented via removing a +1/+1 counter on it, a nice replacement for Soulless One


#122) Unburial Rites - 4 and a black for a white flashback cost, it recurs stuff from the graveyard and puts it into your hand, why wizards is this stuff printed.

#123) Vampire Interloper - For 1 and a black mana you get a 2/1 that flies, can't block, is a common and is a vampire, obviously since this is black it's decent, i mean a 2 drop that flies is kinda rare in magic these days, for black again anyways, pretty decent common to give us for this set so far.

#124) Victim of Night - A lamer version of Doom Blade, Go for the throat, it even has 2 colored symbols in it's cost and only hits non zombies/vampires and werewolves, again lame

#125) Village Cannibals - A 2/2 that basically gets +1/+1 whenever another human dies, it's a uncommon that costs 2 and a black, not very interesting at all personally.

#126) Walking Corpse - 1 and a black for a common vanilla zombie that's a 2/2 not bad, limited fodder for sure.

That's it for part 3, stay tuned for part 4 later

Monday, September 19, 2011

Innistrad Spoilers Part 2: Blue

Welcome to part 2 of the spoilers, this article will conduct the blue spoilers for Innistrad and all it's glory, let's see what wizards of the coast gives us for this edition of our spoilers.

#43) Armored Skaab - 1/4 that when it enters the battlefield you mill 4 cards, for 3 mana, makes mill kinda nice.


#44) Back from the Brink - 6 mana enchantment that basically puts a token of the exiled card as long as you pay it's mana cost, nope, sorry this is a junk rare for EDH.

#45) Battleground Geist - Flying 3/3's are not that bad, espically for a mere 5 mana, depending on what they do and their rarity, in this case it gives other spirits +1/+0 and is a uncommon, strange but true i suppose in this case, pretty decent for a blue card for limited.

#46) Cackling Counterpart - 1 and 2 blue for a rare instant speed spell that puts a token of target creature you control on the battlefield under your control, it also has a flashback cost of 5 and 2 blue mana as well, pretty interesting considering we got tons of Illusions last set.

#47a) Civilized Scholar - 2 and a blue for a 0/1 that draws and discards card for it's ability, is a uncommon, it's transform clause depends if a creature was discarded this way, if so untap it and transform it into it's night time form, interesting.

#47b) Homicidal Brute - a 5/1 for a attacker it's a off color card as well, the day version is blue, this one is red, it has to attack every turn otherwise it turns back into it's daytime form, but that's checked at the end step of a turn, so technically it's not a bad ability, but not a good one at all.

#48) Claustrophobia - Basically a aura that does what a Frost Titan does i'd rather pay for a frost titan thank you, for a mere 3 mana, it's still lame.


#49) Curiosity - Oh hi pseudo Cold-Eyed Selkie how you doing, for a mere 1 blue mana, it enchants a creature and every time it deals damage you draw a card, sweet reprint.

#50) Curse of the Bloody Tome - Wait a second wizards is printing auras that enchant players, seriously it's about time wizards,  so for 2 and a blue mana you get a common enchantment that targets a player, which it's ability is at the beginning of enchanted player's upkeep that player puts the top two cards of his/her library into his or her graveyard, interesting really.

#51a) Delver of Secrets - 1/1 for a mere 1 blue, you reveal a card from the top of your library if it is a instant or sorcery it transforms into the next card i am talking about


#51b) Insectile Aberration - 3/2 vanilla flyer, nope.

#52) Deranged Assistant - 1 and a blue for a common that allows you to put the top card of the library into the graveyard in exchange it gives you 1 colorless mana to work with, not bad personally and it's a great way to speed some serious firepower onto the board, but it's only a 1/1 so it's kinda a glass cannon

#53) Dissipate - Oh great reprint ahoy, 3 mana counterspell, nope sticking with Mana Leak, but it does exile the card it counters.

#54) Dream Twist - 1 blue for a instant speed Hedron Crab that mills 3 cards, flashback too, so it's double fun.

#55) Forbidden Alchemy - 3 mana for a flashback spell that lets you take 1 card and put the rest into your graveyard, with a black flashback cost, interesting.


#56) Fortress Crab - 1/6 vanilla nope next!


