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Kenny_C.002
05-05-2004, 04:19 AM
Alright people, it's time to stretch the time walk. :P
5th Dawn Preview card #1:
Staff of Domination 3
Artifact
1: Untap Staff of Domination
2, T: You gain 1 life
3, T: Untap target creature
4, T: Tap target creature
5, T: Draw a card
5th Dawn Rare
Engine card with 4 pieces, gain infinite life, untap every creature, tap every creature, or deck yourself out.
Yup, lots of mana with this baby screams "I WIN!!!!!!"
Definitely powerful, and I rate it a good 9/10.
Alright people, it's time to stretch the time walk. :P
5th Dawn Preview card #1:
Staff of Domination 3
Artifact
1: Untap Staff of Domination
2, T: You gain 1 life
3, T: Untap target creature
4, T: Tap target creature
5, T: Draw a card
5th Dawn Rare
Engine card with 4 pieces, gain infinite life, untap every creature, tap every creature, or deck yourself out.
Yup, lots of mana with this baby screams "I WIN!!!!!!"
Definitely powerful, and I rate it a good 9/10.
OMG... that is WAY powerful... yet... not really suited in all artifact decks.. =P
decks with enough mana: 9.5/10
for others: 9/10
s'all good ^^
Kenny_C.002
05-08-2004, 01:30 AM
Next Card of the Day is a Legendary Lion (5th Dawn preview, this seems more like lol)
Raksha Golden Cub 5WW
Creature - Cat Soldier Legend
Attacking doesn't cause Raksha Golden Cub to tap.
As long as Raksha Golden Cub is equipped, all cats you control get +2/+2 and have double strike.
3/4
To begin, this guy costs quite a bit, but if he comes out (and an equipment oges on him), the match is pretty much over...for your opponent.
7/10, costs too much to pull off.
Kenny_C.002
05-09-2004, 09:18 PM
Master Pigeon!
I mean...
Auriok Champion WW
Creature - human cleric
Pro red and black
Whenever another creature comes into play, you may gain 1 life.
1/1
The Master Pigeon! WEEEEEEE!!!!!!!
Oh, this chick's got some crazy life gaining and such. With it being invulnerable to the most common removal (red/black), this makes her last quite a bit of time (at least to turn 4, when WoG comes in). Being a cleric and being quite cheap in cost, I can see her in many casual places. Make sure you wait until the initial craze dies before you get it, since I doubt it's another ravager.
Tourney: 7/10
Casual: 9/10 (My cleric deck will love her...being that I can play BIDDING AND GAIN A HECK OF A LOT OF LIFE! WEEEEEEE!!!!!!!!) :P
Raksha:
I better find me some more kitties! :razz:
8/10
The Pidgeon??? o_O?
Hmm... sweet... good for cleric bidding ^^
8.5/10
Kenny_C.002
05-11-2004, 02:03 AM
Pigeon is a nickname for cards that get better with more players around. Like a flock of pigeons. And I call the Champion "Master Pigeon". Ready for the BIG stuff?
Just telling you, the previous cards are all rare.
Joiner Adept 1G
Creature - Elf Druid
Lands you control have "tap: add a mana of any colour into your mana pool"
2/1
Rare
Joiner = Pulse of Lanldowar that costs 2 less. Wow! I want like 4 of these!
9/10 for everyone!
Bringer of Black Dawn 7BB
Creature - Bringer
You may pay WUBRG rather than pay Bringer of Black Dawn's mana cost
Trample
At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it.
5/5
Rare
This is the black bringer, and its cost is 5!!!!! 5 for a 5/5 trample with a crazy tutoring ability (tutor every turn?????) makes this an insanely powerful card with nearly limitless possibilities. Think about it, Sliver Overlord isn't even that cheap...
8/10 tourney
10/10 casual
btw, this is just part of a cycle of bringers. Some other guy has told us that there IS indeed a blue, red, green, and white bringer. I don't know anyhting about them, as I'm doing blind drafting...
Third card to be funny:
Vedalken Orrery 4
Artifact
You may play nonland cards any time you may play an instant.
Yes, it says YOU, this is not a typo. Only YOU get the benefits. W00t! I mean, this guy has incredible potential to be the next combo master 2004. Broken? Not even close. Really fun? Oh yeah!
6/10 tourney
11/10 casual
Kenny_C.002
05-13-2004, 01:28 AM
Vedalken Shackles 3
Artifact
You may choose not to untap Vedalken Shackles during your untap step.
2,tap: Gain control of target creature with power less than or equal to the number of isaldns you control as long as Vedalken Shackles is tapped.
Rare
Very powerful, but should be uncommon. Reason is the more powerful card, seasinger, is an uncommon only.
IC, ok..
Joiner Adept 1G
Creature - Elf Druid
Lands you control have "tap: add a mana of any colour into your mana pool"
2/1
Rare
Son of a B! Damn this!
10/10
Bringer of Black Dawn 7BB
Creature - Bringer
You may pay WUBRG rather than pay Bringer of Black Dawn's mana cost
Trample
At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it.
5/5
Rare
Tutor every turn.. things keep getting better and better... at the same time, worser and worser... =P
9.5/10
Vedalken Orrery 4
Artifact
You may play nonland cards any time you may play an instant.
OK... O_O
Situation:
Opponent: Whoa... Vedalken Orrey... better be careful... that's whay HA!
DECREE OF JUSTICE + PEMMIN'S AURA + WIREWOOD CHANNELER + ANGER IN GRAVEYARD + ANOTHER ELF!!! ATTAAAAAAAAAAACKK MY ANGELSSSS!!!
You: Uh huh... tap 4 Plains... Wrath of God... ^_^
Opponent: I hate you...
10/10
Vedalken Shackles 3
Artifact
You may choose not to untap Vedalken Shackles during your untap step.
2,tap: Gain control of target creature with power less than or equal to the number of isaldns you control as long as Vedalken Shackles is tapped.
Rare
Hmm... sweet ^_^ but yeah, it shouldn't be rare cause it say its POWER... should be converted mana cost =P still decent
9/10
Mind if I do one?
Door To nothingness - 5
Artifact
Door to Nothingness comes into play tapped.
WWUUBBRRGG, Tap, Sacrifice Door to Nothingness: Target player loses the game.
"After you."
Rare
WHOA... Dude... I saw Phage and I was like wow... but THIS... THIS IS THE TURE INSTANT LOSS! Especially with THESE:
Channel the Suns - 3G
Sorcery
Add WUBRG to your mana pool.
"To some the birth of the fifth dawn was a sign of doom. To others it was a sign of salvation. But to all it was a sign."
Illus. Rob Alexander
84/165
Uncommon
Doubling Cube - 2
Artifact
3, T : Double the amount of each type of mana in your mana pool.
"The cube's surface is pockmarked with jagged runes that seem to shift when unobserved."
Illus. Mark Tedin
Rare
Composite Golem - 6
Artifact Creature - Golem
Sacrifice Composite Golem: Add WUBRG to your mana pool.
4/4
Unknown
Yikes... Also Wirewood + Pemmin's... sweet.
10/10 for the Door... so what because of the 10 mana cost? with the new cards, it's easy...
For Channel the Suns, plainly only for multi color decks... 9/10
Doubling Cube: Risky, but COOL with Upwelling... 8.5/10
Composite Golem: Again, multi... 8/10
Kenny_C.002
05-15-2004, 05:08 PM
I'll be doing the ratings of your cards once I'm done the draft that I need to do. The rules of my draft is simple: you don't know any of the cards other than the ones that have been officially released by Magic. So yeah, I'll rate them after, sorry.
Here comes the brokenness:
Auriok salvagers 3W
Creature - Human Soldier
1W: Return target artifact card with coverted mana cost of 1 or less from your graveyard back to your hand
2/4
Uncommon
This guy is peachy. With 1 black lotus, you have inifnite mana...With any spell bomb, you have 3W, draw a card (or 2W + appropriate colour of mana for its ability). Next, you can save all your bonesplitters, skullclamps, etc. with disturbing ease. Salvagers? Brokenness! :P
10/10
Infused Arrows 4
Artifact
Sunburst
Tap, remove any number of charged counters on Infused Arrows: target creature gets -X/-X, where X is the number of charged counters removed from infused arrows
Uncommon
Crap uncommon. With sunburst, the most you can have is 4 counters on the arrows. With that in mind, 4 (of like 4 different mana types!!!) to give -4/-4 is not very well done. I'd rather death pulse or something than this...btw, first tries with power conduit didn't make it any better.
5/10
Engineered Explosives X
Sunburst
2, Sac Engineered Explosives: destory all non-land permanents with coverted mana cost equal to the number of charged counters on Engineered Explosives.
Rare
Okay. Now crap rare. I'd have to say that this guy is wayyyyy too narrow. I'd rather have Pernicious Deed than this. btw, it can only blow up things up to mana cost of 5 unless you power conduit.
6/10
Relentless Rats 1BB
Creature - Rats
Relentless rats gain +1/+1 for each other creature in play with the name Relentless Rats.
A deck can have any number of cards named relentless rats.
2/2
Uncommon
HIGH potential for this card.
8/10
Endless Whispers 2BB
Enchantment
Creatures gain "When this creature enters the graveyard from play, choose target opponent. That player puts this creature card from the graveyard to play under his/her control at the end of turn."
rare
Phage anyone? Aside from that, you can remove your own creatures so your opponent won't get them. MWAHAHAHA! Oh, and tokens aren't affected by this (cuz they disappear after they hit graveyard). Extremely fun card to play.
8/10
Eternal Witness 1GG
Creature - Elf Shaman
When Eternal Witness comes into play, return target card in your graveyard to your hand.
