Friday, September 30, 2011

Magic the Gathering News Vol 10: Innistrad, B&R List, Promos

Hello everyone and welcome back to another emporium update, this is your monthly edition of the Magic News, this edition of the monthly news is all about Innistrad, the Banned and Restricted List and all the neat promos that are coming up, so let's go.

Innistrad arrives on store shelves today and is sure to bring a lot of fun to the table, with the arrival on a friday as per usual, this means draft format which is currently Magic 2012 switches over to Innistrad Draft, for those curious about Double-Sided Cards in this format i suggest looking at the rules of Innistrad itself, remember for those whom play draft it's not M12 anymore so you don't have to remind yourself to make sure to snag those titans and stuff again.

The banned and Restricted list for the month of september was quite a doozy, we had a few changes to multiple formats for the first time in a long while, Legacy, Modern, Vintage and EDH all had some changes and for the full announcement on these changes i suggest using my article found here ---> Banned and Restricted List Update which detailed everything in one shot not like the usual wizards shenigans of course.

Promos abound this month, we have one more FNM to win Teetering Peaks which will be below of course


Today is your last chance to win this card, next month's FNM promo of choice is Contagion Clasp from scars of mirrodin and that will also be below.


It's in another language but we all know what Contagion Clasp does since i have like 5 copies of the card lying around in boxes, November's FNM promo of choice is rumoured to be Go for the Throat which is a mighty fine FNM promo no picture as of yet, but will keep you updated as usual, remember FNM is usually standard, so make sure the deck you bring is standard legal which means it can contain cards from Scars of Mirrodin, Mirrodin Besieged, New Phyrexia, Magic 2012 and of course Innistrad and when Dark Ascension releases in Feburary of next year that will also be standard legal, anyways that's about it for now and apologies for the short update, but this will be the last true update for the month and we will begin anew tommorow with the draft reports and how i did in FNM, till next time this is vergil signing off.

Wednesday, September 28, 2011

Brief Updates - 09/28/2011

Well hello everyone and welcome back to another emporium update, today for starters i wanted to talk about a few things going on for me and a few changes for the emporium as to what to expect for the rest of the year alongside the next year even though i did state last article was the last for the month, i've been thinking about this stuff for a while.

Drafts - Yes i've decided since the group i normally played with is basically no more it's time to get back to a competitive standpoint in magic, this means i will be attending drafts once again, though this will be a 2 or 3 times a month thing, i will still be attending regardless, starting with Innistrad and continuing with the sets as they go along, meaning i will be making draft reports on the day after a FNM which is Saturday, so expect to see that very soon.

Elder Dragon Highlander - I will be attending a local game store's EDH event which happens once every saturday, meaning i will probably have to finish writing the Draft report after i finish attending EDH, which leaves me to my next subject.

Legacy - Due to a local game store hosting this in my city, i've decided to start legacy events as of now, even though they will only be 1 time a month, but for 5 dollars entry and a Tropical Island as a prize it's sure to be awesome, me and a friend are talking about it a lot and i will defintely keep you folks updated on this in the near future.

Casual Gaming - I will be writing one last casual deck article, which is going to basically be my new standard deck of choice, i'm sure people want to note this but i'm going with something along the lines of Venser, the Sojourner 

Future Deck Ideas - This is something i've been thinking of as well, since i've already begun to construct a deck for standard in mind, i'm going to try and focus more on the aspect of control decks for the moment, even if some of them are super super powerful, but i'm sure there will be more control decks in the future thanks to a specific card named Mental Misstep and all that.

I would like to thank everyone whom was a part of the group for their time and such, i hope to see you in the magic community sometime in the near future, since i won't be a casual gamer, i want to get back into competitive gaming again, like i tried before with Rise of the Eldrazi which was a fun as hell draft set to be honest, so with that i thank you for reading and will hope to see you fine folks in October when i'll be premering my Innistrad Set Review from Final Smash, if you are wondering, my first portion of Innistrad has been finished it's white and the link will be below.

Innistrad Set Review -- White ----> Set Review: White

With that thank you for reading and see you in october for more shenigans, this is vergil signing off.

Monday, September 26, 2011

Innistrad: Double-Faced Cards

Hello everyone and welcome back to another emporium update, in today's update i will be talking about all 20 double sided cards in Innistrad, the newest of the card designs wizards used in their most recent set Innistrad so let's begin.


Dual Sided cards are perhaps the most confusing to a lot of people and as such have a lot of questions surrounding them, for example "What Happens in regards to a draft with Double Sided Cards?" well let me answer that as best as i can, basically when a double sided card's transform condition is met from Day to Night it changes sides, how do you do that well that is kind of complicated since there are a lot of rules on the subject as stated in the FAQ provided in my last update on here, which will be at the bottom of the article. Let's move on from rulings to the double sided cards themselves, there are 20 total in innistrad each one will be listed below.






























