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Kenny_C.002
August 30th, 2004, 04:00 PM
So here's the long awaited CotW (actually nobody KNEW about it...). Yay!

Where do I start? This week's card? Guys, discuss about the card and rate it if you want to, too. :P

Golden Wish 3WW
Sorcery
Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.
Rare - Judgement

Picked this hunnie up just a few days ago. So i might as well rate it.

First...rulings:
1. If you're playing casual, who the **** cares if you're calling a card you don't have and is just a proxy?
2. if you're playing tourneys, you can only wish for card in your sideboard OR removed zone (e.g. a mirari's wake that got altar's lighted)
3. Golden Wish goes to graveyard IF the spell is countered.

Stats:
For a measly 5 mana, you can look for any enchantment or artifact card. Hmmmmm...tutor for 5. Probably the most expensive tutor, but it puts the card directly into your hand to compensate. So knock youself out. Pay 10 mana to put out that mirari's wake...so you have 20 next turn (FIREBALL!). Seriously, it's a very useful sideboard card. Y sideboard? burning wish. lol

combo:
wtf? no combos for tutors.

9/10 (all wishes get at least an 8 anyway)

Mullet
August 30th, 2004, 04:09 PM
Now just wondering you want me and Poji to make one of these for DM and YGO.

You won't reply to my PM so I'll ask where I know how to find you.

Kenny_C.002
August 31st, 2004, 04:24 AM
Yeah. Just post em up. I'll sticky it when I come on next time.

KLS
August 31st, 2004, 01:58 PM
hey i wanna do one too.
how about this?
every week you choose one and i choose one
we switch on and off
and i can also rate what you rate
ok let's see

Golden Wish
3WW
Sorcery
Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.
Judgement
Rare
1.why i like it.
i like how you can retrieve any card that's removed and cards from your sideboard
2.why i dislike it.
it's too situational, first of all it costs to much and second of all you'll probably not need it in a good situation.
3.my rating
4.5/10 (IMO, casual players rejoice but this is NEVER tournament worthy)

digi-kun
September 1st, 2004, 01:46 AM
i agree its good for casual, but bad fr tourneys...usually at least...instead of drawing it, you can use it Wishes get it out from the sideboard...

Finglonger
September 1st, 2004, 01:51 AM
quite a useful card as are most of the wishes, loses usefulness in tourney play after the first match as you know what you are up against. But then you sideboard it for the cards you normally would have used it for. fairly good 8/10

Kenny_C.002
September 1st, 2004, 02:26 AM
Sure blasty. You can do next week. You can like focus on the standard scene or something. I'll do the older cards or something. :P

And Mullet, I meant you go ahead and make a thread like this, except for YGO (and another for Duel Masters). I'll sticky it after. You are proabably most updated with those two anyway.

KLS
September 2nd, 2004, 03:42 PM
Arc-Slogger
4M
Creature:Beast
M:Remove the top 10 cards of your library from the game:Arc-Slogger deals 2 damage to target creature or player
Rare
1.Never Mind the fact that it has an infinite shock effect,never mind the part that it's a beast,never mind the fact that it fits in beasts,Big Red and LD,never mind the fact that it's my favorite card,just look at it, it has got to be a staple a 5 for a 4/5 is VERY decent for red i've never seen a decent red creature these days
2.INFINITE SHOCK, well something close to that top 10 cards from your deck sounds steep right? WRONG,it's a finisher, YOU NEVER trigger the effect unless your opponent's at 6 or lower, NEVER.
10/10
i won't even think twice about it's rating
period
http://www.wizards.com/magic/autocard.asp?name=Arc-Slogger

digi-kun
September 3rd, 2004, 01:30 AM
meh...figured u'd do this card...u DID do it in its own thread...i call next week XD
Arc slooger is a pretty balanced card...even IF the effect didnt exist, it would still b a decent card considering its a beast. The effect is a great finisher(the opponent'll probably think ur crazy XD)

Kenny_C.002
September 3rd, 2004, 02:46 AM
Naw. Without its effect, it's just another fragran hunter. :-/

Anyway, it's a monster from its effect....and you can't get better than that. :P

9/10 (it's been a week already?)

KLS
September 3rd, 2004, 04:23 AM
well no but lol
how about card of the day
instead of card of the week
lol

Kenny_C.002
September 3rd, 2004, 09:41 PM
How about we (all three) just do a card of the week instead? So like 3 cards are showcased per week.

digi-kun
September 3rd, 2004, 11:09 PM
hey thats a good idea! ill do 1 right now XD

Intruder Alarm 2U
Enchantment
Creatures don’t untap during their controllers’ untap steps. Whenever a creature comes into play, untap all creatures.
Rare: Stronghold, 8th Edition(Core set)
Rulings:
1. If multiple creatures come into play at one time, this ability triggers once for each creature. This doesn't matter much, but it can in some cases. *coughcougharcaniscoughcoughwellwishercoughcough* XD
Stats:
1. Root of many of the infinite creatures combos
2. Following the 1st part, activating a Tap ability an infinite amount of time ^
I'd hav 2 giv this a 9/10...10/10 if it didnt untap the opponent's 2 XD

KLS
September 4th, 2004, 04:14 AM
every card you review
we must look at 3 things
1. is it maingame?(is it used alot these days)
2. is it splashable?(can you make or feature this card in your deck)
3. is it worth the mana?

1.this card has CONTROL written all over on it, but i haven't seen it in maingame as it could be bad for you as much as it benefits you
2.yes this card is splashable, **** you can create a deck based on this card
3. 3 is a pretty good cost, just be glad it isn't 4 or higher
this card is definately tourney worthy in my book but i can't seem to find the right material for this card
7/10

digi-kun
September 4th, 2004, 04:34 AM
sry i dont really no wht main game or spashable are...^^'

Kenny_C.002
September 12th, 2004, 04:43 AM
Any card with just 1 single coloured mna symbol is considered "splashable".

Main Game means "is it good in the current tourney environment"?

This week: crap rare or good uncommon? Skullclamp's banned in everything except for Vintage (lol vintage using skullclamp...never going to happen).

Crap rare it is!

Mana Maze 1U
enchantment
Players can't play spells that share a colour with the spell last played this turn.
Illus. Rebecca Guay
Rare - invasion

*with some sort of music*
And invasion we will go...and invasion we will go! I like to rate rejected rares, invasion we will go.

Stats:
2 for an enchantment with this type of effect is NOTHING to sneeze at. Seriously, cash out to this idiot. I'm paying a dollar for more of this.

Card Potential:
I'm sure you can think of combos such as turning colours of stuff into other colours and screwing everyone over, but that's not the point here (*cough*that stupid white enchantment that turns EVERYTHING white *cough*)

Against mono-coloured decks: Basically you're limiting them to 1 spell a turn. Think of it as rule of law except only for them...if you don't just play blue of course. If it's green/white/*lesser extent black, you're putting them at a serious disadvantage. If it's blue, you're practically telling them they can't do anything about the blue spells you play (they can't counter!!!). If it's red...well they can burn all they like. If it's colourless...crap they can play as many as they want.

Against 2-colur decks: This is when the card falls apart. See now they have the ability to play a spell of on colour, then the other. however, you're limiting them to decide "which to go first"? It gets much more effective when you scream a counterspell here and there too.

Tourney Express:
So far it's just T1.5, Vintage, and Extended that can use it. None will use it.

Overall: It's only good against mono-coloured decks, so have fun with it still.
6/10
10/10 because it's the cool art.

KLS
September 12th, 2004, 03:04 PM
this.card.sucks.
period
well it does seem to have a slight chance of doing this with a combo
but unless your running the same color as your opponent it's worthless
2.2/10
ok some call this one of the best common cards in the game right now
and it's an equipment
people you know that i'm talking about cranial plating
ever since the controversy of skullclamp getting banned
let's look at what other decks have found subsitutes for
elf and nail = feduncity(the name is something like that) (and is also used in online elf and nail)
ponza = ponza never was effected by the loss of skullclamp however it was a great enhancer for ponza IMO
and last but not least
affinity = cranial plating
cranial plating
2 colorless
Equipped creature gets +1/+0 for each artifact you control
ok let's read that again
Equipped creature gets +1/+0 for each artifact you control
whoa are you sure that this is even a card? my eyes must be broken i'll read it once more
Equipped creature gets +1/+0 for each artifact you control
ok.can you say EL RIGGO?!!!!
think about it u can pump ur ravager to a 17/17 in no time
2 swamps attach cranial plating to target creature = this means you can switch off the effect anytime
1/10 in random deck
11/10 in affinity

digi-kun
September 12th, 2004, 03:21 PM
Ya Cranial Plating's a good card if used in the right deck
10/10

Today i'll look into one of the cheapest & rarest cards in the game...
Black Lotus
Mono Artifact(just Artifact)
Adds 3 mana of any single color of your choice to your mana pool, then is discarded. Tapping this artifact can be played as an interrupt.
(T: Sacrifice Black lotus: Add 3 mana of color of your choice to your mana pool.)
Illus. Christopher Rush
Rare - Alpha, Beta, Unlimited, Oversize

1. Spashable? 0 mana? i think its spashable
2. Main game? What Main game? It's been banned from all tourneys since 1/25/1994
3. Worth the mana? Of Course it just about says 1 turn kill all over it if you have the right hand...
4. Worth a LOT. Evily rare and expensive.

well...i'd b sayin its a 10/10 if only they unbanned it XD

Kenny_C.002
September 12th, 2004, 05:12 PM
Black Lotus is restricted in Vintage, isn't it? *nods*
I respect the Power 9 enough to hate them. 100000/10

Plating: wtf? The DOMINATING part about plating: Limited. Open plating. See plating go in deck. See your 1/1 flying become an 8/1 and makes it no longer a chump block against their 5/5 flying. Arguably the best common in Standard.

10/10

KLS
September 13th, 2004, 02:53 PM
ok today we are reviewing Black Lotus
ok let me say that again
today we are reviewing Black Lotus
ok once more
today we are reviewing Black Lotus
ok usually when i repeat stuff it's either so powerful that it's too stupid to rate it or it sucks so much that it's too stupid to rate it
in this case is the first case scenario
no words needed
100000000000000000000000000000000000000/10

Kenny_C.002
September 19th, 2004, 08:01 PM
Another week, another card.

