Showing posts with label Magic News. Show all posts
Showing posts with label Magic News. Show all posts

Tuesday, September 25, 2012

Return to Ravnica Spoilers Part 9: Lands

Welcome to the final part of the spoilers for the set, it's all about the lands in this set, so without further ado let's see what return to ravnica has in store for us this time.

#237) Azorius Guildgate - One of the 5 gates for the set, it taps for white and blue, plus it allows specific cards in the set to use their abilites, being one of the more useful lands in a while.

#238) Blood Crypt - Oh yeah, i'm glad this is back when it enters the battlefield, you can take 2 damage and have it untapped or have it enter tapped, it taps for either red or black and counts as both a mountain and a swamp, one of the premier lands of the set.

#239) Golgari Guildgate - Second guild gate for the set, it taps for green and black, like it's previous one i talked about, a nice color combo if you ask me.

#240) Grove of the Guardian - Green White prerelease card of choice for the set, it is one of the 5 promos being handed out along with the guild choice, so if you chose selesyna this is the card your getting, it taps for green or white, you pay 3, Green and White and sacrifice it while tapping it you get a 8/8 elemental with vigilance instead, but you also gotta tap 2 creatures to make it a token.

#241) Hallowed Fountain - Shock #2 of the set, taps for white, blue, nice to have this back.

#242) Izzet Guildgate - Gate #3 of the set, taps for red, blue, a very good color combo.

#243) Overgrown Tomb - Shock #3 of the set, taps for green, black, counts as a swamp and a forest, so land seeker cards like Farseek love this card.

#244) Rakdos Guildgate - Gate #4 of the set, taps for red and black a decent color combo.\

#245) Rogue's Passage - Taps for 1 colorless in this set, plus you pay 4 and tap it to make a target creature you control unblockable for the duration of the turn, not a bad uncommon land in the colorless slot.

#246) Selesnya Guildgate - Final guild gate of the set, taps for green/white which should have no problems with mana as of now.

#247) Steam Vents - Mountain and Island shock and shock #4 of the set, taps for red and blue like it did back in the old days, not a bad way to restart ravnica.

#248) Temple Garden - Final shock land of the set, taps for green and white, overall a great cycle of lands to see come back into standard again.

#249) Transguild Promenade - New Rupture Spire of the game, it enters tapped, plus you gotta pay 1 or else it goes to the bin when it hits the battlefield, a nice color fixer in the common slot.

And that is it for RTR, 249 cards of excellent this set and it's been quite a unique run, since the rest is basic lands this set, hope you enjoyed my spoilers this time around.

Monday, September 24, 2012

Return to Ravnica Spoilers Part 8: Artifacts

Welcome to part 8 of the spoilers this time around, it's all about the artifacts of the set of return to ravnica so without further ado let's see what we got for this set.

#225) Azorius Keyrune - So this is a new mana rock for sure, produces either white or blue for 3 mana, you also can pay white and blue to transform it into a 2/2 blue/white flying creature that's still a artifact though, a nice way to start this particular portion of the spoilers.

#226) Chromatic Lantern - Honestly one of the better mana fixers so far in this set, a 3 mana drop artifact that makes all lands you control tap for any color of your choice, plus it has it's own tap ability to add 1 of any color to your mana pool.

#227) Civic Saber - 1 mana equip that grants the equipped creature +1/+0 for each of it's colors, so 5 colors gets the benefit the most of this, it costs 1 to equip as well and it's a pretty decent card, in limited

#228) Codex Shredder - 1 mana for a artifact that mills the top card of a target player's library when it taps, plus you can pay 5 mana and return a thing from the graveyard to your hand, only big thing is you gotta sacrifice it for this to be used.

#229) Golgari Keyrune - Keyrune #2 for the set, it taps for Black or Green and it animates itself into a 2/2 insect with deathtouch in the process for green and black

#230) Izzet Keyrune - #3 of the cycle, tapping for blue/red and it animates itself into a 2/1 elemental that whenever it deals damage, do a Merfolk Looter which isn't half bad for it's colors.

#231) Pithing Needle - Well this is back simply due to the fact i guess Trinket Mage is rotating, this is one of the Mage's favorite targets and it's got brand new fricking art at that, showing that wizards does card about reprinting specific things for Modern and Standard.

#232) Rakdos Keyrune - #4 of the set, it taps for red or black and it animates itself into a 3/1 black and red devil artifact, no special abilites unlike it's Izzet counterpart, but it's a decent body still and it's a mana rock.

#233) Selesnya Keyrune - Final keyrune of the cycle, taps for white or green and it animates itself into either a 3/3 green/white wolf till end of turn all for green and white as well, not bad for the final keyrune.

#234) Street Sweeper - 6 mana for a artifact creature that is a construct, it has a 4/6 ratio in the power toughness department and whenever it attacks, destroy all auras attached to target land of your choice, which isn't half bad for a 4/6 body.

#235) Tablet of the Guilds - Remember the 5 artifacts, the eye, horn etc, well this is those slapped into this, but you name 2 colors as this resolves and enters the battlefield, any time you cast a spell of either of those colors, you gain 1 life for each of the chosen colors, a very interesting uncommon.

#236) Volatile Rig - 4 mana for a 4/4 that has trample and has to attack each turn, but when it is dealt damage you get to flip a coin, if you lose the flip you have to sacrifice it, but you flip another coin when it dies, if you lose that flip it deals 4 damage to each creature and player, not a bad sweeper if you ask me.

Well that's it for artifacts this time around, stay tuned for the non basic lands this time around in the next edition.

Return to Ravnica Spoilers Part 7: Hybrid

Welcome to part 7, where it's the return of a favorite, Hybrid mana cost cards, magic's favorite type of cards, so without further ado let's see what this set has.

#210) Azor's Elocutors - 5 mana for a hybrid, blue/white spell that is a enchantment, it allows you to put a fillibuster counter on it during your upkeep and if you control this with 5 or more counters on your next upkeep you win, whenever though a source deals damage to you though you have to remove a counter.

#211) Blistercoil Weird - So a 1/1 for red/blue that gets +1/+1 until end of turn each time you cast a instant or sorcery spell, plus you get to untap it as well.

#212) Cryptborn Horror - 1, Black/Red, Black/Red for a trample that is a 0/0 when it enters the battlefield, but it gets +1/+1 counters equal to the life lost by opponents when it enters the battlefield, so lost life gives it a boost in terms of it's P/T rating.

#213) Deathrite Shaman - For a black/green mana you get a 1/2 with three abilites, tap it to exile a target land from a graveyard, you get 1 mana of any color in your mana pool, pay black and tap it, exile a instant or sorcery, each opponent loses 2 life in that process, pay green and tap it to exile a creature and you gain 2 life, not bad for a rare.