2/1
Uncommon
Could creature slide make a comeback? If so, this lil' lady will be part of it. Aside from the cool picture (Rebecca Guay should have drawn this picture...), Eternal witness fixes the problem that slide has: no recurring instants. Now you can continuously cycle renewed faith, or cast starstorm without fear of not having it next turn. She's the Auramancer, Anarchist, Gravedigger, Scevenire, Cartographer, (artifact return guy), etc. in one. VERY powerful and I want 4 now.
most of the time: 9/10
Slide: 100000/10 MUST HAVE! INCREDIBLY BROKEN!
I'll be doing the ratings of your cards once I'm done the draft that I need to do. The rules of my draft is simple: you don't know any of the cards other than the ones that have been officially released by Magic. So yeah, I'll rate them after, sorry.
ok then...
Auriok salvagers 3W
Creature - Human Soldier
1W: Return target artifact card with coverted mana cost of 1 or less from your graveyard back to your hand
2/4
Uncommon
Whoo... nice... let's see... what can it get back:
Arcbound Worker
Skullclamp
Bonesplitter
Um... anything else?
Can't actually rate this appropriately cause' of the limitations I know =P
Infused Arrows 4
Artifact
Sunburst
Tap, remove any number of charged counters on Infused Arrows: target creature gets -X/-X, where X is the number of charged counters removed from infused arrows
Uncommon
Mech... sucky... in Arcbound decks though, I see potential plus Power Conduit...
Arcbound Overseer + Dross Scorpion + Power Conduit decks: 8/10
others: 6/10
Engineered Explosives X
Sunburst
2, Sac Engineered Explosives: destory all non-land permanents with coverted mana cost equal to the number of charged counters on Engineered Explosives.
Rare
This is not necessarily sucky... place it with Culling Scales + Darksteel Pendant... Engineered Explosives could be 1, 3 or 4... it can destroy Goblin and Elf decks too =P
for that kind of deck: 8/10
others: 6/10
Relentless Rats 1BB
Creature - Rats
Relentless rats gain +1/+1 for each other creature in play with the name Relentless Rats.
A deck can have any number of cards named relentless rats.
2/2
Uncommon
OMG... I want 30 of these... this would be really annoying with Soul Foundry lol
8.5/10
Endless Whispers 2BB
Enchantment
Creatures gain "When this creature enters the graveyard from play, choose target opponent. That player puts this creature card from the graveyard to play under his/her control at the end of turn."
rare
That's right, Phage y'all... but what do you mean "at end of turn"?
So example my Akroma died somehow, and my opponent gets it... at end of his turn, it goes back to me?
if that's the case: 9/10
Eternal Witness 1GG
Creature - Elf Shaman
When Eternal Witness comes into play, return target card in your graveyard to your hand.
2/1
Uncommon
O_O... O_O *rubs eyes* is it just me, or is MTG getting more broken every time they make a new set... this + Soul Foundry = Get Backers type of deck..
10/10
Kenny_C.002
05-16-2004, 04:54 PM
No. Endless whispers is something that makes all creatures go to opponents when they die.
So in this case, if your Akroma dies, she goes to the graveyard. You choose the opponent. That opponent gets her at the end of the turn she died in. Because of this, you can remove her from the game before she goes to your opponent's side. If somehow your Akroma dies a second time, your opponent would choose an opponent he/she would have, etc.
Either way, not too powerful here, just REALLY annoying with toekn decks (you don't give away anything) and mass destruction (insurrection for 4?) or removal of your own stuff so they don't get it (use like organ grinder or soemthing). If not, then just mass destruction for cultural exchange. :P
Kenny_C.002
05-17-2004, 11:27 PM
It's time for the next mechanic: Scry
Magma Jet 1R
Instant
Magma Jet deals 2 damage to target creature or player
Scry 2
Uncommon
A disappointing uncommon (should be common, like shocks). Anyway, when you play a card with scry, you can look at the top X (X being the number displayed with scry) and put them in any order on the top and bottom of your library. That's right. Need no lands? It's gone to the bottom.
The mechanic itself is applied as part of the spell, thus stifle cannot work into it. If the spell is countered, scry is countered also (like it's part of the spell). I heard there might be triggered scry, so stifle will work there. For drafting, this might be a big deal. but is it worth it for something like magma jet instead of using something better like...electrostatic bolt? I don't know. :P
Either way, the mechanic is okay. The card holding this, not okay. Shock is better, lightning bolt is strictly better, etc. (plus they are commons).
Card rate: 7/10 (still useful at times)
mechanic rate:
Limited: 9/10
constructed: 3/10
Hmmmm...
yup... if it was a common, way good... but uncommon?
7.5/10
Kenny_C.002
05-19-2004, 12:11 AM
Onward and upward! Next is a crappy rare! :P
Roar of Reclamation 5WW
Sorcery
Each player returns all artifact cards from his or her graveyard to play.
Rare
Simple little card with a mana cost that's so much, it's not even funny. Combo potential is there, but that's about it.
6/10 (combo potential)
Roar of Reclamation 5WW
Sorcery
Each player returns all artifact cards from his or her graveyard to play.
Rare
Er... um... ah... what's the combo here?
Rating for YOU = Artifact, opponent = no artifacts at all = 8/10
Otherwise = 6.5/10
Wait: Question about Endless Whispers:
Let's say your opponent has Phage and Endless out. He uses Barter in blood, but u have stifle in your hand. Sure, u can stifle phage's lose the game ability, but let's say you want th ability of the Endless Whisper to not activate, which one to you stifle?
Kenny_C.002
05-20-2004, 03:52 AM
Doesn't work. Since endless whispers is static and gives it to all creatures (this works the same way as glorious anthem), you can only stifle JUST the return part of 1 creature, or just phage's lose life ability. So no, if you meant to stifle so that no creatures come back, it's not possible. So stifling Phage's come into play ability is the only choice here (or not have phage come back at all...). Note taht if you watn the latter, you HAVE to stifle WHEN she goes into the graveyard. It's basically like stifling astral slide. You can only stifle when your opponent slides out, but you can't do a thing about the creatures coming back in, since it's not a triggered ability, rather static (aka it's part of the ability itself, only it's a second part).
Oh ok... can't argue there... next card pls? ^^; =P
Kenny_C.002
05-21-2004, 06:58 AM
Okay fine. Next one.
Rite of Passage 2G
Enchantment
Whenever a creature you control is deal damage, put a +1/+1 counter on it.
Rare
Everything becomes a fungusaur! Spikeshot now gains "R,T: put a +1/+1 counter on it". I mean, this enchantment is INSANELY POWERFUL in casual. btw, triskelion, if equipped with the scythe of the wretched, can deal infinte damage. Also on that note, pokers are good here.
9/10
tourney: 4/10 (costs too much)
Wayfarer's Bauble 1
Artifact
2,T,sac it: search your deck for a basic land and put it into play tapped. Shuffle library afterwards.
Common
Good card for mana fixing. it's basically a colourless version of far wanderings (w/o threshold). Very good in limited. Crap in tourneys. maybe alright in casual. Can be combo'd with the Salvagers to be evil.
1/10 tourney
8/10 limited
6/10 casual
Rite of Passage 2G
Enchantment
Whenever a creature you control is deal damage, put a +1/+1 counter on it.
Rare
O_O Now I see a use for Pestilence...
8.5/10
Wayfarer's Bauble 1
Artifact
2,T,sac it: search your deck for a basic land and put it into play tapped. Shuffle library afterwards.
Common
Whoo, nice... way nice land searcher
9/10
Kenny_C.002
05-22-2004, 05:22 AM
Ready for the first of the Beacons?
Beacon of Immortality 5W
Instant
Double Target player's life. Shuffle Beacon of Immortality into its owner's library.
Rare
WHAT???? Double life and it comes back for more? Having one of these practically means you'll never deck out? WTF is going on?
It's the first of the beacons, too. O_O
8/10 (cost)
Beacon of Immortality 5W
Instant
Double Target player's life. Shuffle Beacon of Immortality into its owner's library.
Rare
CRAP... Having the BEACONS means that you'll never deck out... unless all of them got countered or removed by someway from the deck or discarded by a change... but still!
8.5/10
Wait... so False Cure this and you win?
Kenny_C.002
05-23-2004, 04:56 AM
I'm not sure. Since it's doubling life, it being a life modifier and not life gain. I'm not sure whether the official ruling would be to MODIFY life count (which it seems to be at this rate), or gaining of life. But if you're at negative life, how would this work with gaining of life? Gain negative life? So I'm thinking it's most likely a life modifying card, where you set the life count at something else. keep you posted on that as soon as I get more on it.
but, isn't doubling basically also gaining life, since our Life goes "up"... Wizards better make a clearing about this...
Anyway, next card pls lol =P
Kenny_C.002
05-24-2004, 08:48 PM
Doubling Cube is finally released. So it's quite acrazy card itself...
8/10
Yes indeed... doubling cube + upwelling = oober mana... naturalize it upwelling though, u die faster lol...
rated it before... next card please... ^^;
Kenny_C.002
05-28-2004, 02:58 AM
Since 5th dawn is in full swing, I'll be doing the "random" part of the random card of the day.
Battlefield Medic 1W
Creature - cleric
Tap: prevent X damage to target creature until the end of turn, where X is the number of clerics in play.
1/1
Common from Onslaught
A solid 1/1 that cannot be killed by conventional burning methods as easily. Quite possibly one of the strongest 2-drops for clerics. I think the power of this card might be a little overshadowed by the 1-drops like weathered wayfarer, mother of ruins, nova cleric, etc. Anyway, this + lots of clerics = I can take a LOT of damage lol. This card is part of the wall of clerics that one builds, and this guy can hold this wall longer. *beware of wrath...be good to bidding*
7/10
Non-clerics: 3/10 (prevent 1!)
Lol, finally ^^; =P
Battlefield Medic:
Pros:
- cheap
- great for defense
Cons:
- purely for cleric decks, or cleric/zombie or cleric/zombie/myrs (tried it =P)
Overall: Good... especially Beacon of Destiny + Battlefield Medic + more clerics + enchant creature that gives protection from a color + Ivory Mask = ALMOST inpenetrable defense...