Ethereal Haze - W
Instant - Arcane
Prevent all damage that would be dealt by creatures this turn
"Imagine a dove flying through smoke. Does the dove injure the smoke? Does the smoke impede the dove?" -Teachings of Eight-and-a-Half-Tails
9/306
Common - Champs of Kamigawa

OH YEAH! HOLY DAY POWER! Okay, functionally identical remake of holy day this is.

Stats:
It's the exact same thing...except now it's got the arcane type tackled onto it. What does it mean? Uhh...8 copies of holy day? More splicing for you? I don't know.

Card Potential:
Seriously, this won't win any matches for you, but the control player gets another holy day to toy with (tho STILL nothing tourney worthy like moment's peace). This one's got arcane. :P

8/10

KLS
September 20th, 2004, 07:06 AM
yes this card seems very nice
infact when arcane decks will soon be alive
that is a MUST
btw Mono-Green is coming back?!

Kenny_C.002
September 21st, 2004, 01:53 AM
Naw. I doon't think mono-green's got the power to do it.

KLS
September 21st, 2004, 11:55 PM
with the one becaon of heartspring or something like that and vernal bloom i think it has a chance of coming back

Kenny_C.002
September 22nd, 2004, 03:18 AM
See the mass mana production really makes it end up going the T&N route again.

btw, nobody's gonna be helping out wit my standard deck, are they? *sigh*

KLS
September 22nd, 2004, 10:37 PM
i will
but only if u post it

Kenny_C.002
September 23rd, 2004, 02:00 AM
wtf are you talking about? it's right there. -_-

Kenny_C.002
September 27th, 2004, 11:07 PM
New week, new card! In commemoration of Kamigawa!

Captain Sisay 2GW
Legendary Creature (no creature type)
T: Search your library for a legendary card, reveal it, and put it into your hand. Shuffle your library afterwards.
2/2
Rare - INVASION

Oooo! The Captain Crunch is here! Probably the only legendary creature to ever be able to do this kind of thing ever again, so pick her up while she's still cold! Current market price for her is rising from the Kamigawa rush (like from a buck to 2!!!!!)!

Stats:
Well a 2/2 for 4 with multicolour is of very low value. Yup essentially a 2/2 for 5. Also the problem is that she's (yes Sisay is a cool chick) a mix of white and green, probably the worst combination of the allied colours (not to say that something like wakeisn't broken or anything, but green/white generally do least well of the allied colours). But who cares for a 2/2 for 5 IF the character can tutor every turn for free (Note for free and note that she has to be able to do anything first before CA is generated).

Card Potential:
So what can you do with the cool chick? Well search for your legendary stuff, of course. Yeah, such a narrow tutor, yet she's unrestricted like the Legendary Tolarian Academy. Oh look, I'll be looking for my only copy within my deck. :P Then again, you're probably better off with Gaea's Cradle with her case. So what can you do with her? She can fetch you lands to mana fix. She can fetch you creatures (specific creatures) if you need them. She can even look for the rremaining Kaldra Equipment if you need them. Yes, she an easily generate massive amounts of card advantage...yet she still below average. Of course, if she's in the Kamigawa era, she'd cost like 3, making her insanely broken (yay!).

So yeah, she's got the power to look for anything. The restriction is that theyhave to be legendary. Just so happens there are tons of good legendary lands, legendary artifacts, and legendary creatures to look for (we'll get back to legendary enchantments once they have more than 5). Oh shoot, she can fetch you the 5 shrines too. Oh my...

Yes, she's a card to build around, and the "lost but seeking" chick wouldn't be too far away from Sisay either. And then The Omipotent guy probably follows (or the power gamer sending the Omnipotent there) to generate even more CA! Personally I feel lucky to have a copy of her to remind myself of the good days when legends ruled, and with Kamigawa's insane block of legends...you betcha! Ugh, If only Legend was still a creature type...

W/Kami and Legends: 8/10
W/o: 2/10
Anything else: 4/10

digi-kun
October 1st, 2004, 02:47 AM
woohoo!1 of my favorites(in my kamigawa deck)

Today i shall put another Member of the Weatherlight ^_^

Gerrard Capashen 3WW
Creature-Legend, Now Legendary Creature - Human(or so it would b considered that XP)
At the beginning of your upkeep, you gain 1 life for each card in target opponent’s hand.
3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking.
3/4
Rare - APOCALYPSE

Stats: Probably best used for the magical power of Life-Gaining. Although it comes at least 5 turns, The opponent will probably still have their hand in check(u get mana screwed for a long time and they got a lot of mana, it'll only b a matter of time b4 they get their hand out of the way). The 2nd ability is also pretty powerful, although the cost for it.....a bit high eh? but if you can get all their creatures out of the way, then you can mass attack without fear of being blocked.

Kenny_C.002
October 4th, 2004, 02:13 AM
I'm too lazy today and I have testscoming up, so a quick one:

Shortfang (CHK rare flip)

9/10

KLS
October 5th, 2004, 12:12 PM
Tooth and Nail
10/10
all of a sudden tooth and nail is like $9
and i kid you not
for proof
www.shuffleandcut.com

Kenny_C.002
October 11th, 2004, 12:33 AM
T&N: 9/10 We getting them for 10 bucks apiece, which is lower than simulacrum.

This week...on bonus stage...

Extraction U
Sorcery
Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.
Rare - Odyssey

Eeek! POWERHOUSE!

Stats:
For 1, you get to look at your opponent's deck, jot down what's in it, define what is the most powerful threat, and kill that threat...all in turn 1. Wheeeeee!!!!!

Combos:
The most blindingly obvious ones are cards that fork it. Sadly cranial extraction is a better choice for the forking, so extraction...will not be as useful there.
But it's BLUE. It's a card that costs 1. Think of it as a sorcery cog...okay yeah eternal witness with shard. lol

Card Potential:
You know what scares the crap ou of me? A first turn lightning bolt from an expert player. That means I have 4 turns to live. That had nothing to do with the card. But a first turn extraction scares the crap out of me too, since I absolutely know that my chances of drawing threats have just gone down. That and also the fact that most likely the grindstones, millstones, etc. are not far behind...and counterspells...*shiver*

9/10
Tho its obviously a better card when you don't know the deck, it's still in its own league in comparison to cranial extraction. Why? It's turn 1, costs 1 mana, and you know definitely what's in your opponent's deck the FIRST turn, not the 4th turn.

Kenny_C.002
October 21st, 2004, 02:15 PM
You....son of a gun!

w00t!

Okay next card:

Asuza, Lost but Seeking 2G
Legendary creature - Human monk
You may play two additional landson each of your turns.
1/2
Rare - CHK

So simple...yet so elegant.

Stats:
The ability is 2x exploration. This means you're paying 1 for a 1/2 body, and 2 for 2x exploration. That's cheap.

Combos:
Obviously this, exploration, and moonfolk all have something in common with each other. lol

Card Potential:
Your mom has card potential. No seriously, this chick can wreck havoc on the world. Think of this with cruicible + cycled decree of annihilation or something. Okay seriously, I can't think of much about my favourite card in the set. lol

So why is it my fav. card? Its sheer elegance. It's got an extremely cool ability with so little words. I just absolutely love this card and whoever designed it is sheer genius.

10/10

Kenny_C.002
October 24th, 2004, 08:44 PM
The GOD of magic returns! No seriously, mox emerald will never come back.

Anyway:

Birds of Paradise G
Creature - Bird
Flying
T: add one mana of any colour to your mana pool.
0/1
Rare - various, but in every core set EXCEPT 9th

Oh crap! Control has birds of paradise! Actually I wanted ot rate this card? No. I just watned to say that the birds are migrating to Control. Does that really mean it's going to be a multicoloured set? 90% likely. Stay tuned!

digi-kun
October 25th, 2004, 03:04 AM
I guess ill take another COTW(havent been here for a while)
Myojin of Life’s Web 6GGG
Legendary Creature - Spirit
Myojin of Life’s Web comes into play with a divinity counter on it if you played it from your hand.
Myojin of Life’s Web is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Life’s Web: Put any number of creature cards from your hand into play.
8/8
Rare Champs of Kamigawa

pretty broken with the ability especially when you do the Iname Combo
personally, i like this cuz of divinity stuff(although i hate the character in the book{cant wait for Toshi to get a card =3}

Kenny_C.002
October 28th, 2004, 12:38 AM
Green myojin: Errrr.....O_O. Too bad it costs so ridiculously high and with absolutely no way of easing of the pain for the ability...However, our buddy here is one of the only 2 myojin with beef to back the indestructability (black one doeesn't count). Iname combo is too slow...*sigh*

7/10

Kenny_C.002
November 3rd, 2004, 04:19 AM
wrench Mind BB
Sorcery
Target player discards 2 cards unless he or she discards an artifact card
common - mirrodin

This is one of the better commons out there. esp now, this card can show its true potential: 2 cards discarded for 1 cost less than mind rot. This might not seem much, but that means 2 more cards discarded by turn 3. And that is a lot...5 cards total! (turn 1 duress/ostracize, turn 2 wrench, turn 3 unburden/mind rot). It's a good alternative to hymn (which also discards 2 for 2) for the poor.

9/10

KLS
November 5th, 2004, 03:06 AM
Krosan Beast
3 colorless 1 forest
rigged....
just rigged
you get a 8/8 for 4 mana
incase u guys dunno what this card is check at
www.magicthegathering.com
i've made a red/green threshold which revolves around him
you will learn to fear him
10/10

digi-kun
November 5th, 2004, 03:18 AM
squirrels rule! what do you expect? XD 10/10

Kenny_C.002
November 5th, 2004, 05:17 AM
Sexy 1/1 that pumps to an 8/8 woot! :P

8/10 just for the hilarious factor.

Pogiforce-14
November 19th, 2004, 11:40 AM
You know, I'm not a magic, player, but I notice the card of the week hasn't been updated in exactly 2 weeks. I think someone needs to take care of that. :\

Kenny_C.002
November 21st, 2004, 05:06 AM
Yeah. I know. I was waiting for Unhinged to come out so I can post something from there.