#214) Dryad Militant - 2/1 for a mere white/green mana cost at the uncommon level, now we are talking here, this is perhaps one of the best hybrid cards printed in recent memory, well it's a return to hybrid so it's pretty good since it hoses flashback with it's ability.

#215) Frostburn Weird - A combination of red/blue, red/blue nets you a 1/4 that you can pay either red or blue to give it +1/-1 until end of turn.

#216) Golgari Longlegs - 5 mana for a 3/4 that has no static ability, not a decent card unless it had trample or something, not a good card, but a good beatstick in limited.

#217) Growing Ranks - 4 mana enchantment that costs 2, Green/White, Green/White and allows you to populate on your upkeep, which is pretty damn sweet in green/white honestly this is one of those interesting cards if i do say so.

#218) Judge's Familiar - Did someone ask for a flying Cursecatcher that has the same ability, but is limited to instants or sorceries, well it seems we got it here, i'm ecstatic for this set so far, since it only is a uncommon that costs White/Blue

#219) Nivmagus Elemental - 1 mana combination of red/blue for a 1/2 that you can exile spells off the stack to grant it 2 +1/+1 counters as well as it being a rare, this is one of those great rares in this set.

#220) Rakdos Cackler - A combination of Red/Black mana for a 1/1 with unleash which is the rakdos mechanic for the set, so it enters as a 2/2 for 1 of either color, not a bad uncommon if you ask me.

#221) Rakdos Shred-Freak - 2 drop 2/1's with haste, now we are talking, a red/black, red/black casting cost with a 2/1 body with haste, this is perhaps one of the faster ones out of the gate and both Mono Black and Mono Red can run this thing without difficulty.

#222) Slitherhead - Did someone call for another 1 drop hybrid card, well Slitherhead is here to impress for Black/Green you get a 1/1 with a scavenge cost of 0 mana, yes you heard me correct 0 mana and he is only a uncommon, expect him to be one of the better cards to get for this set.

#223) Sundering Growth - For a combination of Green/White, Green/White you get to blow up an artifact or enchantment and populate which is the Green/White selesyna's mechanic for the set, not bad for a 2 mana spell in the set to be quite honest.

#224) Vassal Soul - 1, White/Blue, White/Blue for a 2/2 with flying to close out this color is kind of nice personally, even if it is a common for the set, it's pretty damn nice for limited since it only costs a combination of either white/blue two times over, plus a colorless.

Well that's it for the hybrid color for this set, join me tommorow for Artifacts of course, till then this is vergil signing off.

Sunday, September 23, 2012

Return to Ravnica Spoilers Part 6: Multicolor

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Friday, September 21, 2012

Return to Ravnica Spoilers Part 5: Green

Welcome to part 5 of the spoilers in which it's green's turn on the color wheel, so without further ado let's see what Green has in store for this set.

#113) Aerial Predation - 3 mana for a instant speed spell that blows up something that flies, anything and i mean anything, legendaries, etc, plus you gain 2 life in the process talk about a solid piece of green removal this time around.

#114) Archweaver - 7 mana for a 5/5 with reach and trample, just think about this 7 mana for crying out loud is a big investment for only a 5/5 with reach and trample, it's a decent uncommon for limited but it won't be drafted first pick that's for sure, perhaps 14th or 15th pick in limited.

#115) Axebane Guardian - Kinda reminds me of Overgrown Battlement from Rise of the Eldrazi honestly, a 0/3 that has defender, costs 3 mana and it taps to add X of any color of your choice, but it adds it in any combination of your choice, just the mana fixer we need here.

#116) Axebane Stag - 7 mana for a 6/7 vanilla creature, it's a decent beatstick for it's mana cost but it's far too high perhaps even to warrant being drafted.

#117) Brushstrider - Here we go, the decent stuff for this set in limited, 3/1 with vigilance for 2 mana, yes 2 mana, give this a little unblockable and it's a decent overall uncommon

#118) Centaur's Herald - 1 green for a 0/1 that you can sacrifice and pay 2 and a green to put a 3/3 centaur in it's place is just honestly too good, this might even be constructed playable in block.

#119) Chorus of Might - 4 mana for a instant speed spell that grants +1/+1 for each creature you control to a target creature of your choice, honestly this alone is probably the reason to be maybe 8th picking this, but it grants trample as well, which is even better.

#120) Deadbridge Goliath - Holy broken mechanics batman, Scavenge got good for some reason, a 5/5 for 4 mana with the ability to scavenge, which is the golgari mechanic, it basically adds 5 +1/+1 counters to a creature for a mere 6 mana at sorcery speed, neat.

#121) Death's Presence - Enchantment for 6, wow i'm surprised wizards printed a mini Kresh the Bloodbraided here, seriously but in enchantment form, this is really bold for a rare enchantment wizards.

#122) Drudge Beetle - 2 mana for a 2/2 with scavenge, which on this one costs a whopping 5 and a green mana, one of the worse cards with this particular mechanic if you ask me.

#123) Druid's Deliverance - So a Fog with the mechanic of Populate for 2 mana, not bad if you ask me

#124) Gatecreeper Vine - 1 and a green for a defender that's a 0/2 but it searchs for either a "Gate" card whatever those are and or a basic land, a really great way to fix your mana pool early on honestly.

#125) Giant Growth - Here's the reason we didn't see this in 2013 this year, it was being printed for this set, for those who used it, you know what it does.

#126) Gobbling Ooze - 5 mana for a 3/3 that you can pay green to sacrifice another creature and put a +1/+1 counter on this one, great in a token strategy in limited me thinks.

#127) Golgari Decoy - Holy diversion batman, for a 4 drop that's a 2/2 with scavenge this ends games pretty damn quickly allowing your other creatures a alpha strike, this also has scavenge on it for 3, green, green, a decent mana amount for this mechanic, one of the more balanced ones.

#128) Horncaller's Chant - 8 mana for a 4/4 and populate, at sorcery speed, sigh come on wizards.

#129) Korozda Monitor - 4 for a 3/3 with trample and the scavenge cost of 5, green, green, at least it's a 3/3 for 4, that's all it has going for it.

#130) Mana Bloom - A X enchantment that enters the battlefield with the X cost where X is the amount of mana poured into this, you get to remove 1 counter per upkeep and when it has no more counters, it goes back to your hand, making this a nice enchantment honestly.

#131) Oak-Street Innkeeper - 3 mana for a 1/2 that when it isn't your turn, your creatures you control have hexproof, i'd run this as a decent value creature and it feels like the missing piece most green players would need in limited.

#132) Rubbleback Rhino - Speaking of big bodies, how bout a 4/4 rhino with hexproof for 4 and a green, not a bad choice for limited if i do say so myself.

#133) Savage Surge - Instant speed 2 drop that grants a target creature +2/+2 until end of turn, plus you get to untap that creature as a bonus, so it's still attacking just untapped for a change.