So by color and rarity count today we have 2 white, 3 blue, 2 black, 6 red and 7 green double sided cards in magic as of now, each one of course is a different rarity that is for sure and each one of these is pretty darn interesting, each one also has a color indicator which indicates what color they are in their night time form, for example since Unholy Fiend is the nighttime form of Cloistered Youth you'd think it was a white card, but it's color indicator is black not white, some may end up having a entirely different color indicator in magic, again introductions to these 20 new cards are not necessary however we've been aware of them for about a week and well some of us already are sick of em, again the rules for the double sided cards are going to be below


711. Double-Faced Cards
711.1. Each double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. Each face may have abilities that allow the permanent to "transform," or turn over to its other face. Tokens and cards with a Magic card back can't transform. (See rule 701.25, "Transform.")
711.1a A double-faced card's front face is indicated by the sun symbol in its upper left corner.
711.1b A double-faced card's back face is indicated by the moon symbol in its upper left corner.
711.1c While a double-faced card is in a public zone, each player may look at both faces.
711.1d If the back face of a double-sided card is a creature, the front face of that card will have the back face's power and toughness printed in italicized gray text in the lower right of its text box. This is reminder text and has no effect on game play.
711.2. Each face of a double-faced card has its own set of characteristics.
711.2a In every zone other than the battlefield, and also on the battlefield with its front face up, a double-faced card has only the characteristics of its front face.
711.2b While a double-faced permanent's back face is up, it has only the characteristics of its back face. The back face doesn't have a mana cost; it has the colors in its color indicator (see rule 202.2e).
711.3. Except for determining whether or not a permanent can transform, a spell, ability, or rule that needs information about a double-faced permanent sees only the information given by the face that's currently up.
Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). Clone will be a copy of Wildblood Pack. BecauseClone is itself not a double-faced card, it can't transform.
Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until the end of turn. The player then casts Moonmist, which reads, in part, "Transform all Humans." Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, although it will still be a copy of Elite Vanguard that turn.
711.4. If a double-faced card is cast as a spell, it's put on the stack with its front face up. A double-faced card can't be cast face down. See rule 601, "Casting Spells."
711.5. A double-faced card enters the battlefield with its front face up.
711.6. A double-faced permanent always has the status "face up" (see rule 110.6). Double-faced permanents can't be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.
711.7. When a double-faced permanent transforms, it doesn't become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.
Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until the end of turn.
711.8. If an effect instructs a player to name a card, the player may name either face of a double-faced card but not both.
711.9. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves or substitute a checklist card. Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.
711.9a If a checklist card is used, the double-faced card it represents must be set aside prior to the beginning of the game (see rule 103.1a) and must be available throughout the game. A checklist card can't be included in a deck unless it is representing a double-faced card.
711.9b The face of each checklist card is divided into sections. Each section lists the name and mana cost of each double-faced card it could represent and includes a fill-in circle. When using a checklist card, exactly one of the fill-in circles must be marked to denote which double-faced card the checklist card represents.
711.9c For all game purposes, a checklist card is considered to be the double-faced card it's representing. It has that double-faced card's characteristics in all zones.
711.9d As a checklist card enters a public zone, the checklist card should be set aside and the double-faced card used instead.
The article where these rulings come from are down below
Double Sided Cards FAQ ----> Double Sided Cards FAQ
Anyhoo that's about it for this edition of the emporium, which will be the last i cover for the month of september in the meantime i will be busy writing my set review of Innistrad for Final Smash, till next time this is vergil signing off.

Sunday, September 25, 2011

Innistrad Frequently Asked Questions and Intro Packs

Hello everyone and welcome back to another emporium update, today's latest update will cover the Frequently Asked Questions and Intro Packs for the set of Innistrad, so let's go.

There are bound to be tons of questions for this set and well here's a helpful thing to help with those questions, some of them may be on the new double faced cards, some on the new morbid ability, some even on cards that get +1/+1 counters when damage is dealt, all of em are pretty much answered at this following link.

Innistrad Basics and Frequently Asked Questions --->  Innistrad FAQ

"But vergil, what if i control a morbid card like Festerhide Boar and it entered the battlefield this turn" You might ask well it's simple, morbid will check to see whether a creature has died this turn, if a creature died before you played Festerhide Boar then yes it will enter the battlefield with a +2/+2 boost and become a 5/5 instead of it's usual 3/3 status with trample.

"How come Flashback is only at instant and sorcery speed?" Well it's due to the fact flashback is a spell mechanic and it was featured back in Odyssey and Time Spiral block a long time ago, the flashback cost only comes into play when the spell is in your graveyard, but it also follows the typical timing restrictions of Sorceries and Instants, as long as the flashback card you wanna play is a Instant speed spell then it can be played at any such time during your opponent's turn.

"What does it mean when i play a curse?" A curse works like any other enchantment aura, but it targets players instead of creatures, then applies the spell restriction to the player until either A) The player is defeated or B) The curse is destroyed via a enchantment removal spell like Naturalize but in all cases curses work like any other spell, but it's the first time in recent memory a spell can target a player and stay attached to said player.