8/10 for clerics decks
otherwise, 3/10
Kenny_C.002
05-29-2004, 05:17 AM
Next card:
Seasinger 1UU
Creature - Merfolk
If you control no islands, bury seasinger.
You may choose not to untap seasinger during your untap phase.
Tap: gain control of target creature whose controller controls any islands as long as you control seasinger and seasinger remains tapped.
1/1
Uncommon (from 5th edition and some other set, also uncommon)
Rule setting: Seasinger only checks if the opponent has islands when her ability is used. Once she controls the creature, it does not matter whether the opponent has an island or not. If she somehow becomes untapped, creature goes back. If she dies, the creature goes back. If she gets removed from the game, the creature goes back. Heck, if she leaves play, the creature goes back.
Best quarter I've ever spent on magic. Seasinger is undoubtably stronger than the vedalken shackles (control creature), and most merfolk decks run 4 of these missys and lots of land changers (guess to what?). Anyway, she's one hot creature of the old days, and still is unbelievable in blue control. Sadly, I only have 1.
*note that she has "Johnny" written all over her*
8/10
OMG...
got... to... have... her... in... control deck...
Pros:
- 1UU for 1/1 is nothing
- Possibility of control for more than 1 turn =P
Cons:
- opponent has to have an island?
Overall: SWEET... plain sweetness
9/10
Kenny_C.002
05-30-2004, 02:45 AM
Next Card:
Snow-Covered Swamp
Basic Land
Tap: add B to your mana pool
Ice Age Basic Land (common?)
Ruling:
There is no limit to the number of Snow-Covered Swamps in your deck. It counts as a basic land. It is considered as a swamp, therefore swamp-walk still works on it. It does not count as a swamp, however.
OMG! MOST BROKEN CARD IN ALL OF ICE AGE ALONG WITH THE OTHERS! DECK STAPLE RIGHT HERE!
I mean, just like a basic land.
10/10
Kenny_C.002
06-02-2004, 03:20 AM
Next Card:
Entomb B
instant
Search your library for a card and put that into your graveyard. Then shuffle your library.
Rare - Odyssey
An uber powerful card with incredible synergy with cards that use threshold or reanimation. This card is indeed on the banned list because you can bury ANYTHING for 1 mana (it's a tutor...for 1 mana). Definitely a strong card with too much potential.
10/10
Kenny_C.002
06-03-2004, 01:32 AM
Next card:
Bringer of White Dawn 5WW
Creature - Bringer
You may pay UBRGW instead of paying Bringer of White Dawn's casting cost to play it.
At the beginning of your upkeep, you may put target artifact card in your graveyard into play
5/5
I'm not sure if it has first strike or not, but it really doesn't matter. Entomb mindslaver + play bringer = you're dead. Of course, you have 5 turns to kill me. lol
Anyway, high potential card that can work out with many machine cards, etc. This card is likely one of the best cards from 5th dawn that is a rare.
8/10 (cost too much as usual lol)
Kenny_C.002
06-04-2004, 03:38 AM
Keeping it rolling:
Carrion Feeder B
Creature - Zombie
Carrion Feeder can't block.
Sacrifice a creature: put a +1/+1 counter on carrion feeder
1/1
Scourge common
A very solid black common from scourge. Its ability to put +1/+1 counters via sacing (let's say...tokens) is valuable in many ways. It's a common and is worth the price ticket for it, being a fast drop and doing so much at the same time.
*note: essential part of Zaffinity (Zombie Affinity, the archtype I made up lol)
7/10
9/10 for Zaffinity
Kenny_C.002
06-07-2004, 03:19 AM
Taking a break from the serious cards.
Look at me, I'm the DCI! 5WW
Sorcery
Ban target nonland card.
Rare from Unglued
errata: all players remove all copies of this card from the game, whether it is on the field, in the graveyard, in the hand, or in the deck.
Note: not tourney legal at all
Funny fact: Apparently it's Mark Rosewater's drawing, but I refuse to believe it. Either way, it's a definitely good card for MaRo to sign along with the card Maro itself. :P
YEAH! BAN THAT BURNING WISH!
3/10
Kenny_C.002
06-08-2004, 04:44 AM
Today it's a 5th Dawn card!:
Door to Nothingness 5
Artifact
Door to Nothingness comes into play tapped
UUBBRRGGWW, tap, sac Door to Nothingness: target player loses the game.
Rare, 5th Dawn
O_O
*lets it sink in*
You have 1 turn to live, when I play this. Go.
Usually it's either the person conceding or they oxidize/disenchant/naturalize/justice/shatter it. So as a single card, it's pretty bad. I mean, 5 is good for the main cost, but 10(!) to activate? Specific mana?
Anyway, ways I've found to make this mana:
Dawn's Reflection x2 + 4 lands + doubling cube
10 mana (1 blue, 1 green) + Channel the Suns (or whichever makes the 5 mana taht costs 4...composite golem might work) + doubling cube + twiddle + door = 1 turn kill
^ Yuck
Well either way, it's NOT quite funny as a card. It's just dangerous, that's all.
6/10
LOL... omg, you've been doing this all by urself... haha ^^;
Next Card:
Entomb B
instant
Search your library for a card and put that into your graveyard. Then shuffle your library.
Rare - Odyssey
PURELY for reanimation... otherwise, it sucks...
Reanimation: 20/10
other decks for who-knows what: 5/10
Next card:
Bringer of White Dawn 5WW
Creature - Bringer
You may pay UBRGW instead of paying Bringer of White Dawn's casting cost to play it.
At the beginning of your upkeep, you may put target artifact card in your graveyard into play
5/5
Never thouhgt of the Mindslaver/BOTWD... hmm, ^_^; anyway, it's nice... really high for pure white decks though, but really handy if u pay the BURWG cost.
Other nice possibilities:
Bottle Gnomes
Myr Moonvessel/Cathodion
Welding Jar
the Replica set from Mirrodin
who knows what else =P
for pure white: 6/10
for sunburst/all 5 colors: 8.5/10
Keeping it rolling:
Carrion Feeder B
Creature - Zombie
Carrion Feeder can't block.
Sacrifice a creature: put a +1/+1 counter on carrion feeder
1/1
Scourge common
Zaffinity o_O? lol
Anyway, actually nice only for sac decks... but nice decent common
7.5/10
Taking a break from the serious cards.
Look at me, I'm the DCI! 5WW
Sorcery
Ban target nonland card.
Rare from Unglued
Ha! DCI! BAN ________________
Platinum Angel
Arcbound Ravager
Skullclamp (which is actually NOT yet banned, but will be in a few weeks)
Isochron Scepter
Panoptic Mirror
Plated Slagwurm
Seismic Assault
Patriarch's Bidding
Birds of Paradise
Joiner Adept
Bringer of the Blue Dawn
Bringer of the Black Dawn
and the list goes on =P
such a shame it costs 7... who cares if it's not tourney legal =P
6/10 in any case
Today it's a 5th Dawn card!:
Door to Nothingness 5
Artifact
Door to Nothingness comes into play tapped
UUBBRRGGWW, tap, sac Door to Nothingness: target player loses the game.
Rare, 5th Dawn
Hmm... let's see... what could be useful for this...
Joiner Adept
Birds of Paradise
Dawn's Reflection
Channel the Suns
Composite Golem
Doubling Cube
Upwelling
But nothing beats:
GEMSTONE ARRAY
REALLY dangerous if you let it just sit there and let your opponent store mana. But... funny... in Magic Workstation... someone used this on me...
Player removes 8 counters from Gemstone Array
Player taps Forest
Player taps Mountain
Player taps Door to nothingness
Player: u lose...
Me: No...
Jet taps Island
Jet plays Stifle from hand.
Player: Ha... you're only delaying the inevitable...
Jet: We'll see...
Player: Pass
Jet draws a card
Jet puts a counter on Aether Vial (7 counters)
Jet taps Aether Vial
Jet plays Memnarch from hand
Player AW SH*T
Player Lost
LOL... funny... anyway... for the card: 7/10
Kenny_C.002
06-09-2004, 12:28 AM
Ummmm..but you DO have to sac the darn door to use it, but it's only a small bump, I guess.
Being the extremely evil guy I am, I'm going ahead.
Paradise Mantle 0
Artifact - Equipment
Equipped creature gains "tap: add one mana of any colour into your mana pool"
Equip 1
Uncommon, 5th dawn
It's practically a "make your own bird". This guy plus an ornithopter is like a birds, except it's got one more toughness (it's like paradise-thopter). This guy is just as good as any other mana accelerators costing 1, and is highly recommended for ppl too poor to get the birds (I mean, it's 1/26th of the birds' price tag).
Yup, the poorman's birds is finally here, and she's a darn good one.
*Ish trying to break it*
7/10
Kenny_C.002
06-10-2004, 12:00 AM
Next card (hey it's random):
Glory Seeker 1W
Creature - Soldier
2/2
Common from Onslaught,8th
Ummmmm.....2/2 for 2 isn't half bad. Better at drafts and stuff, and it's worth nothing in terms of constructed. nuff said.
4/10
Kenny_C.002
06-10-2004, 04:56 AM
YEAH! I'm doing tomorrow's card today...well actually like next hour's card.
Something from Visions! lol
Card Title: Griffin Canyon
Color: Land
Type: Land
Cost: n/a
Pow/Tgh: n/a
Card Text: TAP: Add one colorless mana to your mana pool.
TAP: Untap target Griffin. That Griffin gets +1/+1
until end of turn.
Artist: Stuart Griffin
Rarity: Rare 1
CRAP RARE YEAH! It's a land that untaps griffins. Let's take a long look at the griffin list and then come back. No, the griffins are all crap. So it's a land that makes colourless mana! YEAH! COMBO WITH BLOOD MOON! lol
3/10
Kenny_C.002
06-11-2004, 09:50 PM
Next card:
Dueling Grounds 1GW
Enchantment
Only one creature can attack each turn.