#134) Seek the Horizon - Another reprint this time around, 4 for a search for 3 basic lands and put them into your hand, then shuffle, of course you have to reveal em, but this is a mana fixer.

#135) Slime Molding - For X and a green you get to put a X/X where X is the value paid, so making a 7/7 isn't half bad in limited for the late game.

#136) Stonefare Crocodile - 3 mana for a 3/2 that you can pay 2 and a black to give it lifelink until end of turn, a decent effect on a decent bad body, but black giving lifelink is unexpected here.

#137) Towering Indrik - 4 mana for a 2/4 with reach, decent, but not desired.

#138) Urban Burgeoning - 1 green for a aura that enchants a land, it allows you to also untap this land during each untap step, a decent limited card for this set, i must admit.

#139) Wild Beastmaster - 3 mana for a 1/1 that when it attacks each other creature gets +X/+X where X is the power of this creature, so making it a 5/5 means each creature gets +5/+5 as a response, one of the better rares of the set in green.

#140) Worldspine Wurm - 11 mana, a 11 mana bomb that's a 15/15 with trample, it makes 3 5/5 wurms with trample when it dies and has the infamous reshuffle effect that so many powerful cards have in the format, wow much has wizards gone insane in printing this kind of stuff honestly.

And with that that is all the main colors of the set, join me tommorow for Multicolor

Thursday, September 20, 2012

Return to Ravnica Spoilers Part 4: Red

And here is part 4, this time it's red turn for previews for the set of Return to Ravnica, so without further ado let's begin part 4 of RTR spoilers.

#85) Annhilating Fire - 3 drop instant speed spell that deals 3 damage to something, how nice is this, this is pretty nice honestly for the common rarity, i like this particular burn spell a lot.

#86) Ash Zealot - Did zombies and flashback just get the shaft via this card, a red, red 2/2 with first strike and haste, plus it deals 3 damage whenever a player tries to play a spell from the graveyard, either flashback or Gravecrawlers seriously this is one of those interesting rares.

#87) Batterhorn - This set's Manic Vandal for 4 and a red, 4/3 with no other unique abilites, sigh limited cannon fodder.

#88) Bellows Lizard - 1 red mana for a 1/1 that you can pay 1 and a red to give it Firebreathing until end of turn, not a bad quick 1 drop for the color red.

#89) Bloodfray Giant - 4 drop with trample and the rakdos mechanic of Unleash, not a bad thing if i do say so myself, since of course this turns itself into a 5/4 for 4 mana, which is pretty sweet in limited, with the uncommon rarity i'd say this is one of those decent 4 drops in the color in limited.

#90) Chaos Imps - 6 mana for a 6/5 with flying, Unleash and it gets trample as long as it has a +1/+1 counter on it, holy crap much, did i say this was a bomb flying rare for this color or what.

#91) Cobblebrute - 4 mana for a vanilla 5/2 only in limited folks.

#92) Dynacharge - Izzet mechanics are pretty sweet on a card that grants +2/+0 to a target creature for 1 red mana, or it's overload cost of 2 and a red grants all creatures you control this sweet finisher bonus for limited.

#93) Electrickery - 1 red for a instant speed spell that pings a target creature you don't control or for it's overload cost of 1 and a red you can ping everything you don't control not bad for getting rid of weenies honestly.

#94) Explosive Impact - 6 mana for a 5 damage spell that hits either a target player or creature, not a bad thing, but a 6 mana Lava Axe is essentially a limited material only card, even if it is a common

#95) Goblin Rally - 5 mana to get 4 power and 4 toughness worth of goblin creature tokens at sorcery speed, great EDH card but not all that playable outside of limited or EDH, maybe if goblins was a thing again it may take off.

#96) Gore-House Chainwalker - 2 mana for a 2/1 with the rakdos mechanic of unleash, plus it has nothing else going for it so it's another limited material card in the color, considering it's a common

#97) Guild Feud - 6 Drop enchantments usually don't have some good things going for them, in red at least that's the case, but with this it's more or less a way to get creatures onto the field, with a single condition, they fight each other if both you and a opponent put creatures into play this way.

#98) Guttersnipe - So a 2/2 that costs 3 mana to play and has the ability whenever you play a instant or sorcery, it deals 2 damage to each opponent, very impressive honestly for a uncommon.

#99) Lobber Crew - Seriously they printed this card, sigh, so for 2 and a red you get a 0/4 defender that when you tap it you can ping something, give this deathtouch though and this thing is lethal plus whenever you play a multicolored spell, which is encouraged this can untap, really i'd never thought i'd see the day wizards.

#100) Minotaur Aggressor - 7 mana for a 6/2 with first strike and haste, another limited material card, come on wizards.

#101) Mizzium Mortars - So for 2 mana you get a 4 damage spell that has a overload cost of 6 which is the new Izzet mechanic, but it basically sweeps the board for 6, i'll take it since sweepers are very non existent in the latest few blocks for red.

#102) Pursuit of Flight - 2 mana to net a +2/+2 enchantment aura that you can attach to a creature and pay blue to give it flying, which is kind of nice to be honest, it's a limited powerhouse for Izzet players.

#103) Pyroconvergence - 5 mana to Shock a creature or player every time you play a multicolored spell, if the multicolors are the focus of your deck, then this is a way to win in limited

#104) Racecourse Fury - 1 red for a aura that you can enchant a land to give a creature haste when you tap it, not bad, not good, but limited may like this.

#105) Splatter Thug - 3 drop 2/2 with first strike and unleash, holy crap and this thing is a common to boot, wow, a potential 3/3 3 drop in limited pretty damn sweet.

#106) Street Spasm - Another X spell eh, but with Overload, hmm replacement for Red Sun's Zenith perhaps since that rotates when this is legal, can't wait to see if there are any other good sweepers.

#107) Survey the Wreckage - 5 mana Stone Rain that when you blow up a land you get a 1/1 goblin as a reward, great 2 for 1 spell in limited.

#108) Tenement Crasher - 6 mana for a 5/4 hasty beast, which is the only thing it has going for it, not bad, not good, but a nice beatstick for red in limited.

#109) Traitorous Instinct - Nice reprint choice for limited here wizards, since we don't have enough stealing spells in magic today, 3 mana to yoink a creature and give it haste and a +2/+0 bonus as well, pretty nice to finish off a game with.

#110) Utvara Hellkite - 8 mana for this 6/6 beast mythic rare in this color that flies as well, but when a dragon attacks, you get a free 6/6 in it's place, so it self generates 6/6's just as a attacking bonus, very nice for EDH here.

#111) Vandalblast - 1 mana to blow up a artifact you don't control or you can pay 4 and red for it's overload cost to blow up all artifacts that you don't control instead, great way to deal with pesky artifact things.

#112) Viashino Racketeer - 3 mana for a 2/1 that when it enters the battlefield, you discard a card and you get to draw a better card, not bad for a 2/1 with this enter the battlefield effect honestly, i like it quite a lot for limited.