Mother of Goons 2B
Creature - Human Cleric
Whenever a creature an opponent controls goes to the graveyard, sacrifice mother of goons unless you insult the card.
3/2
Common - Unhinged

w00t! YO MOTHER (of Runes) RETURNS! w00t! See sig at this moment in time, we have mother of goons. So cool. and a 3/2 for 3 with no drawback is good. :P

KLS
November 25th, 2004, 02:49 PM
darn they didn't do any more cheese
so in honor of unhinged
"Unhinged" the Cheese,slapinator of doom
2
artifact
whenever, your opponent plays an unhinged card, you may make them eat cheese or slap he/she across the face.

digi-kun
December 8th, 2004, 02:30 AM
Triskelion 6
Artifact Creature
Triskelion comes into play with three +1/+1 counterson it.
Remove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player.
1/1
Rare - Mirrodin

I saw this card used in scythe/blasting combo
however i dont know no metagame status on this someone else rate this XD

KLS
December 12th, 2004, 11:37 PM
lol, it's suppose to be used in t/n w/ mephidross vampire,
so that's infinite creature kill
XD

Kenny_C.002
December 21st, 2004, 04:44 AM
T&N's got like Kiki with Colossus now, crazy stuff (attack for 11, then attack for 22 next turn).

Gifts Ungiven 3U
Instant
Search your library for 4 cards with different names and reveal them. Target opponent chooses 2 of these cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.
Rare - CHK

Pretty sweet stuff there. First it's an imperfect tutor AND an additional card (i.e. 1 CA). I like how the gifts are ungiven to me when it's like this. One thing I can see is that you can combo this puppy up with Mindslaver so you choose the cards yourself, but essentially the card's good enough to warrant some distinctive games. Heck the gifts can be used for MANA ACCELERATION, unheard of in blue. What is it that it can't do? Well whatever timestop can do. lol

Personally this card nears tourney-calibur but falls just short (like crystal shard...).
9/10

KLS
December 25th, 2004, 07:38 AM
yes Gifts Ungiven lacks a certain quality
8/10

Goblin Charbelcher
this card isn't a tourney worthy card, however....
i'm sure it's possible that someone could build a deck around him, but casual players will win in about turn 3 to turn 4 if built a strong deck based around it.

Kenny_C.002
January 2nd, 2005, 03:12 AM
Charbelcher:

Dont' you wish it was the days of tinker/mana severence? I mean, severence out ALL of your lands out of your deck, tinker for the belcher, activate for the win (this has been confirmed by a level 4 judge that you do NOT need the last land in there! YAY!). That was tourney worhty and made it to many top 8's in extended....

Too late! 8/10

KLS
January 4th, 2005, 05:11 AM
March Of The Machines
many people argue that MotM is a better match for affinity than mono-green,
for once gossip was right.
I decided to try this deck online and i've only lost once to an affinity, but so far i've won all my matches thanks to this card.
10/10, no question about this.

Kenny_C.002
January 5th, 2005, 01:34 AM
Titania's song is better than march in terms of sheer power against artifacts (they loseall abilities! WHEEE!), but march is good nonetheless. For affinity March's only threat is the disciple of the vault. Not too bad, and your indestructable ingots can swing for 3! lol

8/10

It's time for...HAMMER TIME!

Goblin Welder R
Creature - Goblin
Tap: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play. 1/1
RARE

Before the newbies come up to me and slap me for previewing a card like this, I'd like to say that...wait....you all suck if you don't like the welder. :P

Stats:
1/1 for 1 with an ability is good. 1/1 for 1 with a ridiculously powerful ability is...I don't know?

Combos:
Mindslaver

Card Potential:
Goblin Welder has been notorious for hanging with crowds like the godly tinker and mindslaver. If you haven't noticed yet, yes we dotinnker for a slaver and then continuously activate the slaver every turn providing that the welder can switch them about. Not tough when you're playing with cards like the power 9 tho. VINTAGE POWER!

Tho situational this card is, it provides landmark power unlike any other, similar to how trinisphere is so crap in standard yet so ridiculously ridiculous in vintage (or crucible of worlds being only "okay" in standard) or the Chalice of the Void being so ridiculously useless in standard while being so crazy in vintage. It's like that with the welder, it had no future with the standard environment when it came out, but it was made for vintage (partly because the slaver came).

10/10

Oh right, turn 2 tentrils kill:
Turn One:

Gemstone Mine, Brainstorm.

Turn Two:

Play a City of Brass.
Tap the City of Brass for black to play Dark Ritual. Play Duress. Storm Count 2.
Play Lion's Eye Diamond. Storm Count 3 and BB floating.
Play Mox (of any color, let's say Emerald). Storm Count 4.
Tap the Gemstone Mine and the Mox and play Burning Wish. In response, sacrifice the Lion's Eye Diamond for BBB discarding your hand, including Tendrils of Agony. BBBBB floating and storm count 5.
Retrieve Yawgmoth's Will from the Sideboard and play it leaving BB floating. Storm Count 6 and BB floating.
Replay Dark Ritual. Replay Lion's Eye Diamond and sacrifice it for Blue. BBBBUUU floating and Storm Count 8.
Replay Duress, leaving BBBUUU floating.
Replay Brainstorm, leaving BBBUU floating. Storm Count 10.
Now play that Tendrils from your graveyard for 22 points of damage.
Long.dec (as posted on StarCity)

Revised List: 8/28/03
By Stephen Menendian

The Mana, a.k.a. 5 Lotuses, 8 Moxes(n), and 5 Rituals, and some land.
3 Chromatic Sphere
4 Lion's Eye Diamond
5 Moxen
1 Lotus Petal
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Mox Diamond
4 Dark Ritual
4 Gemstone Mine
4 City of Brass
1 Tolarian Academy
2 Underground Sea

Setting up and protecting the Combo
4 Duress
4 Brainstorm

Cards that Fetch cards that win:
4 Burning Wish
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Demonic Consultation

Cards that Win:
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Tinker
1 Mind's Desire
1 Necropotence
1 Yawgmoth's Bargain
1 Memory Jar

Finisher:
1 Tendrils of Agony

Engines:
1 Yawgmoth's Will
1 Diminishing Returns

Control Hoser:
4 Xantid Swarm

All Purpose Hoser:
1 Balance
1 Primitive Justice
1 Simplify
1 Hull Breach
1 Regrowth
1 Vindicate
2 Seal of Cleansing

And that is how Burning wish, LED, and Chrome Mox got restricted.

Kenny_C.002
January 31st, 2005, 11:16 PM
This week, one of my personal favs for white:

Swords to Plowshares W
Instant
Remove target creature from the game. Its controller gains life equal to its power.
Uncommon - Ice Age/4th/some other reprint (wait, don't alpha/beta/unlim/revised have them too?)

Stats:
this puppy is literally the most efficient removal for white...for like any colour. lol You can effectively take out anything big that's a threat with 1 shot and never have to worry about it ever again. Sexy. Life gain is of little importance when you remove a large threat (what would you like to see, some guy with 11 more life or some guy who's gonna kill you with a colossus?).

Look, I'm low on life! okay, I'll remove my own creature from the game and gain some life to survive. Better yet, block, let the damage stack, then remove it. :P

Combos:
Isohrons (what CAN'T they do?)

Overall:
The drawback is hardly a drawback at this point in time, meaning that this card is grossly overpowered for white...and practically any colour. I recommend getting your hands on 4 (don't be a loser like me, stuck with 3 only) if you're ever playing casual white. btw, to put things into perspective, its power level is below that of dark ritual but above that of many others (arguably same power level as wrath).

9.75/10

Kenny_C.002
March 9th, 2005, 10:43 PM
Okay I think I found a decent card to rate...+ I'll be using the gatherer hopefully. XD

accumulated knowledge (http://gatherer.wizards.com/gathererlookup.asp?name=accumulated_knowledge)

So this puppy here is hot, hot as it's got the bang for the buck. :)

Stats:
so it's 2 to draw 1 (bad deal), then 2 (good deal), then 3 (you're kidding?), then 4 (wow). Obviously most decks get to 2 or 3 at most almost 90% of the time, but this is one of the best (10/4 = 2.5 average) card drawing instants around, with powers similar to impulse or the old brainstorm (need it reprinted!)

Combos:
Isochron scepter, psychatog, most of the blue decks, combo piece drawing machine, eternal witness, scrievenir (or however you spell that) etc.

Overall:
Hot card from nemesis and is probably the best common from the set. it's time to accumulate! :)

9/10

Kenny_C.002
March 19th, 2005, 08:20 PM
Today's card is not Mistform Ultimus (http://gatherer.wizards.com/gathererlookup.asp?name=mistform_ultimus), who happens to be a (teenage) mutant ninja turtle. XD

Today's card is an old card from Masques (mine's shiny XD), Intimidation (http://gatherer.wizards.com/gathererlookup.asp?name=intimidation)

Stats:

The first thing this card gets is the look of it being FREAKING black-heavy AND expensive, costing 3 black to do it. You can compare this to cover of darkness (http://gatherer.wizards.com/gathererlookup.asp?name=cover_of_darkness) to see the gaping difference. So why play this card? First of all, cover of darkness, although ridiculously cheap, has a limitation of just a single creature type, and if your opponent just happens to have that creature type, they also get the bonus. This way it's just you, you and all your creatures. The resulting 3 extra mana may be seen as worth it or not, but chances are if you have cover of darkness, you have black creatures anyway.

Combos:
Any creature that does things when it deals combat damage, the best choices right now are the ninjas.

Overall:
The main drawback of this card is its intensive mana cost and the fact that cover of darkness doesn't really have that much of a drawback to begin with. Obviously as an ancestor of cover of darkness, this card had to be in the test phase and probably is costed a little higher than it should be. At that, its only advantage against cover of darkness is the fact that you can put this into non-tribal decks to make full use of it...and the fact that it's only an uncommon (but the fact that it's from masques make it difficult to find...).

6/10

Kenny_C.002
April 14th, 2005, 12:01 AM
So then they're like "it's discard week!" And I'm like screw that. Then it hit me, I love discarding things (usually discarding them myself, I find i relaxing to drop a couple of my cards into the grave just for the sheer enjoyment of it). Yup. Mind rot (http://gatherer.wizards.com/gathererlookup.asp?name=mind_rot)? I use that to generate a 3 card disadvantage! XD

So I'm like that's a theme right? And they're like "yes". My head begins to turn to Gleemax as he gives me another minus 20 points. So I might as well put that million mana to good use instead of wasting it on Gleemax (which btw just gave me minus 100). Mind Twist (http://gatherer.wizards.com/gathererlookup.asp?name=mind_twist) for a million? Naw, too sassy and can't get to like a million discards. Fireball (http://gatherer.wizards.com/gathererlookup.asp?name=fireball)? Too unoriginal. Read the runes (http://gatherer.wizards.com/gathererlookup.asp?name=read_the_runes)? Hmmm...MaGo just did this one. Then it hit me. I needed something ridiculous and stupid. Something crazy, something like nothing else. Something like...