Only one creature can block each turn.
Rare - Invasion
A powerful enchantment that virtually eliminates all weenie strategies. Single Timmy strats still work, but they tend to be taken out by a HUGE blocker anyway.
8/10
Kenny_C.002
06-12-2004, 05:10 AM
I have no idea when I post nowdays. lol
Here's the first "versus" COTD rating:
Vendetta B
Instant
Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness
Common from Mercadian Masques
versus...
Devour in Darkness BB
Instant
Destroy target creature. It can't be regenerated. Youlose life equal to that creature's toughness.
Uncommon from 5th Dawn
versus...
Innocent Blood B
Sorcery
Each player sacs a creature
Common from Oddyssey
So yeah. My ranking is:
Innocent Blood > Vendetta > Devour in Darkness
I know this is a VERY difficult one to choose, but this is what i was thinking:
Innocent blood has the ability to kill any creature, even with protection from black. Also you do not lose life like the other two. Usually removing the rest of the creaturesk, you're left with the pro black that you can't deal with. Innocent blood takes card of that. Even sorcery speed makes this a worthy choice.
Vendetta and Devour in Darkness are essentially the same thing. The only difference is the cost and te small loophole in the effect (nonblack versus any). Vendetta costs 1 less to kill only nonblack creatures. It's okay, I mean, there aren't many black creatures to kill with vendetta to begin with. That 1 cost is going to make a difference. also, it's a common.
Ratings:
Innocent Blood: 9/10
Vendetta: 8/10
Devour in Darkness: 8/10
Kenny_C.002
06-13-2004, 01:49 AM
Now, more brokenness:
Black Lotus 0
Artifact
Tap, sac: add 3 mana of any one colour to your colour pool
Super/Ultra/Secret/Parallel/Ultimate Rare - Alpha/Beta/Revised/Unlimited
1000000000000000000/10
'nuff said.
Kenny_C.002
06-14-2004, 01:45 AM
Now to funny:
Goblin Mon Raiders R
Creature - Goblin
1/1
Common/Rare (WTF!?!?!?!???) from some early set that's not worth mention.
WTF? A rare?
Well anyway, it's a turn 1 drop, and pathetically worhtless outside of the turn 1 dropping.
4/10
Kenny_C.002
06-16-2004, 09:57 PM
Next:
Twisted Abomination 5B
Creature- Zombie
Swamp cycling 2
B: regenerate itself
5/3
Common from scourge.
Powerful common card. Notice the colour...it's meant to be a splash in draft. Anyway, I like this card for getting out of mana screwedness and when you're not mana screwed, he's got the darn big body to smash around with.
8/10
Kenny_C.002
06-24-2004, 03:12 AM
Onward!
Statecraft 3U
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
Rare - Mercadian Masques
I want like 1 more of these...
Anyway, an INSANELY powerful blue enchantment with an ability that belongs to WHITE (haha!). Its cost is 1 more than sandskin (white, from onslaught) and it affects all creatures you control (but cannot do it to opponent's creatures).
If you haven't figured it out yet, it's the mass chump-block machine of doom. You know the pest 0/1 tokens from nuisance engine? Suddenly they're multiplying and chump blocking your opponent's big creatures without dying. Then suddenly trample damage is reduced 1-by-1. Suddenly your 1/1s are super chump blocking machines of doom! YEAH!
Anyway, this is an incredibly powerful card for decks that don't use combat as a kill condition. Most blue decks don't have the speed to handle the initial onslaught. and even if they do, the slaps after from just attacking you (after your crappy attempts to chump block the opponent's creatures). Well with this you can REALLY stall. Very good for infinite combos...
8/10
Kenny_C.002
06-24-2004, 05:10 PM
Intruder Alarm 2U
Enchantment
Creatures don't untap during their untap phase.
Whenever a creature comes into play, untap all creatures
Rare - Stronghold/8th edition
OMG! Super duper combo maker is here! If you can't think of like 100 infinite combos with this, well...you can. I currently have a deck that runs like 5 infinite combos that all revolve around intruder alarm. This is indeed the perfect Johnny card.
10/10 for johnnys
5/10 for everyone else
Kenny_C.002
06-27-2004, 01:27 AM
And to the funny:
Trained Orgg 6R
Creature - Beast
7/7
w00t! He's a Timmy vanilla! No, it doesn't work.
4/10
Kenny_C.002
06-28-2004, 05:29 AM
WOW! ANOTHER!
Emporer Crocodile 3G
Creature - crocodile
If you don't control a creature other than emporer crocodile, sacrifice it. (sorry, don't have oracle text).
5/5
Rare - 9th edition (and like ursa's destiny, I think)
So a card that is in 9th edition, and a fine one indeed. Very high power-to-mana ratio with a large, but subtle drawback. So a terror might be barter in blood instead, but it's still a darn good croc to play with. Notice that he is a SPLASHING CARD because of its mana cost.
7/10
Kenny_C.002
07-07-2004, 04:11 AM
Well, moving on now.
Eon Hub 5
Artifact
Players skip their upkeeps.
Rare - Fifth Dawn
WOW! COMBO MANIA! CUMULATIVE UPKEEPS GONE! Most drawback upkeeps (like Masticore) gone. Even positive stuff like the Bringers lose effect! It's combo mania! YEAH!
10/10
real rate: 6/10 (really doesn't DO anything)
Kenny_C.002
07-09-2004, 05:18 AM
Cosmic Larva 1RR
Creautre - Beast
Trample
At the beginning of your upkeep, sacrifice Cosmic LArva unless you sacrifice two lands.
7/6
AHAHAHAHAHAHAHA!!!!! MAn, that balloon is funny. It cracks me up. btw, its little antenna at the bottom DOES touch ground and also our little man there is gonna get trampled over!
Combo with anything that give it haste and you've got ball lightning that has 1 mroe power. Combo this with crucible of worlds to minimize damage. Man, it's so funny, this card.
8/10 (a contender for sure if you give it haste)
Kenny_C.002
07-10-2004, 12:56 AM
Today, our card is about...pain and suffering. Okay, it's another Unglued card. lol
Card Title: Ashnod's Coupon
Rarity: R
Card Type: Artifact
Cost: 0
Pow/Tgh: n/a
Card Text: T, Sacrifice Ashnod's Coupon: Target player gets you target drink.
Errata: You pay any costs for the drink.
Flavor Text: Limited time offer. Void where prohibited. Limit one per purchase.
Valid only in participating duels. This coupon is nontransferable
and invalid if shattered, crumbled, detonated, pillaged, or
otherwise disenchanted. Cash value less than 1/20 of a cent. Offer
not valid in Quebec, Rhode Island, or where prohibited by law or
the DCI.
Wow! You get a drink! It's part of the best combo ever:
Coupon + Mindslaver + Auriok Transfixer + Donate
Figure it out if you don't know about this combo already. lol
10/10 (comic value/money maker...okay not much of a money maker)
3/10 (doesn't do anything other than a cheap artifact that doesn't do anything)
Kenny_C.002
07-21-2004, 12:46 AM
And now...Mercandian Masques.
Moment of Silence W
Instant
target player skips his or her combat phase this turn.
Common - Mercadian Masques
This guy's literally a holy day...except the "unpreventable combat damage" (do they even exist? Well if they do...) can't go through with moment of silence. Also you have to play this during a main phase, which can swing the game a little more differently.
8/10
Ashnod's coupon is the best! combine it with that card where opponent has to hold both hand together at all times and his/her top card form his/her library to the forehead and disaster will follow!!!
man, I wish I had Moment of silence...could really come in handy!
Kenny_C.002
07-22-2004, 04:01 AM
Yay! A Reader! YES ART! lol
And today, I'll talk about a remake card:
Keeper of Nine Gales 2U
Creature - Bird Wizard
Flying
T, tap 2 other birds you control: return target permanent back to its owner's hand.
1/2
Rare - Legions
My first thought was that this guy was insanely powerful. But I was wrong...badly. First of all, a 1/2 flying for 3 with a limited ability is NOT as good as a 1/4 flying for 5 with a less limited, but game-ending ability. IF the Keeper is jsut tap 2 other creatures, it would have been broken, but birds???? BIRDS??? Birds = its major weakness that made it sink. Well...also the fact that shocks kill it...but still. lol
Anyway, it's a tough card to use, but it's a fun card nonetheless.
6/10
Kenny_C.002
07-22-2004, 05:49 AM
It's time....for RED COMBO MANIA!
Okay. My card today is probably reviewed before, but I'll do it again if I did! It's undoubtably one of my fav. rares from 5th dawn (5th dawn has a pretty weak set of rares compared to darksteel).
Anyway without further adieu:
Ion Storm 2R
Enchantment
1R, remove a charge counter or a +1/+1 counter from a permanent you control: Ion Storm deals 2 damage to target creature or player
Rare -5th Dawn
Now you may all sigh out loud. And now you may start thinking why I think this card is cool and everything and that you threw at least 3 copies into that shoe box. Well I'm not a red fan, but this guy makes the Johnny in me say "MOMMY!"
Stats:
Technically speaking, Ion Storm's main cost is a little high. Should have been 2 (that is...RR instead of 2R) in terms of costing. This makes a VERY difficult situation with non-mono-red decks. And who said I'm not using mono-red? Either way, the cost is still very good for its worth.
Its ability is at the right cost. If it costed 1(ie R), then it would have been too powerful. It's just right here.
Problem with this card is that multiple copies don't do anything most of the time. The only thing I can think of is probably point removal that would stop this. Otherwise....no.
Combos:
Baby, this card is MADE for combos!
Combo 1: War Elemental
Okay. Remove 1 counter from the elemental to deal 2 damage. Then put 2 counters on the elemental. I say it's a DEAL!
Combo 2: Talon of Pain (requires 1 counter on it at least)
Same idea. You remove 1 to deal 2 damage and get back more counters for you do deal more damage with.