#57) Frightful Delusion - Lame Spell Pierce is lame next

#58) Grasp of Phantoms - 4 mana for a sorcery speed spell that bounces stuff back to the top of it's owner's library, has a flashback cost of 7 and a blue mana, terrible flashback card outside of limited, thank goodness it's a uncommon

#59) Hysterical Blindness - 2 and a blue for a spell that gives creatures -4/-0 until end of turn yeah right.

#60) Invisible Stalker - 1 and a blue mana for a 1/1 that's hexproof and unblockable, give this guy a sword and he is a bad ass personally, i'd love to see this guy be the new focus of a new Blade type deck in standard somehow, as this guy is perfect for it, even as a uncommon.

#61) Laboratory Maniac - This guy is going to be a mill machine, when you have no cards in your library you win the game, it costs 2 and a blue, drop this before milling yourself and a instant win, sweet i never knew it was easy to mill with this guy, should go nicely as a rare and a 2/2

#62) Lantern Spirit - 2 and a blue for a creature that's a 2/1 and you pay a blue to return it to it's owner's hand not bad, not good either.


#63) Lost in Mist - 5 mana counterspell that returns the spell to it's owner's hand limited fodder

#64a) Ludevic's Test Subject - So this is one of those cards with the Transform mechanic aka the Day/Night mechanic, this is a 0/3 that has defender and when you pay 1 and a blue mana to summon this, you can also pay 1 and a blue mana to put a hatchling counter on it, when there is 5 or more counters sacrifice them and transform it into it's nighttime form did i mention this is a rare.

#64b) Ludevic's Abomination - The nighttime form of the Subject and it's a 13/13 with trample when transformed, with Trample i might add, seriously fun for a blue card, i don't know how this is going to be played but i can tell you with the Day/Night stuff like this this set is turning out to be cool.

#65) Makeshift Mauler - Nope 4 mana exile a creature to cast this, sorry.

#66) Memory's Journey - 1 and a blue to shuffle 3 cards from your graveyard back into your library with a flashback cost of green at instant speed, excellent.

#67) Mindshrieker - 1 and a blue mana for a flyer that mills and gets more powerful as the game goes along, as well as starting out as a 1/1 seriously impressive, even for a rare in this stage of the game, interesting blue might be a viable mill color again

#68) Mirror-Mad Phantasm - This guy is nuts 5/1 flyer that costs 3 and 2 blue, is a mythic, has the ability pay 1 and a blue shuffle this back into your library, mill yourself till you reveal this and put it back into play with the other cards going to the graveyard, great removal dodging abilites here, i like it.

#69) Moon Heron - 3/2 vanilla flyer, nope.

#70) Murder of Crows - You know for a 4/4 flyer that costs 5 mana this seems oddly familar to me, Kamigawa block had something similar that cost 5 mana but was a 3/3 called Teller of Tales well anyways enough bout that one card, so a 4/4 uncommon that costs 3 and 2 blue mana flies and whenever a creature dies draw a card then discard a card, good way to fill the graveyard me thinks, i look forward to seeing the applications for this card in particular, since i have no idea how this one will work in a regular enviroment like Draft/Sealed deck

#71) Rooftop Storm - 6 drop enchantment is not fun, espically as a rare though it does grant free zombies when it's on the field, not bad for a blue enchantment in this set, but the mana cost is a little too high personally.

#72) Runic Reputation - 2 and a blue for a recursion for flashback cards, nice this is actually pretty good, in limited.


#73) Selhoff Occultist - 2 and a blue for when it dies you mill 1, sorry, even if you are a 2/3


#74) Sensory Deprivation - 1 blue mana for a aura that grants -3/-0 nope

#75) Silent Departure - A unsummon with flashback, costs 1 blue mana to play at sorcery speed, is a common and has a flashback cost of 4 and a blue, how droll wizards basically saying we are always going to have a draft worthy staple in this set, not, next

#76) Skaab Goliath - 6/9 for a 6 mana trampler that exiles 2 creatures from your graveyard, nice limited material.

#77) Skaab Ruinator - 1 and 2 blue for this 5/6 flyer, but it's exile cost is a little too big, though it's a mythic rare and all, it can also be cast from the graveyard as well as be cheated into play via Birthing Pod which is impressive, for a 5/6 flyer at least.

#78) Snapcaster Mage - So at long last we know of the next invitational card, this is a 2/1 with flash and grants a instant or sorcery in the graveyard flashback, it costs 1 and a blue mana to play and it is a rare card, the flashback cost is equal to the original cost of the card when it was first played, so expect fun times.