Merfolk Looter (http://gatherer.wizards.com/gathererlookup.asp?name=merfolk_looter)

Stats:
Generally speaking, I still don't understand how this is uncommon and its "thought courier" counterpart (which is crappier, since it's not merfolk) is common. Aside from that, why did the merfolk get shafted? They're poor innocent creatures!

A 1/1 for 2 with a "draw, then DISCARD" ability isn't something to be proud of...okay maybe it is, as it's laughing at the pathetic 1/1s for 2 with nothing on them...if they even exist. For mana efficiency, it's pretty bad.

Combos:
Madness
Flashback (the cheap ones)
UG Madness deck
Reanimation
White reanimation (ha, thought that never existed eh? Say hello to REYA...who was animated from a breath of life!)
Lands (the extra worthless ones)

Overall:
It's not here to stay (because the courier will carry on its legacy), but you do get the feeling that this puppy will still be sticking around for a while, helping you get better draws and stuff...or making it worst by adding more good cards into your hand and forcing you to discard one of them. XD

whatever it is, I give it a 7/10 for goodness such as this, but the discarding effect can be a mixed blessing.

Oh crap, that's not really discard week and I didn't spend a million mana (right that would be 999998 mana left)! Oh well. (minus 200 points from Gleemax)

Forgotten_hope
April 14th, 2005, 12:42 AM
yeah it can help.i give it a 6.5/10

Kenny_C.002
April 14th, 2005, 04:39 AM
Forgotten hope, you have a card that you want rated? I'll do one for ya mate. ;)

digi-kun
April 14th, 2005, 05:19 AM
ah do Umezawa's Jiite =D

Kenny_C.002
April 16th, 2005, 05:41 AM
This is in case I don't make it next week due to exams.

Umezawa's Jitte (http://gatherer.wizards.com/gathererlookup.asp?set=BetrayersofKamigawa&name=umezawa[s_jitte)

I wonder if Toshi has anything to do with Tetsuo from Legends. No clue. XD

Stats:
The sword he has doesn't have much of an edge, does it? Man, that thing can't cut if its life depended on it. Anyway, this is the new fabled crazy-arse legendary equipment that everyone's flocking to, and rightfully so, for it's pretty cheap.

The major problem of this equipment is the lack of an ability for it to do anything as soon as it hits the table, facing the same problem that banshee (http://gatherer.wizards.com/gathererlookup.asp?name=banshee%27s+blade). However, that's where they depart from each other. The jitte, with a single slap, is able to do much more than banshee could ever do in the short term. And short term is right, since these equipment are hot targets, you'd better get some stuff quickly before it's gone.

Thus the difference here is the jitte's diversity that makes this also oh so powerful. Seen in this light, the jitte had one major problem: removal. wtf are you going to do with the counters if it's getting blown up like a little trinkle smashed? Well, if you can kill a couple of creatures (I mean...take them down with the jitte), all the better. Can't do that? Well gain some life then.

Not only that, the jitte's most amazing thing is that it can fit into 3 general decks: rush decks, removal decks, and crazy-arse life-gain via creature damage deck.

The first is the rush deck:
Generally speaking, rush decks face the problem of an army growing up as rush cannot handle the defense. No worries! the Jitte comes in with a couple of counters and wipes off some key blockers. You get room to cruise for victory (although the question of WHY you didn't go for some other way of dealing the last points of damage is a mystery to me). The most widely(?) cited example: White Weenies. Although the weenies themselves might not benefit too much from the equipment, you can eliminate the key flyers to cruise a couple more damage in. Best of all, you can intentionally throw off more creatures into the red zone, because any damage dealt to you will have to deal with the counters gained from the jitte. HUZZAH! Life gain! Now the problem is to balance the "2 per turn" thing that's oh so annoying...

Removal:
I personally played a removal deck that had a couple of them crappy 2/1's going in for the kill (with the occasionaly 5/3 ;)). With the jitte, you can suppliment your removal with more removal, or deal more damage! Heck you can even recover some life from the early instability!

Crazy-deck:
Uhhhh....that'll be for you to decide. I haven't figured this one out yet, nor am I obliged to care.

Recap on the +ives:
-cheap costs (2 and 2)
-diverse abilities (3 abilities in one, each with good use...sorta)
-Faster than the other 2and2 (Banshee), since you can throw +4/+4's quickly instead of having to wait for it to go +1/+1, +2/+2...

-ives:
-No initial impact. No matter how good the end result is, it has no initial impact in the game. you throw the stupid equipment in, it does nothing for you. Heck it relies on a creature! In that sense, it MAY not be a better choice than other equipment out there, like nightmare lash (http://gatherer.wizards.com/gathererlookup.asp?name=nightmare_lash), which just happens to be a turn 4 equipment that gives +4/+4 on turn 4 immediately, with no delay!
- A requirement to hit first before any benefits are accounted for

Combos:
- double strike (4 counters instead of 2, and btw you CAN remove counters to give +4/+4 between first strike and normal damage, if I recall correctly. ;))
- Not much else, since the jitte suffers from "combat damage" syndrome

Overall:
I'm not sure on how one should weight this card, as it's almost in its own league, but not really. Certainly it can't compete with the quickness of bonesplitter (http://gatherer.wizards.com/gathererlookup.asp?name=bonesplitter), nor the sheer brute force of the lash. It's a BETTER card than the bashee for sure, but how much better? More importantly, where does this really belong? The jitte can do many things, but can't do them well, thus where should something like "jack-of-all-trades" should go? Probably in many decks that might be missing one piece but not the other (as I said, removal in removalless decks, pump in removal decks, etc.). But even at that, why doesn't a person just include something that's already missing, a good card in that category? I'm sure some of you are saying "off colour", but if that's not the case (like nightmare lash in the removal deck), which would you pick? The choice is obvious, you pick the better card, as generally you'll be adding something that's MISSING from the deck after its main part is fine (e.g. you have enough removal, let's move on). Of course, the jitte still falls into the foggy part where you need both at the same time, so you're forced to use it...

Personally speaking I'm not that big of a fan of this card, but it's still a decent card nonetheless, just that a specialist card is much better and is often the better alternative.

7/10

Flavour mode:
It fits well with the intent that Toshi needs diversity in his weapons to survive many situations. This fits well. :)
8/10 for flavour

Kenny_C.002
April 24th, 2005, 08:51 PM
Bonesplitter (http://gatherer.wizards.com/gathererlookup.asp?name=bonesplitter)

In the light of the construction of WW lite 2005, I will review one key card in WW lite 2005.

Stats:
If there is a better equipment at dishing out damage early, then you're wrong. XD The splitter is by far the quickest, most damaging card in a while, able to slam through with crazy vigor. :)

And 2 for +2/+0 is nothing to sneeze at, since the +2 STAYS on removal (well you gotta pay 1).

Combos:
Auriok Glaivemaster (http://gatherer.wizards.com/gathererlookup.asp?name=Auriok_glaivemaster): this is the single most powerful combo card with the splitter, making a 4/2 first strike with no drawback means heavy damage. :) This is better than the lions if this were to happen. :O
*cards that get better with more power, can also be found in the Mirrodin block (e.g. spark elemental (http://gatherer.wizards.com/gathererlookup.asp?name=spark_elemental)*

Overall:
If the splitter didn't appear, WW would have lost such a valuable weapon in the vast lands. Overall the splitter hits home as one of the best 1st hand solutions to quick damage. :)

8/10

Kenny_C.002
June 6th, 2005, 02:34 AM
Umezawa's Jitte *revisited*

With my initial thought of the jitte and actually playing it IRL, I've developed a sense of what the rare can and cannot do.

Stats:
Again, it's a 2/2 equipment, which is sweet. I noticed that the initial drawback of it having no impact was there simply because it would be too powerful without that drawback, and it's already drawing on brokennness in this one.

So why the hype? Mainly because this card is BOTH beatdown AND removal. The card sometimes can decimate your opponent's wall of creatures and then suppliment your attack after, making this card that much better. If left unchecked, this card can probably dominate every little thing your opponent does.

Combos: Nothing I haven't said before

Overall:
I'm satisfied with what it can and is doing right now for my White Weenie deck. It seems to suit the deck very well as one of the 3 only equipments in the deck (the other two are Sword of light/shadow and a ronin warclub). This card can singlehandedly win mirror matches just like that, eliminating blockers with 1 and 2 toughness with disturbing ease. The kicker here was that the -1/-1 CAME FROM THE JITTE, so unless it's got protection from artifacts...it's going to get slammed. ;)

I don't see much harm in this card, and I do partially see why it's the chase rare of Betrayers, because it can remove, enchance attack, or soften a blow. What made this card was versitility, and that's why it's the chase rare.

8/10

KLS
June 14th, 2005, 01:28 PM
KLS is back..
and since Kenny didn't post this week's COTW, I guess I'll be your host.
^^.
I'm going to review a card from the recently released "Saviors Of Kamigawa".

Blood Clock
(4)
Artifact
At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life.

History:
This card was released back in the old days with a different name (that which I can't seem to remember).

Potential:
9/10, hands down.
Can anybody say combo-bait?
If you made a deck with this and Chittering Rats, then your opponent practically can never draw, AND they take 2 or bounce one of their permanents.

Let's abuse him as much as possible.

Kenny_C.002
June 15th, 2005, 02:47 AM
It's all combo, no mambo/bombo. It runs the same idea as the skull collector of bouncing chittering or ravenous rats over and over again to slap your opponent. Generally a combo deck would run both to maximize the chances of the bouncing fun. ;)

digi-kun
January 19th, 2006, 03:40 AM
Ok then so since just about most of them are gone anyways, i may as well revive this a bit...

this'll be in the same format as Y(GO)-COTW

http://www.wizards.com/global/images/magic/legions/mistform_ultimus.jpg

Mistform Ultimus 3U
Legendary Creature - Illusion (New Legend Rule Taking Effect)
Mistform Ultimus is every creature type. (Even if this card isn't in play)
(Can Attack[Only wall with no Defender ability])
3/3

Rulings:
Oct 4, 2004 - The "this is every creature type" text is a type-changing ability, so it is not turned off by effects that remove abilities.
Oct 4, 2004 - If this card is changed to a specific creature type by a spell or ability, then that effect replaces all the creature types with the one determined by the spell or ability.