Well that's it for this color this time around, stay tuned tommorow for Green and it's shenigans.

Wednesday, September 19, 2012

Return to Ravnica Spoilers Part 3: Black

Welcome to part 3, where it's black turn to get spoiled for the upcoming set, return to ravnica, without further ado let's begin.

#57) Assassain's Strike - 6 mana kill spell that destroys a target creature, plus it makes it controller discard a card, so Duress and Murder wrapped into one for a 6 mana spell, come on wizards.

#58) Catacomb Slug - 5 mana for a 2/7 vanilla, nope, next

#59) Cremate - Oh, this is a returning card as well, for 1 black you get to exile a target card from a graveyard and you get to draw a card in the process, i like this returning for limited.

#60) Daggerdrome Imp - Now this is a nice thing for limited, 2 drop 1/1 flyer with lifelink, i don't like it's fragile as hell, but it is sure nice to have lifelink on this bad boy.

#61) Dark Revenant - 4 mana for a 2/2 that flies and when it dies it goes back to it's owner's library, wow versatile much here for a 4 drop, i like it.

#62) Dead Reveler - 3 drop 2/3's are pretty decent in limited, considering when they have a set mechanic they tend to be pretty good honestly for the limited format, so for a unleashed version of this is pretty beastly at what it's rarity is, pretty decent.

#63) Desecration Demon - A 6/6 with flying for 4 mana is no joke, this thing is big for a 6/6 plus it forces opponents to sacrifice things in order to stop it from attacking, seriously how in the hell did this make it past R&D for sure.

#64) Destroy the Evidence - 5 mana land destruction that when successful it also mills until the opponent hits a land too, taking away potential valuable resources in the process, great limited spell honestly.

#65) Deviant Glee - 1 mana aura that you give a target creature enchanted with this +2/+1 and if you pay a red then you get trample on it too, a nice finisher honestly.

#66) Drain Vermin - Rats, rats, rats i hate rats, for 1 mana you get 1/1 that when it dies you can pay a black and make a target player discard a card, this as a common is ridiculous.

#67) Grave Betrayal - 7 mana for a enchantment that grants +1/+1 at the next end step and reanimates things when they die, plus it also turns the creature into a zombie as well, making it quite useful honestly in EDH.

#68) Launch Party - 4 mana for a kill spell of choice and that creature's controller loses 2 life in the process, but there's a downside to this you gotta sacrifice a creature to use it.

#69) Grim Roustabout - You know a 2 mana 1/1 isn't that good, but having the ability known as unleash which is the rakdos mechanic for the set which gives it a +1/+1 counter is kinda nice, but the down side of it blocking isn't as bad as you may think, overall a good common.

#70) Mind Rot - This is being reprinted again, sigh for limited of course, we all know what it does i don't need to explain this one.

#71) Necropolis Regent - Given that's it a 6 drop for this card, it's gotta be good right, yep that's a good card, but putting +1/+1 counters on things and it has a body that flies as a 6/5 is fricking sweet it's a self enabler, awesome mythic for the set.

#72) Ogre Jailbreaker - 4 mana 4/4's are like whoa, but when you control a "Gate" which is one of the new lands of the set, it can attack and block instead of just being a defender which is pretty sweet, another one of those new limited bombs.

#73) Pack Rat - Relentless Rats.deck anyone, well this makes it possible, since it's P/T varies on the amount of rats you control, plus it's 2 mana for a rare at that, it also has the ability to discard a card and put a token that is a copy of Pack Rat onto the battlefield, pretty sweet if you ask me.

#74) Perilous Shadow - For a 4 drop it's certainly nice, since it's a 0/4 blocker, so you get your toughness worth, but it's mana ability to pay 1 and a black to give it +2/+2 until end of turn is kinda nuts, since it doesn't have a limit, so this can get big real fast.

#75) Sewer Shambler - 2 and a black for a 2/1 swamp walk that has a scavenge cost of 2 and a black, a very nice limited bomb if you ask me here.

#76) Shrieking Affliction - 1 black for a enchantment that checks at the beginning of each player's upkeep if they have 1 card or less in their hand, if they do then that player loses 3 life in the process, a great discard strategy finisher.

#77) Slum Reaper - 4 mana for a 4/2 that when it enters the battlefield, each player sacrifices a creature, hmm Fleshbag Marauder much here

#78) Stab Wound - So a 3 mana aura that you hit other creatures you don't control and they get -2/-2 and at the beginning of their upkeep they lose 2 life in the process, seriously black is overpowered in limited this set.

#79) Tavern Swindler - 2 mana 2/2 that you can tap to flip a coin and if you win the flip you gain 6 life, but to activate this you gotta pay 3 life in the process, decent limited life gain if you are lucky.

#80) Terrus Wurm - 7 drop 5/5 bomb that has a scavenge for 7 mana as well, seriously balanced much for a common at that, expect to see this finisher at limited tables at least.

#81) Thrill-Kill Assassin - 2 mana 1/2 with unleash and deathtouch, so it can become a 2/3 of doom with deathtouch in the process, sweet card is sweet.

#82) Ultimate Price - 2 mana mono colored Doom Blade, sign me up, this thing is a beast removal card and it deals with pretty much anything it wants to plus with rotation means no more Thrun, sweet removal is sweet.

#83) Underworld Connections - Did they just stick a EDH staple onto a enchantment that you can use at any given time, wizards come on, seriously this is stupid 3 mana for a aura that attaches itself to a land you control, plus you can tap it any time for it's ability to draw a card and lose a life, plus it's a rare.

#84) Zanikev Locust - 6 drop 3/3 that has a scavenge cost of 2, Black, Black and nothing else going for it, a decent limited material scavenge cost if you ask me.

With that that is the end of black, stay tuned for Red tommorow.

Tuesday, September 18, 2012

Return to Ravnica Spoilers Part 2: Blue

Hello and welcome to part 2 of Return to Ravnica spoilers, in this edition it's all about the Blue cards for the set of Return to Ravnica, so without further ado let's see what it has got.

#29) Aqqus Steed - 4 mana for a 1/3 that you can pay 2 and a blue and tap it to give a target creature -2/-0 until end of turn, not bad in limited.

#30) Blustersquall - 1 mana for a tap target creature you don't control or you can pay it's alternate overload cost which is the Izzet mechanic to for 3 and a blue to tap all creatures you don't control, a more effective instant speed Sleep

#31) Cancel - How many times must this be printed in magic, this is the 3rd printing in 2 years for this particular card, new art gives it a new RTR spell feel.

#32) Chronic Flooding - 2 mana for a aura that enchants a land of your choice and whenever it becomes tapped, that played puts the top 3 cards of his or her library into the graveyard, a mill aura that does that is nice.