#79) Spectral Flight - 1 and a blue for a aura that grants +2/+2 and flying, nice in limited geez limited fodder much.

#80) Stitched Drake - So for 1 and 2 blue mana you get a 3/4 flier that has a additional cost to exile a creature card from your graveyard, really perfect for a gothic themed set personally, i'd love to see how wizards ends up using this kind of thing in the other colors.

#81) Stitcher's Apprentice - A 1/1 that churns out 2/2's which have a mana cost to bring out plus a additional sacrifice ability, it's mana cost is pretty decent at 1 and a blue mana, with it's ability being the same cost, as a common it's pretty good personally.

#82) Sturmgeist - */* for a 5 mana cost creature where it's power and toughness are equal to the number of cards in your hand, each time it deals damage you draw a card, it also flies and is rare

#83) Think Twice - Interesting reprint, 1 and a blue for a draw a card, flashback of 2 and a blue and it's a common again wow nice reprint wizards.

#84) Undead Alchemist - Now this is good, 3 and a blue for a 4/2 that grants all zombies the ability to mill when they deal combat damage, then whenever a creature is put into the graveyard this way it makes 2/2 zombie tokens, zombies are so legitimate now folks.

Ok well that's it for blue for this set, tommorow is Black and Red, stay tuned for tommorow


Innistrad Spoilers Part 1: White

Well as per usual it's time for the Innistrad spoilers for the blog, this newest spoiler list will always usually consist of White-Green, Multicolor, Lands and Artifacts and of course the final wrap up, this edition of the spoilers is all for the white cards we know of in this set so let's begin with the excellence that is Innistrad

#1) Abbey Griffin - Kinda lackluster for a 4 drop 3 and a white mana to summon a 2/2 with flying and vigilance, it's kinda fallen down hill personally, thank goodness though the rarity isn't super abused as a common, meaning no real use, besides being a body.

#2) Angel of Flight Alabaster - So a 5 mana angel that is a 4/4 when it enters the battlefield is kinda sweet even as a rare, with flying as per the usual angelic standards of course, however there is a different ability on this angel which is recursion for spirits allowing you to play those pesky spirits over and over again, not bad in my eyes and i'd like to see how it ends up being useful for spirits in the near future.

#3) Angelic Overseer - First official mythic rare of the set, it's a 5/3 that costs 3 and 2 white mana to play, has a ability where you control a human it has hexproof and is indestrucible as well,  interesting choice considering Baneslayer Angel is rotating however it's not a true Baneslayer.

#4) Avacynian Priest - So we have here a non impressive tapped, though i will admit this was pretty interesting as a 1/2 for 1 white and 1 colorless even as a common.


#5) Bonds of Faith - Yeah +2/+2 on a human is good, if you were drafting, this common is strictly draft material.

#6) Champion of the Parish - A 1/1 human soldier that gets a +1/+1 counter each time a human enters the battlefield, pretty cool, it costs 1 white mana to play, as a rare and it's ability is pretty standard for humans, nice to see something like this make it into the fold.

#7) Chapel Geist - 1 and 2 white for a flyer that is a 2/3 vanilla, nope, next.

#8a) Cloistered Youth - 1 and a white for a common that is vanilla, sorry even if it is a double faced card

#8b) Unholy Fiend - Yeah kinda figured enemy colors applied, makes you lose 1 life every turn, no thanks.

#9) Dearly Departed - 4 and 2 white mana to bring out this beastie of a rare, it's a 5/5 when it drops and it's effect triggers upon hitting the graveyard, which is as follows "As long as Dearly Departed is in your graveyard, each Human creature you control will enter the battlefield with a additional +1/+1 counter on it", did i also mention it flies too.

#10) Divine Reckoning - Another wrath effect oh wow it's not that much of a shocker white gets another dingy wrath of god effect in the game 4 mana for a rare that does the following, Each player choose a creature he/she controls and destroy the rest, so if you don't want a angel to die then so be it and the rest die instead, this also has flashback on it for 5 colorless and 2 white mana which s kinda nice i guess.

#11) Doomed Traveler - 1/1 that puts another 1/1 on the field when it dies, pretty cool so it's a 2 for 1, costs a mere 1 white mana and is a common, this is pretty good for a common.