Combo 3: Sun Droplet/Blood Hound + painland/city of brass
You know, by the time the Droplet hits, your oppoent is either smacking you silly or your opponent won't even bother trying to hit you. Okay, I'll just damage myself so I can storm your butt. btw, it's advised that you have at least 2 droplets before attempting this stunt. Blood Hound you are still slapping yourself tho with pain, so I don't consider recommending it.
Combo 4: Arcbound Overseer
Ha! I GET counters anyway! Put it to good use by shocking something and then swing for 6 please! If you have more arcboundness, it's more FUN!
Combo 5: Quicksilver Fountain + Power Conduit
I'm sure everyone's heard of THIS combo before. It doesn't matter which artifact you put the charge counters on, but you get to storm! :P
Combo 6: Aether Vial
Remember how annoying it is when you have 5 counters on the vial and you have 4-mana creatures after you've sent out that 5-mana guy? Well now you can storm their butts and play those 4-mana guys for free! YAY! btw, free shocking here too.
Combo 7: Chimeric Egg
They play a spell, you get an extra burn. Fair exchange! :P
Combo 8: Gemstone Array
Really, it's 3R (or 5), shock something. Man, and you can split the payment to 2 and then 1R! That's crazy.
Combo 9: Solarion
Well, double the counters and then storm them and then double the counters...
Combo 10: Rite of Passage x2 + Fungusaur
I like this one. You just keep pumping damage into the stupid fungusaur and he just keeps getting bigger and bigger. also the fact that he kinda is self-propelled in terms of paying the counters too.
Combo 11: Energy Chamber
Same as the arcbounds, except cheaper and less degenerate.
Combo 12: Anything that can steal artifacts
Really, steal them artifacts to power your storm! It's brilliant! You can even steal that arcbound guy with 3 counters on him to kill himself! hehe
Combo 13a (we need to go INFINITE you know...):
Intruder alarm + Nuisance Engine + Vedalken Engineer x2 + Gemstone Array + Aphetto Alchemist + Ion Storm (+ Grinding Station + longbow) = infinite storming AND Grinding (AND POKING!!!)! YAY! *thinks for cluster deck again*
Combo 13b:
Aggrevated Assault (the enchantment from onslaught) + creatures making a total of 6 mana + gemstone array + ion storm = infinite combat phase + inifnite storming.
YEAH! 13 combos! lucky! :P
Overall, this card is genius and should definitely be heard by all the people. USE IT! USE IT GOOD!
And may your ravager be sacrificed for 30 damage too.
keeper of nine gales totally sucks. really, it's a piece of crap.
4/10
Ion storm (which is worht 4 Euros) is quite a good card with a lot of possibilitys.
8/10
:D you posted a lot without anyone commenting, but I plan on keeping up with this thread so keep at it!
Kenny_C.002
07-23-2004, 02:45 AM
Okay then. lol
Next card:
Back to the old days of brokenness:
Lightning Bolt R
Instant
Lightning bolt deals 3 damage to target creature or player.
Common (many sets)
Strictly better than the stupid shock we're getting. Anyway, the lightning bolt had a history with juggernaut (its name was "lightning rod" at that time) and was the driving force behind many red decks (well...many red decks use them). This baby is just too strong for a 1-mana removal plus burn spell, so now it's gone...until red becomes crappy.
Stats:
The 1 mana cost is nothing to sneeze at, along with the damage that makes it very powerful. The fact that it's an instant made it almost degenerate. Almost.
Combos: No combos.
10/10
Lightning bolt is a real good card and it's worth 20 bucks in the Limited Edition Beta series! It looks like crap though. Oh god, I wants the juggernaut! I just constructed my artifact deck, which is starting to look like an all-color deck :oops:
Kenny_C.002
07-25-2004, 02:03 AM
hehe. I only have 2 juggernauts tho. Both in my red deck. I'll actually post it, as it's a very good budget deck. :P
Next card:
Samite Healer 1W
Creature - cleric
T: prevent the next 1 damage dealt to target creature or player until the end of turn.
1/1
Common (many sets)
Yay for the healer! ICON!
Stats:
1W for a 1/1 with a preventing ability is...lacking. I mean, a converted mana cost of 2 can buy you 2/2s with more offensive abilities (like the knights) or something like a 3/1. 1/1 just doesn't cut it. The ability is good for beginners, but preventing 1 is no longer an option in most games (even casual/beginner games).
Combos:
Well you can combo with painlands so they don't hurt you. But usually you use it to prevent oncoming damage or other ways of self-damage. 1's just not enough tho...
7/10 (that's cuz it's an icon. the actual rate is about a 4/10)
luvky you, i have 0 juggernauts :cry:
symite healer.. blegh.
1/10
Kenny_C.002
07-26-2004, 04:02 AM
It's only uncommon anyway. Shouldn't be too hard to pull one off a booster either (unlike clamps...).
Next day, next card (I'm still in old skool phase):
Flailing Soldier R
Creature - Soldier
1: Flailing Soldier gets -1/-1 until the end of turn. Any player may use this ability.
1: Flailing Soldier gets +1/+1 until the end of turn. Any player may use this ability.
2/2
Common - Mercadian Masques
hehe. A feature from my budget deck. He was probably one of the last-cut guys that just barely made it.
Stats:
A 2/2 for 1 is a deal in every way. Sure this guy's still not as good as the jackel pup or lion, but he's a COMMON and he can be pumped.
Of course, the downside to him is that he could easily deflate from your opponent's mana input and possbly die from it. But it's a risk to take with red. If your opponent doesn't consider him a threat, you just keep attacking. As long as you have enough mana to counteract their subtractions, they're not going to do anything. Besides, you only want him to attack like twice before you let him die anyway.
Combos/uses:
Infinite mana combos work very well with him. Great mana output for excess mana.
Usually, you want him to be an overpriced shock (ie use him to attack twice), so it really doesn't matter once your opponent actually has mana to spare to kill him, since he's done his job anyway (turn 4, he dies). If not, by all means trade for the lion/pup they have if anything happens.
Notes:
As well, this is an excellent multiplayer card, as he can hardly die when there are other ppl who want him alive for their interest anyway.
Great card on the red side. "Look, he swings for 2! For 1 mana!"
8.5/10
This card rules: I tap a mana to make it 3/3
I tap to make it 2/2 and another one to make it 1/1
I tap all my mana to make it a 5/5
I tapp the rest of my mana to make it a 4/4
It's cool and doesn't cost much. 8.5/10 is probably fair!
Kenny_C.002
07-28-2004, 12:53 AM
And onward to non-mercadian masques!
Oxidda Golem 6
Creature - golem
Affinity for mountains
haste
3/2
common - darksteel
Ah yes, the gem of budgetness: the affinity golems.
Stats:
Anything costing 6 and has a small body should either have some wicked ability or it should be at least game-affecting. In this case, it's the wicked ability. I don't know about you, but a 3/2 haste for 3 is a deal however I look at it. As I said, these guys are designed to be mono-coloured AND are designed to be really good for mono-coloured decks.
Combo:
Ummmm....rush? I mean, a turn 1 spark elemental, turn 2 shock + sparky, turn 3 golem and you're looking at 9 damage on the first 3 turns. Sweetness. There are absolutely no combos that I could think of other than something like words of wind (where you can bounce his guy and then play him for very little, but he has haste to swing around). Other than that, I don't know. Well either way, it's quite a strong card to invest in. Probably second-best, just a little weaker than razor golem (3/4 for 3 is like a Brushhopper...WOW.).
Overall rating: a broken 8/10
I have a few of these.. yes, it goes great in a mountain deck. (like a tangle golem in a forest deck) so it's pretty cool. and haste.. :biggrin: I love haste.
Downside is I wouldn't use it in anything other than a mone mountain deck...
7/10
Kenny_C.002
07-29-2004, 12:35 AM
Yeah. Next card! :P
Something new today? Nope. Something mysterious? Nope. Legendary? Sure, why now?
Akroma, Angel of Wrath 5WWW
Creature - Angel
Haste, trample, first strike, flying, pro red, pro black
Attacking doesn't cause Akroma, Angel of Wrath to tap
6/6
Rare - Legions
Ummmmm....AKROMA'S GOT NO MAMA (like quite literally, she was created by some guy named Ixidor).
Stats:
6/6 flying firststirke trample haste pro black pro red for 8? That's a DEAL! lol
Angels get the benefit for some reason to be big and powerful for a fraction of what it really costs. Akroma hits the dot. I don't think there is that much to say about Akroma anyway...
Combos:
Nope. No combos.
Buried alive + zombify = turn 4 akroma. Now leave my Akroma alone!
"No rest. No mercy. No matter what." ~flavortext
Yes, quite a sexy card indeed. All those abilities.. I want that card! problem is, it's worth 12 bucks =\.
It's kind of a cranked up version of Angel of Retribution (which I so happily own once again after I traded it. /me got profits!).
I'd say.. 9.5/10
Kenny_C.002
07-30-2004, 02:44 AM
It's okay man. I had to trade off my mint condition Leonin Shikari for a less-than-good condition Akroma. Ouch...decision as tough as the NEXT card I'm having (since i love the Masques block so much, right?).
Avatar of Woe 6BB
Creature - Avatar
If there are ten or more creature cards in total in all graveyards, Avatar of oe costs 6 less to play.
Fear
T: destroy target creature. It can't be regenerated.
6/5
Rare - Prophecy
Did I mention that the avatar is the most expensive precon card ever to grace magic? Yup, the sacrifices for the Avatar...I remember all my swords...
Stats:
Okay 8 for a 6/5 fear has always been less than stellar. Let's throw in the ability. Now it's quite powerful, but its cost is still too high. We'll throw in the condition so that it costs 2.
Okay I'm sold. Umm.......Reanimation anyone? How about...dumping a lot of creatures into the graveyard? Yeah, I'm sold.