#33) Conjured Currency - 6 mana for a enchantment that switches two permanents, one you control and one you don't control, not even playable sorry wizards.

#34) Crosstown Courier - 2 drop for a 2/1 that when it deals combat damage, that player that was dealt damage mills the top 2 cards of his/her library, a decent effect if given a unblockable aide.

#35) Cyclonic Rift - For a 2 mana instant speed spell at the rare level this thing is beast, with Overload, the new Izzet mechanic for the set at 7 mana it's basically a Unsummon and Evacuation rolled into one, but it hits any nonland permanent, which is even better, did i mention it's instant speed?

#36) Dispel - Oh goodness this is back, for a minute there i thought it was Remand, but nope dispel is back for 1 blue you get to counter target instant spell, a nice reprint if you ask me.

#37) Doorkeeper - 1 and a blue for a 0/4 that you can pay  2, blue and tap it to mill the top X cards of target player's library where X is the number of creatures with defender you control, did i mention it has defender as well.

#38) Downsize - Giving a target creature -4/-0 until end of turn for a mere 1 blue is nice but give it overload and it's alternate cost of 2 and a blue makes it so that all creatures you don't control get this nice limited effect, great combat trick.

#39) Faerie Impostor - For 1 mana, you do get a awesome creature i'll give you that much, for a 2/1 flyer that's uncommon and bounces a creature back to your hand, give it flash and it's a combat damage preventing machine gun, seriously sweet.

#40) Hover Barrier - 2 and a blue for a 0/6 with defender and flying, good for a card i talked about earlier as a wall deck.

#41) Inaction Injunction - 2 mana for a sorcery spell that detains a target creature a opponent controls, plus it draws you a card when it resolves, not bad as a replacement spell.

#42) Inspiration - More blue card draw this set, for 3 and a blue target player gets to draw 2 cards, at instant speed too, so it's pretty nice to do so at the end of your opponent's turn.

#43) Isperia's Skywatch - 6 drop for a 3/3 with flying that upon entering the battlefield, you detain target creature a opponent controls, seriously this might not even be good for limited honestly.

#44) Jace, Architect of Thought - First of 2 walkers, has 3 abilites, +1 gives all attacking creatures opponent controls -1/-0 until your next turn, which means no weenies, -2 is a miniature fact or fiction that selects 2 piles of the three cards, then you get one, but the other goes on the bottom in any order, then it's -8 which is it's ultimate, you can take a card from each opponent's library, exile them and play them without paying their mana cost, did i mention he starts at 4 loyalty and has a cmc cost of 4.

#45) Mizzium Skin - So a 1 mana instant spell with a alternate overload cost of 2 mana to grant creatures you control or if you don't pay the overload cost grant a single creature +0/+1 and hexproof till end of turn, not good, not bad.

#46) Paralyzing Grasp - Oh yes another reprint, why is this back due to limited pretty much, but this has alternate art to back it up this time, plus for those who don't know what it does, it permanently locks down a creature your opponent's control.

#47) Psychic Spiral - Oh mill, you silly variant deck you you just got a beast of a card, for 4 and a blue you get a sorcery that shuffles your graveyard back into your library, plus it mills a target opponent for whatever amount of cards that was in your graveyard, which honestly is very nice for a 5 mana spell.

#48) Runewing - 4 mana 2/2 that flies and when it dies you get to draw a card, the only 4 mana 2/2 i'd pay for is Solemn Simulacrum, but this thing in limited is pretty solid

#49) Search the City - 5 drop enchantment that when it enters the battlefield, you exile the top 5 cards of your library and whenever you play one of the exiled cards you get to put it into it's owner's hand, but if there are no cards exiled this way then you get to sacrifice this and take a extra turn instead, not bad, not bad at all.

#50) Skyline Predator - 6 fricking mana for a 3/4 no way, not even if it has flash or flying for crying out loud, plus to boot it's a uncommon in this set, meaning it's perhaps not even playable in limited, though i'm sure someone will find a way to break it.

#51) Soulsworn Spirit - 4 mana 2/1 that is unblockable and detains stuff when it enters the battlefield, it's power/toughness are great for limited along with it's abilites but it's mana cost is a little too underwhelming.

#52) Sphinx of the Chimes - For 6 mana it's not all that bad, i mean a 5/6 with flying is a nice body and all and it's ability, discard 2 non land cards with the same name and draw 4 is pretty decent in the limited format, since it allows you to get more gas in the tank, a decent bomb for the format.

#53) Stealer of Secrets - You know honestly i was expecting a little something less but here we go again with another card drawing machine gun for the limited format, a 2/2 for 3 mana at the common rarity is not bad at all, given that it draws for combat damage.

#54) Syncopate - Reprint for the set, dating back all the way to Odyssey block, it's a instant speed X counter spell where if the opponent doesn't pay X that permanent that gets countered with this is exiled instead, not bad honestly for a reprint, plus it's a mere uncommon.

#55) Tower Drake - This bad boy is also getting a reprint from the Invasion set it's a 3 drop that's a 2/1 flyer and it has pay 1 white mana to give it +0/+1 until end of turn, but it doesn't say how many times you can do this, so you can do this however much white mana you have per turn.

#56) Voidwelder - 5 drop 1/4 that when it enters the battlefield, you may return target creature to it's owner's hand, it can be your creatures, your opponent's etc, a fairly decent limited card with potential unseen.

Well that's it for this particular color this time around, stay tuned for black tommorow.

Monday, September 17, 2012

Return to Ravnica Spoiler Part 1: White

Welcome to yet another spoiler season where this time it's all about the latest set which is a throwback to a old favorite of mine way back in the day, we indeed are returning to Ravnica this year and this spoiler season is dedicated to that, so without further ado let's see what is in Return to Ravnica, in the color white.

#1) Angel of Serenity - #1 slot in the set and we have yet another mythic rare starting us off this time around, for 7 mana, it's 3 Oblivion Rings slipped under a 5/6 body that flies, but it not only hits stuff in the battlefield, but in the graveyard as well, interesting

#2) Armory Guard - 4 mana, 2/5's aren't all that good outside of limited, but sure it has the ability as long as you control a gate, it has vigilance, meaning it's gotta have some influence

#3) Arrest - Ok, first reprint of the set and well since we had it in Scars block, why not have it here, those who played it know what it does.

#4) Avenging Arrow - 3 mana instant speed spell that kills whatever dealt you damage this turn, great way to deal with those nasty attackers if you ask me.

#5) Azorius Arrester - 2 drop 2/1 that when it enters the battlefield, detain target creature opponent controls, it seems to me that this new mechanic called Detain is going to have some importance in this set.

#6) Azorius Justiciar - With any set usually, it's mostly limited fodder and this is exactly what this is a 4 drop that's a 2/2 and when it enters the battlefield, you get to "Detain" two creatures meaning they don't attack or block, plus their activated abilites cannot be triggered, a nice way to finish them off if i do say so myself, as Detain happens to be the Azorius mechanic for this set.