Thoughts:
Definitely one of the crazier cards in magic history. This thing can combo with all of the creature type targeting spells too. quite amusing actually.

PoKeMoN RuLz
February 28th, 2006, 08:32 AM
uh yeah tetsuo is toshiro's direct descendant, read the books to find out..

can we be friends?

Kenny_C.002
March 29th, 2006, 04:53 AM
You're not doing your job, Digi. :P

Rayquaaza
May 26th, 2006, 08:19 PM
Have not understood about what one talks here, but also I play with the Magic cards. I have an unbelievable deck, my deck Goblin. Whether you know the Goblin and their lowest strategies know that a deck Goblin can be lethal if built well.

Trjie Rage
July 12th, 2006, 02:17 PM
I think one of the cards that should be up for review is Hit // Run. It's the basis for one of my decks.

Kenny_C.002
January 6th, 2007, 09:07 AM
Before that, Trige, it is important to note that there is a more important card to be reviewed (and by reviewed I mean show you, since it's good anyway):

Damnation 2BB
Sorcery
Destroy all creatures. They cant be regnerated.
Planar Chaos Timeshifted Rare

gg boys. Black just got even. 10/10

digi-kun
January 9th, 2007, 10:35 PM
:o Kenny's back
Black Wrath woohoo! XD

Kenny_C.002
January 12th, 2007, 05:11 AM
Green Ball Lightning

Nuff said. I always thought ball lightning was a very RED ability, but now it's green for some reason. I don't think any amount of BSing in MaRo's part will EVER justify this puppy, IMO, flavour-wise.

Mechanistically, it's awesome, since it's 6 to the head. lol

digi-kun
January 13th, 2007, 10:01 PM
Shivan Meteor
{3}{R}{R}
Sorcery
Shivan Meteor deals 13 damage to target creature.
Suspend 2--{1}{R}{R} (Rather than play this card from your hand, you may pay {1}{R}{R} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

...well, this was taken from the Planar Chaos primer, so i have no idea whether it's real or not cuz it seems so rediculous

(For those too lazy to listen to the Podcast, the Podcast Preview)
Serra Sphinx
3UU
Flying, Vigilance
4/4

(There was also a bunch of teasers about about the remake-color change cards there, so the older players may want to take a listen (http://www.wizards.com/default.asp?x=mtgcom/podcast/11))
(actually most of those interested in Planar Chaos should take a listen XD)

One more thing: (Also taken from the primer)
Keldon Marauders
{1}{R}
Creature -- Human Warrior
3/3
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player.

502.60. Vanishing

502.60a Vanishing is a keyword that represents three abilities. "Vanishing N" means "This permanent comes into play with N time counters on it," "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it," and "When the last time counter is removed from this permanent, sacrifice it."

502.60b Vanishing without a number means "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it" and "When the last time counter is removed from this permanent, sacrifice it."

502.60c If a permanent has multiple instances of vanishing, each works separately.

* Both vanishing and the suspend mechanic introduced in the _Time Spiral_ set use time counters. Most effects in the _Time Spiral_ block that deal with time counters, such as the ability of Jhoria's Timebug, can also affect permanents with vanishing that have time counters on them.

* Vanishing is similar to the fading ability from the _Nemesis_(R) set. However, it plays much more like suspend does. The card starts out with a number of time counters on it, an ability triggers at the beginning of your upkeep that has you remove a time counter, and an ability triggers when you remove the last time counter that has you do something with that card.

* Note that the vanishing rules include an "intervening 'if' clause" that stops the counter-removing ability from triggering if there are no time counters on the permanent. This extra clause has minimal impact outside the _Magic Online_(TM) interface, so it doesn't appear in the vanishing reminder text.

* If the last time counter is removed from a permanent with vanishing and the sacrifice ability is countered, that permanent will remain in play indefinitely with no time counters on it. Neither of vanishing's two triggered abilities can possibly trigger again. Similarly, if a permanent without time counters on it that's already in play becomes a copy of a permanent with vanishing, it will stay in play indefinitely. If a permanent with one or more time counters on it that's already in play becomes a copy of a permanent with vanishing, it will vanish as normal.

Kenny_C.002
January 19th, 2007, 05:54 AM
Calciderm 2WW
Creature - Beast
Vanishing 4
Can't be target
5/5 (TS uncommon)

Welcome back, blastoderm. :3 8/10

Sinew Sliver 1W
Creature - sliver
Slivers get +1/+1
1/1 (TS common)

A much more awesome welcome back, Muscle sliver. :3

Anyway. Basically this set is relatively overpowered, since they brought back so many "goodies" one more time. Fun times, fun times. :D

Kenny_C.002
March 4th, 2007, 07:00 AM
Been playing around off the reckless wurm (arrogant wurm). Looks to be decent. Too bad red doesn't have a mongrel equivalent, else RG madness can probably outspeed UG madness.

Shiny Umbreon
May 15th, 2007, 03:02 PM
Sinew Sliver 1W
Creature - sliver
Slivers get +1/+1
1/1 (TS common)

One of the most abusive cards ever. It's a 2/2 (except under specific circumstances) that costs as a 2/2, but that also gives +1/+1 to other creatures, and only Slivers, which mean your creatures, and worst enough, to SLIVERS!!!!

All Slivers should be killed. >:)

That's a 20/10 or so.

Kenny_C.002
May 15th, 2007, 07:51 PM
Sinew Sliver brought back the old muscle sliver and placed it into the more weenie colour (white). Funny thing was that muscle sliver and glorious anthem actually traded places in Planar Chaos. The abusability of this sinew sliver is slightly higher than that of muscle sliver, being in the aggro-control colour as opposed to a strict aggro colour. In older formats, this translates to a UW aggro-control deck as opposed to the UGW versions that saw play many years ago. Is Sinew Sliver "that darn good"? Not really. Taken into the context of strictly this generation of slivers, nothing really goes on, and with the sliver counter being a sliver that is just better than all the other slivers, how good the slivers are has dropped significantly.

Verdict? Sinew's good, but not brokenly good. It does bring back the memories of good ol' muscle sliver and its reigns of terror back in their days, though.

Shiny Umbreon
May 16th, 2007, 01:59 AM
Verdict? Sinew's good, but not brokenly good. It does bring back the memories of good ol' muscle sliver and its reigns of terror back in their days, though.

OK. This time is +1/+1, but Slivers in general grant incredible abilities and are incredibly undercosted.

Gemhide Sliver (1/1) 1G - T:Add 1 mana of any color
Spinneret Sliver (2/2) 1G - Can block fliers
Quilled Sliver (1/1) 1W - T: Deals 1 damage to target attacker or blocker
Vampiric Sliver (3/3) 3B - Whenever a creature dealt damage by this goes to a graveyard, put a +1/+1 counter on this

Not all of them used to be like that. Some of them were, you know, 'fair'. (Talon Sliver, Barbed Sliver)

digi-kun
May 16th, 2007, 02:10 AM
ya, i remember someone pulled out 4th turn sliver legion during a "future-sight only" test-decks with poison slivers right around it XD quick win that was XD

Kenny_C.002
May 17th, 2007, 06:21 PM
OK. This time is +1/+1, but Slivers in general grant incredible abilities and are incredibly undercosted.

Gemhide Sliver (1/1) 1G - T:Add 1 mana of any color
Spinneret Sliver (2/2) 1G - Can block fliers
Quilled Sliver (1/1) 1W - T: Deals 1 damage to target attacker or blocker
Vampiric Sliver (3/3) 3B - Whenever a creature dealt damage by this goes to a graveyard, put a +1/+1 counter on this

Not all of them used to be like that. Some of them were, you know, 'fair'. (Talon Sliver, Barbed Sliver)

With the exception of gemhide sliver, none of the slivers you've provided were any good in competition with the tempest guys. Seriously, the common cycle in tempest were at the bare minimum good (talon sliver, clot sliver), and the rest were too good (muscle, winged, heart). Nothing in the current mixture of slivers could match these guys, except gemhide and sinew, and maybe sidewinder.

Spinneret's nowhere near as good as winged. Quilled sliver has a terrible ability that contradicted with how slivers worked, unless you're playing a dormant sliver build. Vampiric sliver doesn't even have an ability that works (it's fair, since the ability would unlikely trigger anyway, unless it's coupled with quilled and dormant). Winged sliver alone outshined all three. When I was trying to come up with a T2 counter sliver deck, none of these guys made it in, with the exception of spinneret being a filler. This is why slivers are only in block tourneys, and not T2. They're just not good enough, unlike back then with the muscle, winged, crystalline, and hybernation combo. These guys were undercosted.

What wizards brought to the table that were good, were the multicoloured guys, and the opposition sliver. Legionnaire is hot, nectrotic was ridiculous, dormant created a completely different type of sliver deck, firewake was a fix on heart (heart was too good), Opaline was a fix on crystalline (weaker ability, but higher cost), etc. And might brought "big mana slivers" back on the table.

Plague Sliver killed it all this generation, though.

While we're at it, hybernation and crystalline slivers were the MVP slivers. Really the ridiculous power level of these guys I personally don't think will ever be matched. WotC is good at spotting the brokenness for the most part...

Well that was my rant. XD

ya, i remember someone pulled out 4th turn sliver legion during a "future-sight only" test-decks with poison slivers right around it XD quick win that was XD

Must be fun. :3

Shiny Umbreon
May 19th, 2007, 03:33 AM
From Tempest, all uncommon:

Mindwhip Sliver 2B (2/2) - 2, Sacrifice: Target player discards a card at random. Play only as a sorcery.
Armor Sliver 2W (2/2) - 2: This gets +0/+1 until EOT.
Barbed Sliver 2R (2/2) - 2: This gets +1/+0 until EOT.

Are these the Tempest Slivers you are talking about? They seem pretty useless to me. I must admit there were some too good, but they were a reduced amount, and they were nothing compared to:

Fungus Sliver 3G (2/2) - Whenever a Sliver is dealt damage, put a +1/+1 counter.
Fury Sliver 5R (3/3) - Double strike
Pulmonic Sliver 3WW (3/3) - Flying and "If this would be put in to a graveyard [from play], you may put on top of its owner's library."
Psionic Sliver 4U (2/2) - T: This deals 2 damage to target creature or player and 3 damage to itself.