#12) Elder Cathar - 2 and a white for this, as a common it basically does a +2/+2 for humans and +1/+1 for other creatures, next

#13) Elite Inquisitor - Wow another card that has me shocked in this set a 2/2 that costs 2 white mana, has protection from vampires, zombies and werewolves, first strike and vigilance and is a rare, gee you think they wouldn't print a rare like that honestly

#14) Feeling of Dread - 1 and a white for this, instant speed spell with flashback and it taps up to two target creatures, really just another tap card, nope even with flashback this kinda is lame.

#15) Fiend Hunter - So this is basically my second least favorite card of the color so far, besides the obvious wrath of god reprint on a flashback card, when it enters the battlefield for a mere 1 and 2 white mana it basically exiles a creature and then when it dies that creature that was exiled returns to play in the same form it was exiled in, regardless of +1/+1 counters and the like on it, not that interesting even as a uncommon if you ask me.

#16) Gallows Warden - 4 and a white for a semi lord that grants other spirits +0/+1 and flies, for 5 mana i'd rather cast the latest angels from this set, next.

#17) Geist-Honored Monk - Finally a awesome venser target, thank goodness, 5 mana for a */* that when it enters the battlefield 2 1/1's are generated and it's power and toughness are equal to the number of creatures you control, imagine creating a small army with this nasty rare.

#18) Ghostly Possession - 2 and a white for this, no thanks even if it does flying and prevents combat damage, next.

#19) Entangible Virtue - Wow a enchantment that affects tokens, not surprising it gives them +1/+1 and vigilance for 1 and a white, as a uncommon, interesting but kinda not worth it.

#20) Mausoleum Ghoul - 2/2 for 4 mana, nope even if it generates 2 1/1's when it dies sorry next.

#21) Mentor of the Meek - A 2/2 for a mere 3 mana, 2 and a white, seriously good and this has a trigger whenever a creature with power 2 or less enters the battlefield, you may pay 1 mana and if you do draw a card, on a 2/2 that can basically combo off easily and give a massive card advantage yes please, i'm really loving white so far wizards

#22) Midnight Haunting - Instant speed for a 3 drop spell that puts 2 1/1 spirit tokens onto the battlefield, lack luster to say the least, sorry this is so not worth it.

#23) Mikaeus, the Lunarch - Tell me this guy isn't good and i will slap you, this guy is amazing as we know, a 0/0 that acts as a lord that gives +1/+1 counters off it to every other creature present on the battlefield, costs a mere X mana and 1 white mana, enters the battlefield with X +1/+1 counters and you can add said +1/+1 counters to it, not bad, the rarity is a mythic rare of course

#24) Moment of Heroism - For a spell that gives +2/+2 and lifelink it's lame even if it costs 2 mana, it's still just another combat trick.

#25) Nevermore - Meddling Mage for 3 mana eh in enchantment form, as a rare, sorry if this was a 2 drop maybe it would be worth it, even as a rare

#26) Paraselene - A white enchantment wiper, plus it gives life for each one destroyed with this, not bad as a uncommon.


#27) Purify the Grave - Exiling from the grave lame, with flashback, even lamer.

#28) Rally the Peasants - It gives a +2/+0 until end of turn at instant speed with a red flashback cost, combat trick is nice but it's just another combat trick.


#29) Rebuke - 3 mana for a combat trick that blows up a attacking creature, no thanks.


#30) Selfless Cathar - 1 mana for a human that basically you sacrifice and give creatures a psuedo Honor of the Pure until end of turn neat combat trick bro.

#31) Silverchase Fox - 1 and a white for a sacrifice and exile enchantment, nope next!


#32) Slayer of the Wicked - 3 and a white mana for a uncommon which is a 2/2 that enters the battlefield and destroys a Zombie, Vampire or Werewolf but it is a may clause of course, interesting choice, however kinda lame.


#33) Smite the Monstrous - Exiling a 4 or greater power creature with a 4 mana spell, sorry limited material.

#34) Spare from Evil - Neat Brave the Elements for all creatures you control, though i am not too much of a fan of combat tricks, this is neat regardless for 2 mana.


#35) Spectral Rider - If you were at one point to tell me a knight that is a 2/2 with Intimidate was getting a print i would laugh at you, however this appears to be true, Spectral rider is a nice 2/2 for 2 white mana, is a uncommon in this set and seems to have the theme of specters/noble knights down pat, what a card folks.