#7) Bazaar Krovod - 5 mana 2/5 which seems pretty good limited wise, i mean it grants another creature +0/+2 until end of turn and you get to untap the creature you targeted as well, not bad

#8) Concordia Pegasus - 2 drop 1/3 that flies, it has only that going for it, limited source material if you ask me.

#9) Ethereal Armor - Well, well well, a decent enchantment, it grants +1/+1 for each enchantment you control and it gives first strike, a decent common for sure.

#10) Eyes in the Skies - A 4 mana spell that is sorcery speed, common and has the selesyna mechanic of "Populate" which is really neat, but it not only gives you 1 creature token, but 2, for the price of 4 mana yes please.

#11) Fencing Ace - A 1/1 double striker for 2 mana is sick, considering it's a uncommon as well, which makes me think they are pushing white weenie.

#12) Keening Apparition - 2 mana 2/2 that you can sacrifice to destroy target enchantment, decent enchantment removal if you ask me.

#13) Knightly Valor - 5 mana aura that not only pumps a creature you enchant it with with a +2/+2 and vigilance bonus but it also churns out a 2/2 knight as well.

#14) Martial Law - In all honesty i was expecting this to be a bit better, but for 4 mana at the rare slot a enchantment of this caliber is certainly not useful in the slightest, maybe in limited it may see some play but that's about it, i mean detaining a creature every upkeep is nice in that particular format

#15) Palisade Giant - 6 mana for a 2/7 of interesting proportions that prevents all damage to a permanent or you and redirects it to itself instead, a rare at that for this set, a interesting rare for limited.

#16) Phantom General - 4 mana 2/3 that grants creature tokens +1/+1 while it is on the field, plus it is a uncommon making it viable for limited, not bad.

#17) Precinct Captain - Making a 1/1 every time you deal damage with this 2 white drop first striker that's a 2/2 is pretty sweet, signaling Soldiers are making a return to the format, which is awesome.

#18) Rest in Peace - 2 mana enchantment that targets all graveyards and exiles them when it enters the battlefield, plus it's second effect is to exile things that hit the graveyard instead, essentially shutting down graveyard decks, did i mention this is a rare at that.

#19) Rootborn Defenses - For a card like this to be printed with a brand new mechanic called "Populate" it's gotta have some unique flavor to it, well for this it makes all your creature indestrucible for a mere 3 mana plus it has Populate which puts a copy of a existing creature token onto the battlefield for you, so extra tokens anyone?

#20) Security Blockade - 3 mana uncommon that when it enters the battlefield you get to put a 2/2 white knight onto the battlefield with vigilance plus it it enchants a land at that to tap it to prevent the next 1 damage dealt to you.

#21) Selesyna Sentry - 3 mana drop 3/2 that costs 5 and green to regenerate as a common no less, it's name also implies what guild it is in.

#22) Seller of Songbirds - Another 3 mana drop for this set, when it enters the battlefield you get to drop a 1/1 white bird with flying as well as having a 1/2 for 3, not bad giving 2  power in limited early on.

#23) Soul Tithe - 2 mana for a enchantment aura that forces the owner of the card with this attached to pay X where X is the converted mana cost during the upkeep of it's controller, not bad for a 2 mana drop uncommon

#24) Sphere of Safety - 5 mana for a enchantment that protects you from being attacked, plus the opponents have to pay X where X is the number of enchantments you control at that, so lots of enchantments means lots of protection.

#25) Sunspire Griffin - 3 drop 2/3 with flying, anyone see the  resemblance here, Vampire Nighthawk without the abilites folks in white

#26) Swift Justice - 1 mana instant for this bad boy that grants +1/+0 and lifelink to a creature of your choice, not bad in limited.

#27) Trained Caracal - 1 white for this 1/1 with lifelink, seriously a 1 white drop with lifelink, who'd have thunk it.

#28) Trostani's Judgment - 6 drop instant that exiles a target creature, then allows you to populate, which is the Selesyna mechanic for this set, interesting for the final card of this color.

And that's it for white this time around, stay tuned tommorow for blue, big thanks to MTGSalvation for having the set fully spoiled as of today.

Wednesday, June 20, 2012

Magic 2013 Promotion Cards

Hello everyone and welcome to another edition of the emporium, today it's all about the Magic 2013 Core set promotion cards, so let's dive head long into these and see what they are.


So everyone and their grandmother knows that this is the Buy-A-Box promo for the set, i've talked about this at least twice, we all know what it does, though i imagine stores are going to have limited copies of these say 20 tops, so it's more of a first come, first serve basis with this promo.



For you folks who love to compete in magic game day's here's a brand new card, Magmaquake, this is to be given out to the top 8 at each game day, costs X, Red, Red and is a instant, a rare of course and it deals X damage to each creature without flying and each planeswalker, so it replaces Earthquake this year, this is actually better then that.


For the particpation card this time around, you will be getting Mwonvuli Beast Tracker, which is a uncommon in the green category, it is a 2/1 that costs 1, green, green and allows you to seach for a creature with deathtouch, hexproof, reach or trample and reveal it, then shuffle and put that card on top of it, a interesting tutor variant honestly.


Now this particular promo will be given out at the FNM on launch day, since of course they got rid of the Launch Parties, Staff of Nin, it's pretty much what i talked about in a previous edition, but this is the promo version of the card, nice to finally have the full translation.


Last but not certainly least is the prerelease card, Xathrid Gorgon, we all remember this one, but this one has neat alternate art, it's going to be given out at the prerelease for this set this time around, so remember you'll get this, plus 6 boosters of M13 to work with for the entire set, other then that it seems like it's a good idea to have fun, but that's all for this edition, till next time this is vergil signing off.

Friday, June 15, 2012

Magic 2013: Daily MTG Spoilers June 15th, 2012

Hello everyone and welcome to yet another edition of the emporium, we got three cards for you today, so without further ado, let's get straight to business as per usual.



So this is Lill 3.0 huh, Lillana of the Dark Realms, Mythic rare, costs 2, Black, Black, +1 you search for a swamp and put it in your hand, of course revealing it, -3 Target creature gets either +X/+X or -X/-X where X is the number of swamps you control, a very interesting secondary ability. Finally her ultimate is very fun, You get a emblem where Swamps you control have tap to add BBBB, to your mana pool, yes, so they quaduruple in production i'm afraid, she starts with a meager 3 like Jace Beleren, a very interesting black walker none the less.



So guess what you doubters, Rancor is indeed being reprinted for Magic 2013, yes, but as a uncommon this time around, instead of a common, costs 1 green mana to play, the enchanted creature gets +2/+0 and trample and whenever this aura is put into a graveyard it goes back to your hand instead, making it one of the most annoying auras in the game to deal with, i am surprised wizards would even bother to reprint this stupid thing with Infect still around for 3 solid months more before the rotation kicks in.