So use her once and I get a 1-to-1 trade. Twice and I'm at an advantage? Sweet. :P
Combos:
Now think of this: buried alive + patriarch's bidding = 3 woes staring at your opponent's face. That would be scary indeed...unless they have goblins with haste which will trample right through (and in that case, my opponent will thank me for the win). Yeah.
I'm sorry to say this but: Tolarian winds MIGHT actually do something (tho attunment probably would kill it...I'd rather draw 3 and discard 4 than to discard my hand and draw that many minus the winds).
Nope, don't feel combos coming up. Not sure why Timmys are showing up lately too.
9/10
Kenny_C.002
08-01-2004, 04:16 AM
WHEEE!!!!
Since I'm still in "rare" mode...
Burning Wish 1R
Sorcery
Choose a sorcery card from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game.
Rare-Judgement
Note: You can only wish for cards in your sideboard in tourneys
Note: You can wish for any sorcery card (ones that you don't have even) in casual games. although generally restrictions are made depending on the groups.
Restricted in Type 1
Stats:
2 to fetch essentially any sorcery? Sign me in!
Common Red Sorceries that might be of interest:
Echoing Ruin
Pyroclasm/Cave in/Flamebreak
Obliterate
Decree of Annihilation
Other:
Balance
Wrath
Armageddon
Asunder
Upheaval
Decree of Pain
Zombify/Breath of Life
Buried Alive
Replenish
Combos:
Mirari: basically you pay 3 more and call "burning wish" on one of the wishes. You get your wish BACK!
Panoptic Mirror: continuous wishing
Yeah. Nothing to say except IT'S SO DARN BROKEN!!!!!
10/10
Kenny_C.002
08-03-2004, 10:13 PM
Wahoo! *in Klonoa mode...okay, Presea is still so darn cute in Klonoa mode*
Loopdy do!
Anyway, got some blue dragon shields from the game store. It was a buck more expensive than Ultra-Pro, so I checked it out.
My verdict: Ultra-Pro should be more like these guys (Arcane Tinmen). In the shuffling category, the Dragon shields shuffle better than Ultra-pro, thothere are some problems with slight *snapping* sounds that don't actually do anything. However, I think overall Ultra-pro, with the rougher backing, works better.
Onto durability (more important). To tell you the truth, bigger IS better in this case. Why? since the more material there is, the more wear and tear it can handle before crumbling. My verdict on this? Dragon shields are at least 30% thicker than Ultra-pro. In a standard 60-card deck, the ones with dragon shields stack higher than the Ultra-pro cards. So it's a 5% increase in thickness, which is roughly 2% more durability.
Long-term Durability: you lose about 20% of your shields in a single year for hte new Ultra-pro stuff. The old stuff is at about 10% (good number). I'll come back like a year later for the dragon shields. I'm thinking I'm looking at about 5 to 10% rate tho. However, I might be wrong since Dragon shields shuffle much more easily than Ultra Pro.
Place of production: Tinmen made their shields in EC (where IS that? All I know it's not in China. From the guys who sold it to me, they say that EC is somewhere in Europe), whereas Ultra made theirs in China.
Coolness: really, what's cooler than a metallic blue back? Them draggy shields are pretty cool with that. I heard all the colours run that metallic look. Ultra-pro has the same cool look for some of their products. The gold and silver I particularly liked.
Variety: Ultra-Pro KILLED Draggy Sheilds here. I've never seen more selection in protective shields. However, quality over quantity, I say.
Verdict: For a measly buck more (I didn't need to add tax. HAHA), you get a box and generally better quality shields (as I said, they have 5% more material in them than Ultra-Pro). And btw, this is in Canadian dollars (it's like paying 70 cents more for 5% more material...for all 100 shields). Dude, if this thing works out for the whole year, I'm buying straight Dragon shields (and forget Ultra pro). Also the fact that you have a box to go with the shields (box holds a deckand its sideboard) is sweet.
*note: some of the experts (aka shop owners) did actually praise these shields. However, they hated the ultra pro shields. Go figure.
Arcane Tinmen website:
www.arcanetinmen.com
And onto the next card!
Myr Moonvessel 1
Artifact Creature - Myr
When Myr Moonvessel is put into a graveyard from play, add 1 to your mana pool.
1/1
Common - Darksteel
Seriously, gotta take a break from brokenness and head to the common box (first one I took out from that box, so here it is!)
Stats:
1 for a 1/1 creature is actually pretty good. However, with better alternatives in practically every colour (lion, spark elemental, carrion feeder, treetop scout, nothing in blue), it's actually difficult for this little guy to survive in the big lake of 1-mana creatures. On top of that, he's an artifact and is even more vulnerable than the other coloured guys. Sorry, but he's in the backseat.
Combos:
I can't think of many combos that run this guy, but i'll just show one:
Soul Foundry + moonvessel + dross scorpion + (mega)atog = inf/inf (mega)atog. Pretty good for a 4-piece combo really, since it goes to infinity without actually starting up with anything weak, except for the vessel and the scorpion (but the vessel itself, on large scales, are actually pretty good). For this combo, you can use the 3/3 for 3 (same ability as moonvessel, except it's 3) from Mirrodin. But since we're talking about the vessel only...
Searching for combos: This deck can run teh 4 cathderals (I think that's what they're called) and 4 moonvessels to maximize the chances at having one when needed. The atog and megatog can both go in for more possbilities. The 4 dross scorpions and 4 foundries might be a problem (but it's just as easy to add an additional colour to help it out). Yeah. it's not a bad deck to play around, as the combo pieces individually (except for the vessel and the scorpion) are actually good on their own.
card rate: 3/10
Kenny_C.002
08-11-2004, 04:20 AM
Today we explore the brokenness of the Ursa Saga block...with a common.
Priest of Titania 1G
Creature - Elf
T: add G for each elf in play.
1/1
Common - Urza's Saga (or was is the second set? crap I don't remember)
Okay. Rebecca Guay card right here. I mean, I'm celebrating the fact that she is returning...
Stats:
Okay, a 1/1 for 2 is less than stellar. But thinking about it, you can REALLY pump out the mana with the Priest (turn 1 llanowar elf, turn 2 priest + elf, turn 3 you have 8 mana to work with). So really she is like a battery except with more power to pump mana than one of them cloudposts. Don't bother with her for attacking.
btw, she's worth 5 bucks up here (roughly 3 to 4 bucks american).
Combos:
Ummm....fireball? I dont' know. Things that make a lot of mana...well need an outlet for mana (any outlet is fine).
Verdict:
9/10
She is THE BEST 2-drop for mana accel EVER to be created in the game right now (see not many mana accelerators in other colours come at 2 mana costs. Dark ritual = 1 mana...Seething Song = 3...etc.) and she darn sure beats the living daylights out of your standard 2-drops in terms of mana accelerators RIGHT NOW. btw, the only guy to ever come close to the priest is none other than wirewood channeler.
Kenny_C.002
08-13-2004, 05:27 AM
Okay, since I had some stuff, I'll go for something from Exodus today:
Survival of the Fittest 1G
Enchantment
G, discard a creature card: search your deck for a creature card, reveal it, and put it into your hand. shuffle your library afterwards.
Rare -Exodus
1...2...3....HOLY MOTHER OF BROKENNESS!
Stats:
Costing 2 for the survival plus 1 for activation to TUTOR FOR ANY CREATURE has been known to be broken. Do I ever have to speak so much about its stats since it's so broken?
Combos:
Squee, goblin nabob: actually this card went side-by-side with survival in the dreaded tradewind rider deck back in the day. His ability to come back for more discarding is just too powerful even by today's standards.
Counterspell: probably so weird that I just have ot metnion it...you need to counter their crap to keep survival on the field (so you can tradewind/morphling easily).
*note: really there aren't that many combos that you can think of for a tutor...but just showing off the deck that used it back in the day. I'll actually post it when I get the deck list (in a mag I had a long time ago).
10/10
Kenny_C.002
08-15-2004, 04:25 AM
I promised. I will deliver:
Original Tradewind-Survival
Creatures (20)
4 Birds of Paradise
1 Deranged Hermit
1 Morphling
1 Ophidian
2 Quirion Ranger
1 Spike Weaver
1 Squee, Goblin Nabob
4 Tradewind Rider
1 Uktabi Orangutan (HA! TAKE THAT VIRIDIAN SHAMAN!)
4 Wall of Roots
Spells (24)
4 Brainstorm
4 Counterspell
4 Force of Will
2 Impulse
4 Land Grant
2 Mana Leak
4 Survival of the Fittest
Lands (16)
6 Forest
5 Island
1 Savannah
4 Tropical Island
SB (15)
4 Back to Basics
1 Bottle Gnomes
1 Daring Apprentice
4 Emerald Charm
1 Guilded Drake
1 Masticore
1 Monk Realist
1 Spike Feeder
1 Uktabi Orangutan (Viridian Shaman now!)
I'm now holding the oracle for T-2...3 years ago. lol
Elfhame Sanctuary 1G
Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skill your draw step this turn and shuffle your library.
Uncommon - Invasion
And Invasion power! MWAHAHAHAHAHA!!!! I've been in the extended side for a while huh?
Stats:
1G to garantee your land draws (however does not garantee non-land draws like abundance...costing at 4...and abundance is drawing replacement, meaing it's still better than the sanctuary). It's really THE best mana acceleration card without mana accelerating there is (better than abundance in this case, but less combos to go with due to costing). As you can see, I compare this with abundance a LOT.
Combo:
Obliterate/armageddon: Get land. Obliterate. Recover as your opponent doesn't. anything else?
See how much less interesting this guy is? lol
8/10
It's been a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONNG time ei Kenny? lol, looking at the previous posts, you've changed a lot haha
Elfhame Sanctuary
Hmm, nice sweet card.. yeah, you got no lands, this is the cure... Obliterate + this is cool... obliterate + march + ingot + this is better =P
9/10
Kenny_C.002
08-18-2004, 02:46 AM
YES JET! WELCOME BACK! I hope you like the new structure I gave it. Kinda gives the card more insight or something.