#36) Stony Silence - This is essential for stopping Scars block cards in standard, thank goodness a 2 mana enchantment that prevents Torpor Orb and other artifacts about time.

#37) Thraben Purebloods - 5 mana vanilla for a 3/5 nope

#38a) Thraben Sentry - A common human for a change, it has vigilance and whenever another creature dies change it into it's nighttime form, which is the next card i talk about, it's also a 2/2

#38b) Thraben Militia -  This one is a 5/4 with trample, it has no transform clause so when it changes to this it stays this, as a common it's pretty decent, for draft.

#39) Unruly Mob - 1/1 that depends on things dying to get bigger even if it costs 1 and a white to play, interesting makes the human side of things much cooler even if it is a common.

#40) Urgent Exorcism - A 2 mana spell that blows up spirits or enchantments, cool even if it is common it's still cool.

#41) Village Bell-Ringer - 1/4 flash that basically untaps all creatures you control when it enters the battlefield, oh if only Splinter Twin wasn't rotating this would be perfect even as a 3 mana creature

#42) Voiceless Spirit - 2 and a white for a 2/1 flyer, first striker, interesting, very interesting.

Well that covers white for this set, stay tuned for blue.

Sunday, September 11, 2011

Innistrad Spoilers: Preview Week #2 Day 5

Hello everyone and welcome back to another preview week spoiler, today will be covering all the cards spoiled via DailyMTG on friday of last week since i was unable to write that day, let's begin with the first of the spoilers for that day


The first of the three cards to speak of is a rare land known as Gavony Township, which is the White/Green land that generates +1/+1 counters, for 4 mana of course, it also has the ability to add 1 colorless mana to your mana pool for it's first ability, we've seen the Red/Green wolf land and now this, interesting indeed, let's move onto the next spoiler of the past day.


I know this wasn't spoiled via DailyMTG but this is just too cool not to talk about, it's a instant speed spell with flashback, it's called Cackling Counterpart which generates a token on the battlefield that's a copy of a target creature you control, it has a flashback cost of 5 and 2 blue mana and a original cost of 1 and 2 blue mana as well, this is a really interesting card to say the least and i'd like to see how it all runs down when the time comes, onto the final spoiler of the day, which is a zombie.


Walking Corpse is the name of the card it's a 2/2 common zombie that costs 1 and a black mana, is very easy to get out and has no abilites whatsoever, but it is a good beater for the early game as well, i'd love to see this used for standard somehow. Anyhow that's about it for today, the rest of the spoilers will be conducted via the normal 7 parts, along with anything i miss from this point on since i don't really have the time to be writing about those spoilers, unless i see something cool come along, till next time this is vergil signing off.

Thursday, September 8, 2011

Innistrad Spoilers: Preview Week #2 Day 3 and 4

Hello everyone and welcome back to another edition of the emporium, this edition will be covering days 3 and 4 of the current innistrad spoilers, let's start with the stuff i missed yesterday due to me taking a day off to get well.








Those are all the missed cards from yesterday i can recall, time to move onto today's cards, since i don't wanna talk about them, all details on my thoughts of them will be in my official spoilers always released a day or 2 before the prerelease.


Well it's actually to be expected, White/Green are human colors in this case and well this proves it, Avacyn's Pilgrim is a 1 green casting cost creature that has the exact same specs as a Llanowar Elves except it generates white mana instead of green, interesting to see a white version of the famous core set card, means a white/red mana ramp is in the near future, anyways let's take a look at today's secondary card.


Really a 2/2 that basically says mill yourself and you win, costing a mere 3 mana, this is impressive personally, a win con on a body that's a 2/2, very interesting, it's a rare so i would expect it to have some purpose in this particular color, blue is a mill strategy color anyways, moving on, last card of the day.


Today's last card of the day Deranged Assistant is kinda suitable for blue personally, it's a 1/1 with a tap ability to put the top card of your library into your graveyard, add 1 mana to your mana pool by doing this, really good personally, i'd like to see this put to use somehow in limited, i'm sure we will figure it out when it is time, interesting rarity choice as a common makes it seem like Mill is coming back, costs 1 and a blue mana to play as well, so this is pretty balanced, anyways that's all for today, since i don't wanna write much more on these spoilers then i gotta, till next time this is vergil signing off.