So finally we come down to yet another card revealed via the wallpaper of the week, this time it's Captain's Call, a 4 mana token generator card that generates 3 1/1 white soldiers on your side of  the field, great with a certain tactician one would say don't you think, it's at sorcery speed, is a common but it is still not Spectral Procession aka Three Dudes, still a good token generator considering what Avacyn Restored gave us in terms of those.

Anyways, that is it for this edition of the emporium, hope you enjoyed the last edition for this week, see you next week with even more spoilers to talk about, this is vergil signing off.

Thursday, June 14, 2012

Magic 2013: Daily MTG Spoilers June 14th, 2012

Hello everyone and welcome to yet another edition of the emporium, in today's edition it's all about the current spoilers of course from the various sources on the internet as per usual, we have a Channel Fireball spoiler as well and a confirmed reprint via a specific photo, so without further ado let's go.


Introducing our Buy-a-Box promotion card for the set, Cathedral of War, it adds one mana to your mana pool, it enters the battlefield tapped, it gives Exalted, hooray for it giving it exalted and has some good kick butt regular art, it's a rare land at that so expect it to be a neat thing when the set drops in July and you get a chance to get the Buy-A-Box promo version of this card.


Now wizards i know loves pushing specific archetypes when the core set comes out every year, this is of course no different, oh how about some juicy mill cards for you folks, introducing Sands of Delirium, 3 mana for a rare artifact that you can pay X and tap it to have target player put the top X cards of his or her library into his or her graveyard, which is also known as milling, it seems to me wizards is indeed pushing this archetype so much, that with Innistrad Block there are more then enough Mill cards to do the job alongside the Core Set's offering this year we might see a standard mill deck rise out of the core set.


Oh how about a nice green beater, introducing Thragtusk, the Channel Fireball preview for this set, 5 mana for a 5/3 that when it enters the battlefield you gain 5 life, excellent hmm, but when it leaves the battlefield you get a 3/3 beast in it's place, meaning that you can abuse the tricks of the last set Avacyn Restored to blink this out of existence and return it to activate it's abilities yet again, netting not only a 3/3 but returning the base creature and gaining 5 more life.


It appears that we are getting a old red enchantment for this set, known as Fervor, yes that neat 7th edition enchantment that grants all creatures haste is indeed getting reprinted for this set, alongside of course Kitesail and Elixir of Immortality which are pretty much also confirmed at this point in time, but that black  enchantment is known as Crippling Blight and was spoiled quite some time ago when there was a massive common/uncommon spoiling, but yeah it is nice to see a few old reprints every core set as per usual.

With that it's time to end this edition of the emporium, but stay tuned, there's more news where this came from, expect yet another edition later today, with a bit of news on Duels of the Planeswalkers, till then this is vergil signing off.

Tuesday, May 8, 2012

Avacyn Restored Event Deck Lists

Hello everyone and welcome to yet another edition of the emporium, in today's edition i'll be talking about the Avacyn Restored deck lists which were spoiled via Wizards of the Coast, as per the norm with the lists i'll be talking about the money cards in each build and perhaps what to expect as a whole, so without further ado let's begin.

Humanity's Vengeance - Blue/White


Lands


2 Glacial Fortress
1 Moorland Haunt
9 Island
12 Plains

Spells


2 Dismember
1 Divine Deflection
2 Mental Misstep
3 Oblivion Ring
3 Righteous Blow

Creatures


1 Blade Splicer
4 Fiend Hunter
4 Gideon's Lawkeeper
1 Mirran Crusader
3 Nearheath Pilgrim
2 Nephalia Smuggler
1 Phyrexian Metamorph
4 Porcelain Legionnaire
3 Tandem Lookout
2 Wingcrafter

Sideboard


3 Cathedral Sanctifier
2 Cloudshift
2 Inquisitor Exarch
4 Mana Leak
3 Negate
1 Pacifism

So it appears with this first list we have 4 good rares to look forward to in here, 2 Glacial Fortress, A single copy of both Mirran Crusader and Phyrexian Metamorph since those are the highest value in the decks, with the metamorph being about 7 to 8 dollars these days, roughly but my question is if there are more then enough humans in Innistrad to warrant this deck, why aren't they in here, instead we have a bunch of Phyrexian's and Mirrans fighting along side each other, with stuff like Tandem Lookout which grants the ability to draw a card each time damage is dealt, strange list but moving on, here is the 2nd list which is called Death's Encroach.

Death's Encroach - Mono Black


Lands


24 Swamp

Spells


3 Altar's Reap
3 Despise
2 Dismember
2 Doom Blade
3 Go for the Throat
2 Lashwrithe

Creatures


1 Cemetery Reaper
2 Crypt Creeper
4 Diregraf Ghoul
1 Geralf's Messenger
3 Ghoulraiser
1 Gloom Surgeon
1 Gravecrawler
4 Highborn Ghoul
4 Skinrender

Sideboard


2 Appetite for Brains
2 Crypt Creeper
3 Deathmark
1 Despise
2 Distress
1 Ghoulraiser
1 Surgical Extraction
3 Triumph of Cruelty

Ok so this list is much better honestly, you have both a copy of Gravecrawler and Geralf's Messenger which are both part of the highly popular Blue/Black zombies build, as well as a Surgical Extraction, 2 Lashwrithe and 7 pieces of removal inside the main deck. The real money cards as i said are the Crawler, the Messenger and the Extraction in this deck, each one pretty much pays for the entire thing as a whole, plus what's so bad about 24 extra swamp, just replace them with Zendikar swamps and you are golden, overall i'm more impressed with the mono black list then i am the Blue/White list but i'm going to defintely pick up both as soon as i can get my hands on them and give them a once over as well as a few other things, but for now this is vergil signing off.

Thursday, April 19, 2012

Avacyn Restored Spoilers: Day 4, Week 2

Hello everyone and welcome to another edition of Avacyn Restored spoilers, today of course is the second last day of week 2 of these, we are pretty much rounding down spoiler season considering as of this date, over 150 cards of the set have been revealed, my official spoilers will of course start monday with thoughts on every card in the set, without further ado let's begin Avacyn Restored spoilers for thursday starting with the stuff we missed yesterday.


Holy fricking crap batman, did i just see a huge EDH bomb hit me, yes i did, introducing Malignus whom is also mythic #14 of the set, meaning we got 1 more to go before we know em all, his power and toughness are equal to the half the highest life total among your opponents, rounded up of course and damage that would be dealt by him can't be prevented, as well as costing 3, red, red, sign me up immediately here, i love this card, a lot, enough fan gasms about this one, let's see what else today brought.


Terminus huh, this doesn't sound too bad honestly for 6 mana originally you put all creatures on the bottom of their owner's libraries, it has miracle which makes it cost a single white mana, whoa, this seems good, but in limited only.