"What's with the fight mechanic and how does it work?" "Fight" as it is referred to is a special outside of combat ability it fights with another creature and the creature that is fighting fights with it, dealing damage equal to their power simultaneously to each other for example if a spell like Prey Upon has a creature you control such as a Abattoir Ghoul and forces you to fight a Bloodline Keeper first strike damage would not apply in this case, instead the ghoul deals 3 damage to the keeper and 2 damage is dealt via the keeper to the ghoul killing both of them, outside of combat, combat abilites such as First Strike and Double Strike do not apply to this new term and aren't used during that particular term, at least that's how i understand it from the oracle update to the rules in regards to fight.

For the remainder of the rules and oracle text, i suggest you follow that link i placed above the questions some people may end up asking, now onto the intro packs of the set which are quite a few






The intro packs are called Spectral Legions, Eldritch Onslaught, Deathly Dominion, Carnival of Blood and Repel the Dark and they go on sale as of when innistrad arrives on store shelves, for more information including the deck lists for these particular intro packs follow the link i will place at the end of this article, well that's all the time for today, stay tuned tommorow i will go over the double faced cards of the set, till then stay frosty

Intro Packs List ----> Intro Packs Arcana

Saturday, September 24, 2011

Innistrad Tokens

Hello everyone and welcome back to another emporium update, today is covering one of the things i missed in Innistrad which are the tokens innistrad generates from specific cards in the set, this comes after the final spoilers so this way everyone has a clear idea of what to expect this time around, so let's go.

We have 12 tokens this time around for Innistrad, so let's start with no 1 which is a Angel Token


This one is generated all thanks to Geist of Saint Treft and the ability to call this angel down when he attacks, meaning this is a pretty good token honestly, the next one is a spirit token


Spirits in this set are generated all thanks to a couple of cards in this set, Doomed Traveler, Maulesoum Guard, Midnight Haunting which are three different cards that each do things to make 1/1 spirits enter the battlefield, not bad honestly for one token, the next one is a 2/2 Homunlucus


The only one that generates a 2/2 in this set is Stitcher's Apprentice which kills things to generate this token,  note this is the only blue token in the set of Innistrad, black has quite a few this time around let's look at the first one which is a 5/5 Demon


Skirsdag High Priest generates these 5/5's off it's morbid ability, which was also the channel fireball preview for this set as well, so concidence much here, i think not, onto zombie tokens





All of these particular tokens are generated off the following cards in this set Army of the Damned, Endless Ranks of the Dead, Moan of the Unhallowed. which are all spells and not creatures in this set, Army however is the mythic rare that generates 13 of these bad boys tapped for 7 mana, not a bad tradeoff honestly, great zombie tokens, onto vampires.


Vampires get 1 generator this set in the form of Bloodline Keeper/Lord of Lineage which is the new vampire lord, also happens to be a double faced card as well, 2/2 flyers generated off this and they get stronger when Keeper/Lord is on the field, that is a pretty sweet deal, wolves get 2 cards this set, let's take a look at them.



Both of these wolves are generated all thanks to a certain double faced walker of the set, Garruk Relentless/Garruk, the Veil Cursed which is pretty bad ass if you ask me, this particular set has a lot of token generators, but wait there is more that is for sure, ooze's even get tokens this set


Gutter Grime is this set's token generator for Ooze's and believe me they are pretty damn good, */* for specific effects, not bad, last but most certainly not least is the obvious Spider tokens generator


1/2 Spiders are generated all thanks to Spider Spawning which is a card with Flashback the returning ability of this set, though the flashback cost is off color it's sure nice to have a spider generator this set, maybe spiders may play a key role in this set, anyways that's all she wrote for this article, also i want to point out a few things, I've started to work for a site called Final Smash i'll list the link down below, where you'll find my set review for innistrad in both Limited and Standard in about a week and a half, i'll be busy working on that most of the time, so till then that's all she wrote for this one, stay tuned as next time here at the emporium i'll take a look see at the Intro Packs of the set.

Site talked about ----> Final Smash

Friday, September 23, 2011

Innistrad Prerelease Primer: Reminder for Prerelease

Hello everyone and welcome back to this special edition of the emporium, a birthday edition yes, i am a year older and wiser today, but enough about that let's take a look at the prerelease information you guys will need to know this weekend for the Innistrad Prerelease


The prerelease card is card which was spoiled a long time ago is Mayor of Avabruck/Howlpack Alpha which is shown down below
'

This is the card you'll get for signing up for the prerelease this weekend, as also this is a Sealed Deck Booster draft meaning you will receive 6 booster packs of Innistrad to build your deck from, meaning you will have about 90-95 cards in your card pool, which isn't bad honestly, besides i happen to like Sealed Deck Booster Drafts, the last bit of information you will need to know is that these are held at your local game stores, check your local game store for information, anyways that is about it for this edition since it is a short one, this is vergil signing off.

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