You can't deny there's much difference between a good Tempest sliver and a GOOD time spiral sliver. Pulmonic Sliver is 10 times Winged Sliver even if it costs 3 more.

digi-kun
May 20th, 2007, 03:37 AM
No, what kenny refers to is the Tempest block, not just tempest.

In addition, take a comparison between Time Spiral slivers and the Tempest slivers
The mana cost of the tempests are never more than three. You probably know this already, but the point of slivers is to swarm and gain a large control of the field. This is harder to do with the large mana costing slivers.
Also, a note against Pulmonic sliver: not only is it three mana more, but its also dual white, which reduces the chances of you getting it by quite a bit, especially since its slivers we're talking about. Compared to Winged Sliver which, in a pure sliver deck, is an "all creatures gain flying", turn 2 is godly. For Pulmonic, turn 5 they probably already have at least one flyer, and even then, you're probably not gonna get it out turn 5.
Most of the time, Psionic sliver translates to "T: Sac: Deal 2 damage to a creature/player." First, Slivers are meant to attack. If you had those 4 slivers out on field, i'm willing to bet that you'd be attacking rather than staying put waiting to kill off creatures. You can't use that sliver unless you have Synchronous, which, again, costs a lot. Acidic lets the player sacrifice a creature, rather than tapping, to deal damage. This means that you could deal damage as a reaction to damage rather than not deal damage at all because the sliver is tapped.
Fury, well obviously double strike wasn't introduced til onslaught, so there aren't exactly any double-strikers, but for the same price, one could get 3 slivers with Flying, First Strike, and Shroud(Untargetable)<Honestly, are you really gonna be targeting your own slivers with anything?>.
Fungus: Okay, this one i can say is good in my mind, obviously the one drawback is that it has to be damaged.

Shiny Umbreon
May 20th, 2007, 11:16 PM
The mana cost of the tempests are never more than three. You probably know this already, but the point of slivers is to swarm and gain a large control of the field. This is harder to do with the large mana costing slivers.

OK. Time Spiral also has its very-low-cost Slivers, especially pointing to Gemhide. The thing is that apart from the normal fast Slivers, there are also some with brutal effects once you have your army ready which obviously cost a lot more, but really give you the game.

Also, a note against Pulmonic sliver: not only is it three mana more, but its also dual white, which reduces the chances of you getting it by quite a bit, especially since its slivers we're talking about. Compared to Winged Sliver which, in a pure sliver deck, is an "all creatures gain flying", turn 2 is godly. For Pulmonic, turn 5 they probably already have at least one flyer, and even then, you're probably not gonna get it out turn 5.

5 turns is a lot, but remember the "If a Sliver would go to a graveyard, put it on top of your deck" part? You would say Winged Sliver is a good option to start, even though Pulmonic is still the best option where the game is a bit more advanced. About the two-white-mana cost, there are now many options to get any mana now. From the Ravnica dual lands, to the Gemhide Sliver again.

Most of the time, Psionic sliver translates to "T: Sac: Deal 2 damage to a creature/player." First, Slivers are meant to attack. If you had those 4 slivers out on field, i'm willing to bet that you'd be attacking rather than staying put waiting to kill off creatures. You can't use that sliver unless you have Synchronous, which, again, costs a lot. Acidic lets the player sacrifice a creature, rather than tapping, to deal damage. This means that you could deal damage as a reaction to damage rather than not deal damage at all because the sliver is tapped.

It wouldn't need to be a sacrifice with Might Sliver, or if you want two Sinew/Muscle Slivers. Then, Slivers are meant to attack, but having so many Slivers with exactly the same abilities means you can choose whatever Slivers to attack and have some untapped. If you attack with all, your foe can use some Rain of Blades or Wing Shards. There's nothing wrong in leaving Slivers to block or to damge by the Psionic ability, so you won't need Synchronous.

Fury, well obviously double strike wasn't introduced til onslaught, so there aren't exactly any double-strikers, but for the same price, one could get 3 slivers with Flying, First Strike, and Shroud(Untargetable)<Honestly, are you really gonna be targeting your own slivers with anything?>.

Again, another one, maybe not so fast to play, but lethal if played later in the game. Shroud? I had heard Untargetability and Invulnerability, but not Shroud. Where does that come from? Anyway, why you do NOT need that? Some reasons: Magma Sliver (which is already enough), Crypt Sliver and Poultice (useless compared to Crypt).

Fungus: Okay, this one i can say is good in my mind, obviously the one drawback is that it has to be damaged.

Again, nothing dangerous with Might/Muscle/Sinew. It can also be combined with Psionic Sliver.

Kenny_C.002
May 21st, 2007, 03:03 AM
Digi: No...the point of slivers is to gain the aggressive and tempo advantage and then riding that small advantage over and protecting it with counter magic. Efficiency is the only thing that matters with slivers. Max damage output for min cost. The good is that Time Spiral brought "big mana slivers" and "Johnny slivers" onto the casual charts. Big mana slivers is what Shiny Umbreon likes to advocate. It's a good strategy, but slivers shouldn't play curve. It can't play curve. Big mana slivers take the midrange strategy and outfit it with slivers instead of the usual fatties. The good is that they are synergistic. The bad is that individually they are terminally weaker than their fattie counterparts of the same mana cost. In this case, the choice should probably be decided on the account of how much removal is on the metagame. More removal favours the regular, more threatening fatties, while less removal favours slivers with their synergy. Johnny Slivers don't really care about any of that, and they just play the awesome telekinetic or psionic slivers and basically short-circuit something to make it combo out something amazing. Psionic + Watcher + dormant + cheap slivers including gemhide and plated slivers = massive fun. :3

From Tempest, all uncommon:

Mindwhip Sliver 2B (2/2) - 2, Sacrifice: Target player discards a card at random. Play only as a sorcery.
Armor Sliver 2W (2/2) - 2: This gets +0/+1 until EOT.
Barbed Sliver 2R (2/2) - 2: This gets +1/+0 until EOT.

No, I speak of the legendary 5 (winged, muscle, heart, crystalline, hybernation), plus maybe quilled sliver. The only slivers that people agreed to be good were the common slivers from tempest and the stronghold ones. Bottom line is that they're cheap and cost efficient.

Fungus Sliver 3G (2/2) - Whenever a Sliver is dealt damage, put a +1/+1 counter.

Unfortunately, Fungus sliver suffers from the "win more" syndrome. It cannot actually win a standstill, and all it does it deter chump blockers. The deterence from chumping isn't exactly anything to shout out about.

Fury Sliver 5R (3/3) - Double strike

6 mana. Nuff said.

Pulmonic Sliver 3WW (3/3) - Flying and "If this would be put in to a graveyard [from play], you may put on top of its owner's library."

Unfortunately, Pulmonic costs 3WW. It's about 3 times less efficient than winged sliver. The secondary ability they've added to Pulmonic sliver is good, but not good enough to warrant use when I want to rip a patriarch's bidding off my slivers. It can save the odd muscle sliver here and there, but it loses out by being 5 mana. And 5 mana for a sliver is "overcosted".

Psionic Sliver 4U (2/2) - T: This deals 2 damage to target creature or player and 3 damage to itself.

A Johnny card. I ran this a couple of times in more fun fashions without forcing myself to the "efficient sliver" that seem to preach about. It's a great card from that perspective. Outside of that perspective, it's not worth 5 mana.

You can't deny there's much difference between a good Tempest sliver and a GOOD time spiral sliver. Pulmonic Sliver is 10 times Winged Sliver even if it costs 3 more.

There's a huge difference between them. Tempest had the counter sliver deck which made the big leagues. Time Spiral has yet to create a tournament worthy deck out of slivers outside of block.

OK. Time Spiral also has its very-low-cost Slivers, especially pointing to Gemhide. The thing is that apart from the normal fast Slivers, there are also some with brutal effects once you have your army ready which obviously cost a lot more, but really give you the game.

Unfortunately, they are all overcosted, with good reason.

5 turns is a lot, but remember the "If a Sliver would go to a graveyard, put it on top of your deck" part? You would say Winged Sliver is a good option to start, even though Pulmonic is still the best option where the game is a bit more advanced. About the two-white-mana cost, there are now many options to get any mana now. From the Ravnica dual lands, to the Gemhide Sliver again.

I believe you mean late game, in which case...why is a sliver deck in late game? Unless you're playing Johnny sliver (take your pick from the blue ones), there isn't a need to get to that point. The game is usually decided with 5 slivers on the field and the guy holding 3-4 permission to stop anything from stopping his small army from winning. Gemhide sliver is possibly the best sliver card in the set, simply because it fixes mana.

It wouldn't need to be a sacrifice with Might Sliver, or if you want two Sinew/Muscle Slivers. Then, Slivers are meant to attack, but having so many Slivers with exactly the same abilities means you can choose whatever Slivers to attack and have some untapped. If you attack with all, your foe can use some Rain of Blades or Wing Shards. There's nothing wrong in leaving Slivers to block or to damge by the Psionic ability, so you won't need Synchronous.

Slivers have two modes: aggro mode, and Johnny mode. Aggro mode doesn't fear wing shards nor rain of blades. Rain of blades don't kill anything with more than 1 toughness anyway, while wing shards would kill your slivers even if you decide to hold some back anyway. Either way there's no reason not to attack if it gives you the optimal amount of damage, which often is the case with 2-mana slivers.

Psionic sliver was made to be a Johnny card, combined with Dormant sliver and watcher sliver (might costs 1 more, but it doesn't really matter with defender around, anyway) for maximum effect.

Again, another one, maybe not so fast to play, but lethal if played later in the game. Shroud? I had heard Untargetability and Invulnerability, but not Shroud. Where does that come from? Anyway, why you do NOT need that? Some reasons: Magma Sliver (which is already enough), Crypt Sliver and Poultice (useless compared to Crypt).

Shroud is the Future Sight keyword for untargetability. Fury costs too much, which is the only real strike against it. It's also such a big strike against it that people disregarded it from first glance. Magma sliver is a win more card. Crypt is one of the efficient slivers in the Legions generation (hi five quick sliver!), and poultice you already know is crap when compared to crypt. This is generally the problem wit the new generation of slivers. They lacked the same cost efficiency that the old slivers have.