Tuesday, September 6, 2011

Innistrad Spoilers: Preview Week #2 Day 2

Hello everyone and welcome back to another edition of the innistrad spoilers, this is day 2 of week 2, let's begin with the information for this one, we got 5 cards to talk about today, 4 dailymtg previews and a exclusive preview via gatheringmagic or as they were once known Mananation so let's begin with their preview shall we?


Grimgrin, Corpse-Born is the latest legendary to slip outta innistrad it's a 5/5 that enters the battlefield tapped, doesn't untap, but you sacrifice a creature and it untaps plus a added bonus of it getting a +1/+1 counter, whenever it attacks it destroys target creature defending player controls, put a +1/+1 counter on it again, it's a mythic rare that costs a mere 3 and 1 blue as well as 1 black so a dual colored cost, interesting so it's total is 5 CMC, not bad wizards for a second gold card in this set, mythic no 8 so far by my count, onto the next card which is also another mythic.


Skaab Ruinator costs a mere 1 and 2 blue mana to play, but there's a additional cost of exiling 3 creature cards from the graveyard, it flies obviously due to the wings in the picture, you can cast it from the graveyard, it's a 5/6 beater on turn 3 and it's a mythic rare, kinda power level here is ridicilous personally, a 5/6 for 3, wizards are you trying to impress us, it's working. Anyways it's about time for another preview for today, let's take a look at Mythic no 3


Essence of the Wild is it's name and it's a 6/6 beater that costs a mere 3 of anything plus 3 green mana, it's a mythic rare that is a avatar, it has the ability creatures you control enter the battlefield as a copy of Essence of the Wild, seriously tokens enter the battlefield as a 6/6 other creatures enter as a 6/6 this is nuts good, very aggro there as well, expect to see this in a lot of green based EDH decks in the future, onto a uncommon now in the form of a red uncommon


Into the Maw of Hell is the latest innovation of land destruction, when it blows up a land for a mere 6 mana it deals 13 damage to target creature, since 13 is a huge number in this set this is perfect for a 2 for 1 card in innistrad, it's a uncommon and a sorcery, very interesting very interesting indeed, onto the final preview of the day.


Morkrut Banshee is the final preview of the day, it has morbid, it's a 4/4 that when it enters the battlefield if a creature died this turn, target creature gets -4/-4 until end of turn, kinda seems like a Grasp of Darkness on a stick personally it's cool as a uncommon that costs a mere 3 and 2 black mana, is a spirit so the tribe gets a bit stronger there with a 4/4 but it doesn't fly why wizards spirits naturally fly, anyways enough complaining about wizards decisions that's it for this article, tommorow will be day 3 of week 2, till then folks stay tuned.

Monday, September 5, 2011

Innistrad Spoilers: Preview Week #2 Day 1

Hello everyone and welcome back to Day 1 of Week 2 of Innistrad spoilers here at the emporium, today i will be covering all the cards previewed for today, remember all missed spoilers will be covered in my official spoilers for the emporium come the day or so before the prerelease, this edition of the Innistrad spoilers it's 2 cards, but both are mythic rare let's take a look at  the first one which is a black mythic


Army of the Damned is it's name and wow it is really nasty it puts 13 2/2 black zombies onto the battlefield tapped, has a cost of 5 of any mana and 3 black mana, has a flashback cost of 7 of anything and 3 black mana and it is also a mythic rare, i guess this means we know our 3 mythics for this color, this, Reaper from the Abyss and Lillana of the Veil, anyways onto the second preview card of the day which is a red mythic


Balefire Dragon is a 6/6 with flying and it's a mythic with the cost of  5 of anything and 2 red mana, it has the ability whenever it deals damage to a player, it deals that much damage to each creature that player controls, a mini wrath of god here folks and wow it's a nasty one i must admit, it is pretty interesting and it's defintely EDH worthy, anyways since it's labour day that's all the previews for today really, i'm serious till next time this is vergil signing off.

Friday, September 2, 2011

Innistrad Spoilers: Preview Week Day 5

Hello everyone and welcome back to day 5 of the innistrad previews, today's edition we will be covering all of the cards which were previewed around the internet today including our 2nd walker, some rares and even some unique spells so let's begin.