Yes another dragon, but a good one at that, Flying, Haste and at the beginning of the end return Archwing Dragon to it's owner's hand, it's a 4/4 and costs 4 mana, so you get what you pay for, it's a rare too so expect not to see it as often as you would like.


So this is our last card that was previewed, Infinite Reflection which is basically a new copy spell but for all your creatures, it's a aura that costs 6 mana, is a limited powerhouse and is a rare, i honestly don't like this card for some reason, it's too plain, i can see reprinting some other card, but this is kinda lack luster.

Anyways that's it for today, tommorow should hopefully be the last official day of previews, if my calculations are correct, since we will probably be getting the entire set spoiler on Monday, so for now this is vergil signing off.

Tuesday, April 17, 2012

Avacyn Restored Spoilers: Day 2, Week 2

Well hello and welcome to yet another day of Avacyn Restored spoilers, in this particular edition i'll be just covering the cards that are in english and can be read, not the ones that have blurry scans or anything of that nature, since there are a few of those lying around.


Well we got Zombie Apocalypse last time, now we get a angel who does the exact opposite for Humans, but it destroys all zombies, 4/6 flying, rare and costs a nasty 7 mana too, is it worth it, well this assures us there are going to be zombies this set, at least.


We all knew this kind of removal was coming, Human Frailty is pretty impressive and it deals with all humans in any deck, Delver, Mirran Crusader, Champion, etc a very nice addition in the uncommon form and it costs a single black mana to cast at instant speed.


So this is the 2nd mythic rare for white, Entreat the Angels is it's name and wow does it not suck, it puts X 4/4 white angels onto the battlefield where X is the cost paid and it has Miracle to boot, it's a sorcery as well so it's pretty balanced, i see this getting played in EDH, limited and possibly constructed due to miracle.


Well black seems to have gotten a little something, something to balance the power level of the set, a enchantment that puts a 5/5 black demon creature token with flying onto the battlefield if you got exactly one creature under your control at the end step, a very unique effect and it's a rare that costs 5 mana, limited bomb here.


Last but most certainly not least today is a another white card, called Defy Death, which returns a target creature card from the graveyard to the battlefield, but if it is a angel, then you get to put 2 +1/+1 counters on it, but for 5 mana and a uncommon, this my friends is a serious piece of limited handiwork here.

Anyways that's about it for this edition of the emporium, stay tuned tommorow for more previews, more spills, chills and that then you can shake a stick at, also if i missed any cards they will be on the official spoiler i am writing as of this moment, this is vergil signing off.

Friday, April 13, 2012

Avacyn Restored Spoilers: Day 5, Week 1

Hello everyone and welcome to the end of the first week of Avacyn Restored Spoilers here at the emporium, in today's edition of course any missed cards will be covered first then onto today's previews, starting with our newest miracle card, shown via Reddit, aka the front page of the internet.


Whoa, did i just get curb stomped with this one, sheesh a 6 drop spell, but with Miracle it's one green mana, until end of turn target creature gets +6/+6 and gains trample and all creatures able to block this turn do so, ok there is the downside of the card right here, but the rest i like, let's see what it enables, Dungrove Elder, Thrun, Primeval Titan, Glistener Elf, Phyrexian Crusader, Black and green got itself a brand new 1 drop pump spell toy to work with here, this is so cool.


This is the Channel Fireball preview Bonfire of the Damned and wow is is good, basically a one sided sweeper effect, only works on opponents and it's mythic rare, with XX in it's mana cost, but Miracle cost is X and 1 Red, not bad wizards.


If this is the reason they banned Intangible Virtue in block, i love it, a 5 CC enchantment that basically acts as a enabler for all creatures when they enter the battlefield, giving them each a +1/+1 counter for each creature, token decks go nuts over this.


Ok so let's break down what soulbound we got, Double Strike, Check, Flying, Check, Deathtouch, Check, now Firebreathing check, a 1 red mana 1/1 that gives firebreathing is very cool for a uncommon, and it's aptly named, Stonewright oh yeah.


What in the hell is this, is this a walker that costs 2 mana, yes, introducing Tibalt, the Fiend-Blooded who costs 2 red mana, starts with 2 loyalty has 3 abilites +1) Draw a card then discard a card at random -4) Tibalt the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player, -6) Gain control of all creatures until end of turn, Untap them and they gain haste until end of turn, interesting wizards would print this honestly, i don't know what to say about this guy, does he suck, does he rock who knows.


Yes our first land of the set, Desolate Lighthouse is it's name and it draws and discards cards like it was nothing for a mere 1, Blue, Red mana and you tap it, it's a rare land, you add 1 to your mana pool, a nice way to show off what we can expect in the land cycle this time around.

Anyways that's it for now, tommorow i will be of course if there are any previews to be shown on the weekend i will post them in the spoilers i always make, as well as cards i may have missed, but for me that wraps up week 1 of Avacyn Restored spoilers here at the emporium, see you next week for week 2.

Thursday, April 12, 2012

Avacyn Restored Spoilers: Day 4, Week 1 - First of 2 Walkers Inside

Hello everyone and welcome to yet another edition of the emporium, today we've got a few cards to take a look at including our first planeswalker of the set, so without further ado let's go.


As per usual if i miss a preview it will be first on the list, the first of our intro pack rares, a 5/5 deathtouch dude named Harvester of Souls that basically cantrips when a creature a dies, note it says when a creature dies not a creature under your control, so it triggers with your opponent's creatures.


Another legendary angel, honestly i'm already tired of these, but Bruna, Light of Alabaster is a decent one i must admit, a 5/5 flying, vigilance mythic rare, that makes 7 revealed as of this point, basically she works similar to Zur the Enchanter except there is no Converted mana cost limit on the auras you can put onto the battlefield, it's a complex wording but we will figure it out eventually.


Another flicker effect, but for blue this time, Ghostly Flicker sounds all well and good and believe me it's a excellent way to save from a artifact crusher spell like Akroma's Vengeance in EDH, but other then that this is a limited card for sure.


Emancipation Angel is technically a very good uncommon angel, it allows you to use Enter the battlefield effects on cards all over again, is a solid 3/3 flier and costs a mere 1, White, White, this preview was brought to us of course by Gathering Magic.


Well we have another Blue Walker, yes, this one is Tamiyo, the Moon Sage and believe or not she is a soratami, Mythic rare #8 on the set, 3 abilites +1) Tap target permanent, It doesn't untap during it's controller's next untap step, -2 Draw a card for each tapped creature target player controls, -8 You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand." Well i've got 3 words for you, Elder Dragon Highlander since she doesn't sound very good, oh yeah, she has 4 starting loyalty, not bad, not bad for limited as well, this is going to be a decent walker to get, i cannot wait till we learn of walker #2.

Anyways that's all for now, until next time this is vergil signing off.