Well might as well go with the card I'm raving against the sanctuary...
Abundance 2GG
Enchantment
Whenever you draw a card, you may choose land or non-land. If you do, instead reveal the top card of your library until you reveal a card of that type, put that into your hand, and put the rest of the cards to the bottom of your library in any order. (sorry guys, don't have oracle text)
Rare - (don't remember the set off the top of my head)
Guys, it's REPLACING card drawing...
Stats:
Ouch. 4 mana is nothing to sneeze at. Then again, Explosive veggies cost 4... So as I was saying, this enchantment lets you draw a land if you want...or not draw a land if you don't need it (wow!). In terms of raw power, Abundance > sanctuary. In terms of cost? hahaha!
Combos:
Sylvan Library: Old skool! It's like drawing 3 cards per turn FOR FREE (due to replacement clause of the Library's draws).
Obliterate: more expensive tha sanctuary.
NOT combo with Brainstorm: you still have to put 2 cards back on top.
low-land decks: get the land quickly
High-land decks (who'd run 50 lands?): get the non-land permanent quickly.
All in all, it's definitely a better card than sanctuary in terms of raw power, but it's double the cost. I'll have to give it an 8/10. (ummmm.....I'd like to give it 10/10 because RG drew it...)
lol, ok
Abundance...
Nice again, but, Sylvan Library is NOT free... 4 life is a pretty hefty cost is u ask me...
But for me, Elfhame Sanctuary > Abundance
sure, Abundance may let you choose on which you draw, but sanctuary is faster and more reliable on searching... but yes, I have seen the power of abundance in MWS (damn pernacious deed...)
8.5/10
Oh, Out Of Topic, where'd the Magic talk thread go? and... am I supposed to make a new YMTC thread? cause of the rules an all lol
Kenny_C.002
08-19-2004, 02:24 AM
btw, Abunance makes it so that you don't have to pay (errata from MWS) for Sylvan.
Ummmm.....ONWARD!
Now I could go with Kamigawa spoilers...but I'm too nice to do it (cuz really there's nothing inthat spoiler. stupid fox cleric.).
Rushwood Elemental GGGGG
Creature - Elemental
Trample
At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.
4/4
Rare - Masques
W00t! Back to Masques! Really, I didn't MEAN to, it just HAPPENS that I flip through the oracle and see the GGGGG cost that interested me.
Stats:
5 for a 4/4 is a deal. 5 for a 4/4 trample that automatically pumps itself every turn is...not bad at all. Basically it's a Fragran Hunter with the kick-butt ability to boot. Problem here is that it's wayyyyyyyy too colour intensive.
Combos:
Aether Vial: Hey it's like 5 counters and you're in!
Cryptic Gateway + 2 elementals (or illusions): HA! This guy for free!
Other tribal stuff (like the portal).
Quicksilver Amulet: he costs 1 less and is no longer colour intensive.
Entangle: now we talking! You can use this big guy to block everything your opponent has to offer! HA!
Okay. I've had enough of this stupid elemental. I'll just give it its rating and run. 7/10
Jet, if ya want to make another YMtC, I'm okay with it (well since the last one's practicallydead anyway).
Rushwood Elemental
Pros:
- GGGGG is a wierd, yet cheap cost.
- Auto-pump is good.
- Trample is better.
- 4/4 is decent.
- Combo with Mirrodin block cards that focus on counters.
Cons:
- mainly for a green deck, I think
- Aether Snap and he's dead.
Rate: 8/10
Fast, trample, pumps up every turn... nice ^^
Kenny_C.002
08-21-2004, 03:58 AM
Luckily Aether snap drops it back to a 4/4. lol
btw, if you have like a card request or a set/block request or a type request, just say. :P
Okay, I'd say let's keep going with Masques!
Delraich 6B
Creature - horror
Trample
You may sac. 3 black creatures instead of paying Delraich's mana cost
6/6
Rare - Masques
I keep pulling interesting cards man. lol
Stats:
7 for a 6/6 Trample is indeed less than stellar, but a 6/6 trample for practically nothing (well 3 at minimum) is a DEAL! also, this card has synergy with Avatar of Woe, so using him might not be so weird after all.
Combos:
sway of illusion: Really, if you need to sac 3 black guys, MAKE your guys black (and send down the Ascendent Evincar while you're at it).
Oversold Cemetery: In case you're wondering, as soon as another creature hits your graveyard, you can start getting them back.
Unholy Grotto/Haunted Crossroads: Well grotto's only zombies, but aside from that, it's a great way to get back the creatures you've sac'd
Rotlung reanimator: it's like you didn't sac a single black creature at all!
Sneak Attack: seriously, all fatties have sneak attack written all over it.
Buried alive/zombify: turn 4 giant (not as good as Akroma).
1/1 for B creatures: hey, it's a guy that costs 3 to play (that's turn 2!!!!!!)
8/10 Powerful card, superstrong gating ability that made it so.
U forgot the most annoying combo with that card... the FRICKIN' AUTOCRAT... in MWS... ARGH...
Anyway, it's strong, sac 3 creatures for a 6/6 Trample... OTHER combos:
Summoning Station (slow, but I what the heck =P)
Nuisance Engine (yeah, NUISANCE)
Breeding Pit (so what if u pay BB?)
and many more...
9/10
Request (=P): Conjurer's Bauble... no one sees the potential in this card here in the Phil... dunno y... =P
Kenny_C.002
08-22-2004, 03:07 AM
Conjurer's Bauble 1
Artifact
T, sac: put target card in your graveyard into the bottom of your deck. Draw a card.
Common - 5th Dawn
Wow...it's tough to start with these guys...
Stats:
1 for an artifact, nuff said.
Card Potential (since combos don't exist here for this card...except for salvagers):
Affinity: this baby practically SHINES here. If the stupid chromatic sphere wasn't in line, this would have been the affinity choice (actually the spellbombs were next in line...). But yeah, it's an excellent filler card for affinity (however weak it is). I mean, that frogmite you just sacced won't come back unless you use the artifact!!!!
Tooth and Nail: Seriously, you can use the bauble here to bring back the stupid Platinum angel they just naturalized. Yes, then you can use this to bring the angel back for more toothing.
Draft: the best 10th pick you'll ever get! Serious plating potential!
Sealed deck: the best filler you'll get! Serious plating action!
limited: 5/10
constructed (standard): 3/10
constructed (extended): 1/10
constructed (type 1 or 1.5): 0.5/10
eeeeeeeeeyah... yeah, my salvager is cool with that... can't argue with that one... still, somehow my T2 Red/Black no-rare deck successfully gets the job done with this one... (Fleshgrafter with support) =P
ah, last request for the meantime ^^;
We've seen the "bad" bauble, let's the the good one =P ^^;
Kenny_C.002
08-25-2004, 03:50 AM
Haha! Grafter in use! NICE!
Wayfarer's Bauble 1
artifact
2, T, sac: search your library for a basic land card and put it into play tapped. Shuffle your library afterwards.
common - 5th dawn
Seriously, wayfarer is like some traveller, right?
Stats:
So what's all the buzz? well a cog that seraches for LANDS, of course! Nothing to see in here.
Card potential:
Okay let's say you're a guy drafting a white/sunburst deck. The first think you'd do is take this 5th pick worthy cog. Seriously, I played a draft deck with 3 main colours and the cog ALWAYS brings me the last of the 3 colours when I need it. Also since I have just 1 of each of the other basic lands, I can use the cog to get what I need after i've got all 3 colours for sunburst. That's right: draft is thumbs up...WAY up (turn 2 sac is common, too).
Sealed: same thing here. It fixes your mana easily and efficiently. A powerful non-filler card half the time. Seriously cool.
In constructed, unless you're playing a sunburst/mana-intensive/non-green-mana-intensive deck, you probably won't be using it. however, it's still very good at what it does. Reason? It splits up the cost of a far wandering (and requires no green). And since it's a cog: salvagers are always welcome.
Limited: 8/10
Constructed: 4/10
Kenny_C.002
08-27-2004, 04:48 AM
I've revised the constructed rating for the good bauble. Should be 6/10.
Anyway, back to my regular programming.
Culling Scales 3
Artifact
At the beginning of your upkeep, destroy target nonland permanentwith the lowest converted mana cost among nonland permanents in play. (you choose target if there is a tie)
Rare - Mirrodin
If there is any card from mirrodin that begged me to use it, it would be the all mightly Culling Scales.
Stats:
3 for recurring destruction = success. so why is it not making it into the tourney scene? I don't know...probably because of the stupid anti-control mechanisms that's been around the blocks. I mean, the current environment practically BEGS you to destroy it. The Scales can do all that and then some.
Permanents in environment that can be killed:
Astral Slide
Lightning Rift
Arcbound Ravager
Disciple of the Vault
nothing in tooth and nail
90% of the goblins
Vedalken Shackles
Seriously, a single scales can almost cripple any tourney deck. So why is it not making it in? It is because there is SO much removal and you DO NOT get any result from your payments until your next turn...meh. Don't stop me there.
Combos:
Darksteel Ingot: Now with that, our budyd scales can blow up the ingot over and over again. Why? so if your opponent drops anything below or at the cost of 3, you can blow it up (without having to blow up the scales)
That 2/1 pro artifact elf from Mirrodin/darksteel pendant: same thing, but just 2 or under.
Leonin Abunas/Fountain Watch: They both can make targetting teh scales itself illegal, but this also watches for the lower-costing atifacts that you play (and drops that mana cost count to whatever the lowest is).
Intersting note to say that the scales actually made it into a mono-black control deck back when darksteel was nothing but rumours (well what's in the set anyway), so to say it's not tourney worthy is like saying disciple of the vault is not broken.