First on my list in previews today is a card called Endless Ranks of the Dead which is a black enchantment that spits out zombie tokens, it's a rare costs 2 and 2 black mana to play and at the beginning of your upkeep put X 2/2 black zombie creature tokens onto the battlefield, where X is half the number of Zombies you control, rounded down. To me this sounds like zombies are being made viable in Innistrad, i just wonder how much viability is in zombies other then vampires since this is a rare and the chances of this being in your draft pool for the prerelease is kinda slim, interesting though next is a card i never thought i would see made period.


That is right Angel of Flight Alabaster, allows for the return of spirit cards from the graveyard, is a 4/4 flier and is a rare, costs a simple 4 and a white mana as well, interesting as she may be i don't expect her to be useful outside of spirits in this case, since spirits are present and accounted for in innistrad, does everyone wanna see your second walker for the set, hmmm i do.


Gee a 3rd garruk who'd have thunk it, so he costs 3 and a green in his daytime form, has a transformation clause where he has to have 2 or fewer counters on him, 0 to deal 3 damage to target creature, the creature deals damage equal to it's power back to him, 0 again to put a 2/2 green wolf onto the battlefield. In his nighttime form however he has +1 Put a 1/1 black wolf token with deathtouch on the battlefield, -1 Sacrifice a creature, if you search your library for a creature, reveal it, put it into your hand, then shuffle your library, -3 is his ultimate and with this creatures you control get trample and get +X/+X until end of turn where X is the number of creature cards in your graveyard, did i mention he's a mythic rare, did i also mention he has 5 abilites not 3 but 5 so this confirms our 5 ability walker in this set as well, gee i wonder if wizards was really thinking when they made a 3rd garruk, onto the next preview.


Divine Reckoning is the latest Wrath spell to hit the block and wow, so it costs 2 and 2 white same as Wrath, each player chooses a creature he/she controls, then destroy the rest, has a flashback cost of 5 and 2 white mana as well, so printing a wrath type spell with flashback, overkill much wizards, are you mad, of course you are don't answer that, next preview card please.


Curse of Death's Hold is a rare aura that enchants a player, that player has all his/her creatures get -1/-1 for the time this is active, it costs 3 and 2 black mana as well, since it has curse in it's namesake it's pretty damn obvious this is a curse card, it's nice to see something like this in game now, makes curses more fun, next preview card please.


Mindshrieker is a rare creature that has flying, is a 1/1 that you pay 2 mana, Target player puts the top card of his or her library into the graveyard, Mindshrieker gets +X/+X until end of turn, where X is that card's converted mana cost, so every time it mills it gets powerful and you swing, a pretty decent dude honestly for a spirit bird costs a mere 2 mana 1 and a blue to play, wow this one is pretty good, anyways that's all the previews for week 1 of Innistrad, this is vergil signing off

Thursday, September 1, 2011

Innistrad Spoilers: Preview Week Day 4

Hello everyone and welcome back to the 4th day of Innistrad previews in the emporium, my name is vergil with a sharp mind and a closed tongue, today's edition we will be covering the Channel Fireball preview for this set, along with 2 more DailyMTG previews of course, let's get down to business as per usual.


Skirsdag High Priest is it's name and wow it's good with Morbid i can tell you that, costs 1 and a black mana, is a 1/2 and wow morbid on this thing is nuts, i guess we know now that our 5/5 demon creator is this dude, previewed of course by Channelfireball and is a rare that is kinda nice, it's morbid ability is kinda also a snowball effect in my eyes, with the option to chump and attack at will with 5/5's all day long, this is a really decent black card in my eyes and should prove interesting that i admit, let's move onto our first DailyMTG preview of the day, Stromkirk Noble which is a red card.


Gee talk about a new Goblin Guide for Vamps this guy is nuts, 1/1 for a red mana, is a rare can't be blocked by humans, when he deals combat damage he gets a +1/+1 counter for each time he deals direct combat damage, seriously ok is wizards trying to make red fun again, yes wizards thank you, anyways final preview of the day is Rooftop Storm




Well let's face it, zombies better be good in Innistrad this time, we've not had much zombie cards in a core set, so this may be different but the mana cost on this thing that kills me 6 whopping mana for a rare enchantment that basically makes all zombies free for the rest of the game, hmm wizards you better not dissapoint, seriously anyways that's all she wrote for today, tommorow is day 5, when i return of course from doing my usual crap, this is vergil and i will bid you adieu, see you all later.