Shiny Umbreon
June 6th, 2007, 09:19 PM
This has been abandoned for a long time. What if we discuss another card?

About the Slivers, I think Time Spiral ones can be very well combined into a Sliver deck (at least the cheap ones if you insist a little more mana won't do). Sorry, but I'm tired about Slivers now.

Shroud is the Future Sight keyword for untargetability.

Sorry. Haven't checked cards since Planar Chaos.

Kenny_C.002
June 17th, 2007, 07:44 AM
Yeah the thread seems to die and come back and what not over the course of a time period. Anyway, what do you think of Future Sight?

Shiny Umbreon
June 20th, 2007, 12:04 AM
Well, I just checked some cards (especially rare) and some are ideas I would have NEVER come up with. Some examples:

Barren Glory 4WW - Enchantment - At your upkeep, if you control no other permanents and you have no cards in hand, you win the game.
Well, this seems to be a copy of that Unglued cheese card. Curious effect.

Force of Savagery 2G - Creature (8/0) Trample
Another curious card. Destructive if used well (and if it gains haste), but this wouldn't be something to save you when you need some support.

Muragand Petrogylphs 3G - Enchantment - Vanilla creatures get +2/+2.
Kind of interesting card. With things like Aquastrand Spider, Boreal Centaur or Gempalm Strider, Grizzly Bears was not used anymore.

Nix U - Instant - Counter target spell if no mana was spent to play it.
This must be one of the most "sideboard" cards I have ever seen. Would you put that in your deck?

Sliver Legion WUBRG - L. Creature - Sliver (7/) All Slivers [including this]get +1/+1 for each other Sliver in play.
This isn't just the most powerful Sliver effect, but also the most powerful Sliver, tied with the overlord and queen. Why do they make things like that? Just to have players pray to get this and win instantly? Just to sell millions of this cards each day? Really, a good strategy, is a good strategy, but this would really bother most people. I know WUBRG is not cheap or easy to get, but with the Coliseum, the Oddysey Citadel, the dual lands or the Gemhide, it's not so hard either.

River of Tears - Land - T: Add U to your mana pool. If you played a land this turn, add B instead.
I don't know what you think of this, but I'm totally against cards that are the same as another card, but with an extra effect (like the 2-mana 2/2 I mentioned before). This should be the easiest way to get a dual land. Adarkar Wastes was fair. Urborg Volcano was fair. Lantern-lit graveyard was fair. Ravnica dual lands were semi-fair because they were, again, upgraded versions of the Urborg Volcano cycle. Because the requirement is not so difficult and if you need to play the land you can still wait, River of Tears is an Island that, you may want to change to a Swamp. Really that is no anywhere. I know Wizards always try to do better cards, but please let them be fair. Ravnica duals at least required 2 life or a turn. This same reason is why I don't like Flagstones of Trokair either.

I see many powerful cards here, but they have complicated or specific effects. All these keywords (the old ones plus the million new ones introduced just in this set) made me believe at first this set was kind of agile and suitable for most decks, but looking again, I found nothing but Johnny cards. I have nothing against Johnny (I'm a little Johnny myself) but this is too much. It's like supply cards, each for one type of deck. In general, it's not a bad set, but I don't know how well it can do on its own. (Yeah, I still need to see the pre-constructed decks)

KIND OF OFFTOPIC: You know, this timeshifted design in Future Sight adds yet another card 'model'. Mirrodin divided them more than enough. Planar Chaos' timeshifted made them look slightly different, but now they look like another game. Imagine opening your first Magic deck and finding Future Sight cards, with Time Spiral timeshifted, Planar Chaos timeshifted, and Future Sight timeshifted cards. They can confuse you a bit.

Kenny_C.002
June 20th, 2007, 07:12 AM
Well Future Sight is the ost underpowered of the three sets, but is the most interesting set from design's POV. :3

Barren Glory 4WW - Enchantment - At your upkeep, if you control no other permanents and you have no cards in hand, you win the game.
Well, this seems to be a copy of that Unglued cheese card. Curious effect.

It is very weak a card, but overall an interesting Johnny card. Yeah, it's The Cheese Stands Alone. :3

Force of Savagery 2G - Creature (8/0) Trample
Another curious card. Destructive if used well (and if it gains haste), but this wouldn't be something to save you when you need some support.

Well Pandamonium is the first thing to come into mind after glorious anthem and gaea's anthem. Basically anything that pumps toughness as a static ability will keep it alive (even blessed oracle). Haste from say fires of yavimaya would make this guy absolutely busted. XD Unfortunately, it's too weak without anything else. Still a fun card to try to build around (yay Johnny!).

Muragand Petrogylphs 3G - Enchantment - Vanilla creatures get +2/+2.
Kind of interesting card. With things like Aquastrand Spider, Boreal Centaur or Gempalm Strider, Grizzly Bears was not used anymore.

Yeah, this card is interesting, and the biggest winner here is Pride. 3/1 for 2 is ridiculous as is, but to give it +2/+2 and survive against sulfur elemental? Fun. :D

Nix U - Instant - Counter target spell if no mana was spent to play it.
This must be one of the most "sideboard" cards I have ever seen. Would you put that in your deck?

This is a vintage card, similar to pact of intervention. Useful for countering that stupid mox, or that black lotus. Here, it's probably a SB card at best, since the only real archtypes that use suspend are dragonstorm (!!!) and greater balance (both pieces are suspend spells).

Sliver Legion WUBRG - L. Creature - Sliver (7/) All Slivers [including this]get +1/+1 for each other Sliver in play.
This isn't just the most powerful Sliver effect, but also the most powerful Sliver, tied with the overlord and queen. Why do they make things like that? Just to have players pray to get this and win instantly? Just to sell millions of this cards each day? Really, a good strategy, is a good strategy, but this would really bother most people. I know WUBRG is not cheap or easy to get, but with the Coliseum, the Oddysey Citadel, the dual lands or the Gemhide, it's not so hard either.

Overlord is still better anyway. Sliver Legion makes it easy not to commit as much, which is its greatest boon. Overlord, however, is capable of letting you exert as much as you want, and then tutor itself back up if you guys die to a wrath. Oh the slivers come right back after the wrath. What's more interesting here is that Sliver Legion is essentially a sliver-specific coat of arms that dies to removal. I actually see this card for sale in many places, with nobody actually buying them, unfortunately. Overall, it's a very fun card that plays somewhat of a similar role to the Overlord. I look forward to smiting it in the casual tables. :)

River of Tears - Land - T: Add U to your mana pool. If you played a land this turn, add B instead.
I don't know what you think of this, but I'm totally against cards that are the same as another card, but with an extra effect (like the 2-mana 2/2 I mentioned before). This should be the easiest way to get a dual land. Adarkar Wastes was fair. Urborg Volcano was fair. Lantern-lit graveyard was fair. Ravnica dual lands were semi-fair because they were, again, upgraded versions of the Urborg Volcano cycle. Because the requirement is not so difficult and if you need to play the land you can still wait, River of Tears is an Island that, you may want to change to a Swamp. Really that is no anywhere. I know Wizards always try to do better cards, but please let them be fair. Ravnica duals at least required 2 life or a turn. This same reason is why I don't like Flagstones of Trokair either.

Actually, River of Tears has been bombing in sales lately. The problem is that the card isn't strictly better than an island, as it is preceived to be. It's simply that it's an "unreliable island" that sometimes does things turn 1. It's a matter of consistency here. It's actually getting a huge debate in mtg salvation to see if it's any good. The only data that was remotely good was some statisical analysis of how reliable River of Tears can fix mana. And it wasn't well...

I see many powerful cards here, but they have complicated or specific effects. All these keywords (the old ones plus the million new ones introduced just in this set) made me believe at first this set was kind of agile and suitable for most decks, but looking again, I found nothing but Johnny cards. I have nothing against Johnny (I'm a little Johnny myself) but this is too much. It's like supply cards, each for one type of deck. In general, it's not a bad set, but I don't know how well it can do on its own. (Yeah, I still need to see the pre-constructed decks)

KIND OF OFFTOPIC: You know, this timeshifted design in Future Sight adds yet another card 'model'. Mirrodin divided them more than enough. Planar Chaos' timeshifted made them look slightly different, but now they look like another game. Imagine opening your first Magic deck and finding Future Sight cards, with Time Spiral timeshifted, Planar Chaos timeshifted, and Future Sight timeshifted cards. They can confuse you a bit.

Future Sight is not playable as a set, if you're wondering. It's got lots of Johnny stuff, but no backbone to actually make anything really worthwhile. But it's a blast when you're a Johnny! ^^ Mark Rosewater wanted to keyword those guys so they can work it into design more readily. Fine, but them judges have a terrible time this time around.

Oh, and one of the powerhouse cards in the set is street wraith. It's a 3/5 for 5 with swampwalk (aka uselessly bad), but it has cycling for 2 life. Break out the combo numbers, cuz the wraith enables 56-card decks at last. That...is significant.

Good news is that Lorwyn will return to traditional 8th ed card faces (i.e. no time shifting). And rumour has it that the Lorwyn block has 4 sets (Peanut, Butter, Jelly, Sandwich). It's speculation at the moment, but this would be very exciting indeed. And the new card type...Tribal, most likely. I can't see planeswalker being one here, especially when it looks like the tribal theme will return (see 10th reprint of piledriver).

Speaking of 10th...wtf is BoPs doing there AGAIN? Looks like there'll be quite a bit of money in 10th. To the very least Arcanis, Raya, and Squee will do stuff.

Shiny Umbreon
June 20th, 2007, 11:08 PM
Actually, River of Tears has been bombing in sales lately. The problem is that the card isn't strictly better than an island, as it is preceived to be. It's simply that it's an "unreliable island" that sometimes does things turn 1. It's a matter of consistency here. It's actually getting a huge debate in mtg salvation to see if it's any good. The only data that was remotely good was some statisical analysis of how reliable River of Tears can fix mana. And it wasn't well...

From my point of view, playing a land or not doing it until later is not a hard requirement, allowing you to control it pretty well. I know this may be true only for the beginning of the game, but that's when you care about it.

Future Sight is not playable as a set, if you're wondering. It's got lots of Johnny stuff, but no backbone to actually make anything really worthwhile. But it's a blast when you're a Johnny! ^^ Mark Rosewater wanted to keyword those guys so they can work it into design more readily. Fine, but them judges have a terrible time this time around.
I didn't mean just Future Sight, but all the TS block. I don't know, but I wouldn't make a set so Johnny, especially when TS and PC were two strange sets, too.

Good news is that Lorwyn will return to traditional 8th ed card faces (i.e. no time shifting). And rumour has it that the Lorwyn block has 4 sets (Peanut, Butter, Jelly, Sandwich). It's speculation at the moment, but this would be very exciting indeed. And the new card type...Tribal, most likely. I can't see planeswalker being one here, especially when it looks like the tribal theme will return (see 10th reprint of piledriver).

Four sets is much more unusual than Coldsnap, that came "alone". Wow! A new card type! I didn't know...I told you I hadn't checked wizards.com since Planar Chaos. *Imagining what could it be*. Well, there's creatures, lands, sorceries/instants (they are almost the same), artifacts/enchantments (again, almost the same)...It must be, like artifact, a "flavor" thing. Because, if you think, what else could there be? There's resources (lands), creatures, "staying effects" (ench/art) and one-time effects (inst/sorc).

10th edition...black borders, legendaries. It looks MTG is having a lot of twists, (and I thought that was going to end with the TS block) Only the new card type calls my attention, though. It's a bit late to do that, right? What about cards that interact with that? There'll be so few of them. Let's see how all this turns out.

Kenny_C.002
June 21st, 2007, 07:35 PM
From my point of view, playing a land or not doing it until later is not a hard requirement, allowing you to control it pretty well. I know this may be true only for the beginning of the game, but that's when you care about it.

The fact that it can't fix your mana very well was the main concern. It's difficult to gauge, but I'll have to side with the side that wants to fix the mana, and it doesn't work too well as opposed to shocklands. That's all.


I didn't mean just Future Sight, but all the TS block. I don't know, but I wouldn't make a set so Johnny, especially when TS and PC were two strange sets, too.

Well PC was a spike set, so the spikes were already happy. Nostalgia plays into Timmys most (Time Spiral). All that was left were the Johnnies. XD

Four sets is much more unusual than Coldsnap, that came "alone". Wow! A new card type! I didn't know...I told you I hadn't checked wizards.com since Planar Chaos. *Imagining what could it be*. Well, there's creatures, lands, sorceries/instants (they are almost the same), artifacts/enchantments (again, almost the same)...It must be, like artifact, a "flavor" thing. Because, if you think, what else could there be? There's resources (lands), creatures, "staying effects" (ench/art) and one-time effects (inst/sorc).

10th edition...black borders, legendaries. It looks MTG is having a lot of twists, (and I thought that was going to end with the TS block) Only the new card type calls my attention, though. It's a bit late to do that, right? What about cards that interact with that? There'll be so few of them. Let's see how all this turns out.

That, we'll just have to wait to see. It's rumoured that Lorwyn will be a tribal block, like Onsalught.

Shiny Umbreon
June 21st, 2007, 10:32 PM
Well, I liked tribal sets. And I can see many cards reprinted from there. I'm looking at the Mistform Ultimus right now...

Kenny_C.002
July 12th, 2007, 02:47 PM
From the precons, it looks like tribal will be a theme for certain, but whether it's major or minor remains unseen.

Shiny Umbreon
July 13th, 2007, 02:36 AM
Wow, back after three weeks!

Anyway, to speculate a bit, what about checking Future Sight's timeshifted cards?

I like this Delve ability, but this can be heavily be exploded by things such as Premature Burial, so I fear this will be greater than Convoke.

Gravestorm seems to fit perfectly with white field-cleaners (or even with Damnation) so this may be too dangerous, too.

Grandeur looks at last like a good reason to have four legendaries of the same name, but especially Linessa's effect is amazing. And the best part is that you can just Raise Dead at any time.

The Land Creature is an interest mechanic I had been waiting for. Of course nobody will notice it in a vanilla 1/1, but this could have some interesting combos.

"Shared" enchantments, like Imperial Mask, seems like another interesting mechanic for me, considering "target opponent" and "each opponent" were the only things that cared about other players (if you don't count that Wrath of God and those things affected a lot more).

What do you think of these? What other mechanics from the timeshifted cards do you like?

Horo
August 7th, 2007, 04:45 AM
I run a Reanimator Deck, so I personally like Exhume/Reanimate.

I used to play those back when they were extended, but I've been retired from Magic for a Decent amount of time...

Shiny Umbreon
August 9th, 2007, 04:01 AM
Steamflogger Boss 3R
Creature - Goblin Rigger
3/3
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
(Rare)

The only thing I can say about this is "Uh?"
I'm lookin forward to seeing waht this card means.

digi-kun
September 8th, 2007, 12:42 AM
To any of the magic players out there, was wondering if any of you have seen the new planeswalker card type

Shiny Umbreon
November 6th, 2007, 03:58 AM
[Almost a month late]

Yeah, too powerful in my opinion. But I can't judge until I play with them. Very cheap, powerful and the counters can be easily exploited.

chaotic_soma
March 4th, 2008, 11:21 AM
I'm going to post in here in the hope it will b revived so what about the new lorwyn block some powerful cards in there i love tribal decks so people bring back this thread!!!

Dragonsfreak
March 12th, 2008, 01:05 PM
dammit...days lost...so whats the last...ahh right my mill deck^^...it´s also control and it´s not t2 cause it uses ravnica cards...and the raven guild master from scourge...maybe i´ll post the deck when its ready

about the tribal thing...i play a lifegain/token-elf deck...it brings home every game^^

chaotic_soma
March 21st, 2008, 06:21 AM
Oh i LOVE the raven guild master card.
EEEEEEEVVVVVVVIIIIIILLLLLLL i can stand life gain/token decks they rip up most of my decks because EG MY CONTROL DECK/DESTRUCTION/MADNESS would be murdered by it but my warrier deck would enjoy eating it alive :D

Dragonsfreak
March 28th, 2008, 02:25 PM
i don´t think so...i smashed 2 burn decks at one time with it :P

romanwhiz
April 6th, 2008, 03:07 AM
Who here has Magic Online?

Domin-8
April 8th, 2008, 03:41 AM
O how about Howling mine? And I have a question where oculd I go about selling my Magic cards reather than Eba, I'm doing an excel sheet of all my cards so far i only have my mirrodin set done with 206/307 cards.

Dragonsfreak
April 8th, 2008, 12:13 PM
uhmn...dunno about howling mine...it can be quite useful, but the fact that it helps your opponent too is not my type of playing

ChArkaChu
April 26th, 2009, 10:36 AM
' do you guys still use ' goblin grenade ?

donavannj
May 1st, 2009, 03:40 AM
O how about Howling mine? And I have a question where oculd I go about selling my Magic cards reather than Eba, I'm doing an excel sheet of all my cards so far i only have my mirrodin set done with 206/307 cards.

Find a hobby shop. There are tons of them who might be willing to buy them back. Some TCG oriented websites will allow you to sell them, as well.

Kenny_C.002
September 7th, 2009, 09:22 PM
Landfall is ridiculous and therefore Zendikar is ridiculous.

Arid Mesa is easily 15-20 bucks.

digi-kun
September 8th, 2009, 06:06 AM
They....sure had some fun with Zendikar, didn't they? Landfall is a pretty crazy keyword...

Gymnotide
September 8th, 2009, 07:05 AM
This is basically the only card I remember and respect:
http://sales.starcitygames.com/cardscans/MAG7TH/millstone.jpg

donavannj
September 8th, 2009, 10:56 AM
Landfall is ridiculous and therefore Zendikar is ridiculous.

Arid Mesa is easily 15-20 bucks.

It is indeed insane.

They....sure had some fun with Zendikar, didn't they? Landfall is a pretty crazy keyword...
And I'd run monocolor at the pre-release if I had the money because of how wonderful this mechanic is, though I probably won't have enough money.

This is basically the only card I remember and respect:
http://sales.starcitygames.com/cardscans/MAG7TH/millstone.jpg

I know someone who had one of these... and I think they traded it off because they change the focus of the their deck. My brother has a crazy collection of milling cards... Nemesis of Reason being chief among them, and Lich Lord of Unx following close behind.

Gymnotide
September 8th, 2009, 12:19 PM
I know someone who had one of these... and I think they traded it off because they change the focus of the their deck. My brother has a crazy collection of milling cards... Nemesis of Reason being chief among them, and Lich Lord of Unx following close behind.

Did he have this?

http://sales.starcitygames.com/cardscans/MAGJUD/scalpelexis.jpg

donavannj
September 8th, 2009, 01:48 PM
Did he have this?

http://sales.starcitygames.com/cardscans/MAGJUD/scalpelexis.jpg

No... but that sounds like a really fun card.

dotKarma
September 8th, 2009, 08:01 PM
This is basically the only card I remember and respect:
http://sales.starcitygames.com/cardscans/MAG7TH/millstone.jpg

That's decent for milling. Grindstone is so much better though, when paired up with Painter's Servant.

Gymnotide
September 8th, 2009, 11:48 PM
That's decent for milling. Grindstone is so much better though, when paired up with Painter's Servant.

"Decent for milling" rofl, seeing as how the card coined the term anyway.

Kenny_C.002
September 9th, 2009, 01:41 PM
Granted, millstone is being a bad card now didn't mean that it wasn't good back in the haydays of crappy UW control decks. Yeah, control with a win-con of milling. Those were the days.

Now we just get sanity grinding to couple with our cryptic commands and Jaces.

donavannj
September 9th, 2009, 02:28 PM
Luminarch Ascension 1 & W
Enchantment
At the beginning of each opponent's end step, if you didn't lose life that turn, put a quest counter on Luminarch Ascension
1 & W - Put a 4/4 flying Angel onto battlefield. Play this only if Luminarch Ascension has four or more quest counters on it.
This card looks like fun. It vomits angels after turn four of having it out. Coupled with something like Wall of Denial to get you through those four turns, you've got a wonderful angel factory.

It's in Zendikar, by the way.

Kenny_C.002
September 11th, 2009, 02:49 AM
It's horrible in multiplayer, since you just painted yourself a huge target. XD

Constructed, I can see this as anti-control tech. Dump it out, make tokens.

You'd probably have to build a deck around it, with stuff like holy day, plumveil, and the like to hold the fort for a while. I can certainly see it, but one would have to drop it turn 2. Perhaps it'll be the next bitterblossom, who knows?