8/10
Kenny_C.002
08-28-2004, 01:36 AM
And today, I'll be looking at a broken uncommon.
Tinker 2U
Sorcery
Sac. an artifact. search your library for an artifact card and put it into play. Shuffle your library afterwards.
uncommon
Okay...crap. Banned for extended.
Stats:
Tinker...3 for a tutor is nothing to sneeze at. Add the "into play" clause and you've got a surfire winner. 3 for mindslaver? 3 for myr incubator? 3 for darksteel collosus? Oh my!
Combos:
Is there anything to say? Tinker for charbelcher or myr incubator for the win (both are extended decks that usually goes off in turn 2...champion decks...), of course! Talk about short, there's like no need to say anything. lol
10/10
Kenny_C.002
08-29-2004, 02:28 AM
I'm happy since I finally got my hands on ALLof the Rebecca Guay rares in one given shop...and for some reason I got Captain Sisay with them too. Looks like I'm REALLY going to make a Captain Crunch deck (I call it that since it's basically legendary EVERYTHING in that deck. lol).
Well here's a card I got:
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
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 burnall 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.
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.
Kenny_C.002
08-29-2004, 10:53 PM
Yes! the 5th solitare post!
I'll go with one of the more worthy RG cards:
Wonder 3U
Creature - Incarnation
Flying
As long as wonder is in your graveyard and you control an island, creatures you control have flying
2/2
Uncommon - Judgment
(bonus! the number!) 54/143
And here we go! WONDER! RG's art is a wonder to behold anyway, so her to actually paint wonder was...perfect.
Stats:
"4 for a 2/2 flying? wtf are you thinking?" the newbs say. Who says I'm using a 2/2 flying?
Card potential:
So this card is highly playable why? Wild Mongrel. Aquameoba. Roar of the Wurm for 4. That's right, you DISCARD wonder. Essentially Wonder is a "+1/+1 and give all your creatures flying" card. Did I mention it's uncounterable? There's a reason why UG Madness uses Wonder, and it's all about the evasion and getting damage through with UG Madness. Wonder's perfect for the job.
9/10
Oh... madness... bah... =P
yes, Wonder is VERY powerful... Wonder > Levitation
But still fortunately there are counters for this card:
Sliklash Spider
Venomspout Brackus
Megrim
And others =P
Wonder is cool... damn it... should'nt have traded it for a Mistform Warchief >_<
9/10
Okay, request =P: Any card in Kamigawa
Kenny_C.002
09-01-2004, 05:31 AM
Very well. Your wish is granted.
Time Stop 4UU
Instant
End the turn
Rare - Champs of Kamigawa
http://www.wizards.com/magic/images/mtgcom/fcpics/features/CHK84918_TimeStop.jpg
Allow me to explain this card.
Yes, the most effective time is to play it during your opponent's upkeep. If they stupidly activate abilities of cards, you REMOVE them abilties from the game. So they won't get the effects at all...but they would have paid for it.
Okay, now you can take this later. If they play a spell, you can use this card as a counter...and remove that card on the stack FROM THE GAME. Yes, they play a Darksteel Collosus, you can use this to REMOVE it from the game. No fuss. No muss.
Okay, then there's cycling. They stupidly cycle decree of justice and paid all their mana for soldier tokens. What do you do? You play Time Stop. Now...the cycling is countered along with the justice's ability. Storm? ALL copies countered. Too bad our buddy will be removed from the game whenever its played.
So all in all, you can use it as a super counterspell, able to counter everything on a stack, or as an expensive way to gain an extra turn (still better than the 7-costing one)...with your opponent being able to untap tho.
Stats:
6 for time walk is okay. Letting your opponent untap and all...doesn't suit time walk very much. Anyway, 6 for the most versatile counterspell in the game is...okay. :P Combine it into 1 card? Cool. :P
Combos:
WHAT IS THERE TO COMBO WITH A CARD THAT ENDS EVERYTHING???!?!
Ummmm.....panoptic mirror? Yeah! We can end my own turns every turn and lose the game! Sweet!
Card Potential:
Well my intro pretty much says it all...Stupid counterspells.
8/10
WHOA... mtg gets broken every set...
so... this is THE ultimate counter, but it can still be countered lol...
Wait... so... out of curiosity, stacking this with Mirari does nothing?
Kenny_C.002
09-02-2004, 03:00 AM
Umm.........you'll counter the spell itself with the copy, but that's about it. The end product is exactly the same as not doubling with mirari.
Back the card up with Last Word. You'll have the last word no matter what! lol
Next card! JIGGLYPUFF!
Glacial Chasm
Land
When Glacial Chasm comes into play, sacrifice a land.
Prevent all damage dealt to you.
Skip your combat phase.
Cumulative Upkeep: pay 2 life
Rare - Ice Age
Oooooooooooooo! Frozen in time, like how Kamigawa's frozen in the japanese flavour.
Stats:
Okay. It's a land. There's no cost. You can't counter it. It doesn't use the stack. It's unbelieveably brokenly powerful.
Combos:
Eon Hub: Yes, you can now skip your cumulative upkeep and just keep the chasm in play for the remainder of the game. You can commence laughing at your opponents. But you know there's a second combo with this (since we magic players are so smart as Johnnies), right? Okay, onto the less intuiative one!
Exploration + Cruicible of Worlds + 1 land: basically you sac the chasm every turn at the beginning of your upkeep. Remember that YOU have priority, so YOU stack the abilites FIRST. First played, last resolve. Any damage taken from your opponent's trinkets (like the rack, for example) will not do anything to you. Anyway, now you can play a land from your hand or graveyard (with the worlds) and then play the chasm and sac the other land. Boo ya! You're vulnerable to instant speed damage with this tho (they'll pound you during your draw phase...).
Now that you have these two combos that prevent you from dying quickly, you need something such as a kill condition. Solved! A single Door to Nothingness! A grinding station with 1 nuisance engine! Heck, throw in the stupid myr incubator (even if it did win extended tourneys) for added fun! GO MASTICORE POWER! City of Brass is good, since you can't be poked with the chasm around. Heck, add some Joiner Adepts so your chasms can crank out some mana.
Now with the kill condition out of the way, you'll need tutors! Tutor for the Hubs/Crucibles/Door of course! FABRICATE(tinker)! Okay, we'll need a way to find the chasms. 4 reap and sows would do!
Now just throw in some artifact lands here and there, some more mana acceleration (4 dark rituals sounds cool), and voila! A deck!
WHEEEEEEEEEE!
Card Potential:
Umm....Johnny player dream? Can't do jack in tourneys? What more do you want to hear?
10/10
Kenny_C.002
09-02-2004, 11:22 PM
I still think Tsukasa's pic is like...so gorgeous. :-/
You see, I thought it would be funny to show something like City of @$$ today, but I figured that I dont' have unhinged spoilers so I can't do it.
So I can't do much but to do a card in Standard.
Enchantress's Presence 2G
Enchantment
Whenever you play an enchantment spell, draw a card
Rare - Onslaught
You know the rating's gonna be 10/10 since it's RG, but what's the REAL rating?
Stats:
By itself the Presence doesn't do anything. By the time a second copy drops onto the field, you net 1 card. At third nets you 2. At 4th nets you 3. For 3 mana, that's quite efficient (I mean, 1-for-1 draws and all).
Card Potential:
When you see an extended deck that makes it up there, and you see the presence among the cards in the card list, you know you've hit gold. This is probably the most playable of all the RG cards to date, so knock yourself out with probably the biggest card drawing card in green. (see presence. Se presence net you more cards. see you draw more enchantments as presence nets you more cards. See mirari's wake so you can cast a lot of stuff. See a single eternal witness powering slides and rifts...with 1 cycling card. Whoops, there goes me with my slide/wake/presence tribrid again. :silly:)
But the major problem with it is that it doesn't net you anything until you play something else, which means a naturalize on that would be pretty bad (as you don't do anything with it). And if you've noticed, a COUNTERED enchantment that you play still nets you draws.
8/10
AAAh... I C...
presence is good... but y is it released in Onslaught? I mean, it's more focused on creatures... o_O, oh yeah, Ancestral Mask would be so proud =P
8/10
Kenny_C.002
09-04-2004, 03:55 AM
Yeah. Wizards like curveballs like that. For example, creatures with FEAR in an ARTIFACT block. lol
So what you want? Vintage? Extended? Type 1.5 (soon to be named something else)? Standard? Block?
TAKE YOUR PICK (for tomorrow)!
Um.....I'm feeling like I have no time at all, so I guess i'll just quickly do one...of a power 9.
Mox Jet 0
Artifact
T: add U to your mana pool
Rare - Alpha/Beta/Unlimited/Revised
HOLY MOTHER OF PERIL! A POWER 9!
Stats:
0 for 1 mana = broken.
Card Potential:
Think of it as the blue mana accelerator and that...blue never gets mana acceleration. Seriously any of the moxes accelerate mana too quickly for most environments, so it's banned in all tourneys except for vintage, restricted there). Basically these guys can easily fuel turn 1 wins, so that's a power to behold.
Cool? Yeah. Broken and will never ever be reprinted? Yeah.
100/10 (you're seeing right, 100/10)
News: Skullclamp is now banned in Extended (and because of that, the format formerly named Type 1.5), leaving vintage (who will ever play that there?) the only place to play skullclamp. Sob sob?
P9 SUX... PERIOD... sure, I give it 100000000000/10... but I hate it... s2pd people who use them in MWS >_<. It's WAY 2 broken.
Request ei... hmmm
Ah ha, do the new freaky black thingie: Horobi, Death's Wail
Kenny_C.002
09-04-2004, 11:37 PM
Okay. your request is granted.
Horobi, Death's Wail 2BB
Legendary Creature - Horror (was it? i'm too lazy to check)
Flying
Whenever a creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated.
4/4
And I'm too lazy today too. :P
Stats:
4/4 flying for 4 is a deal, whether you like it or not. Even the BEST flyer at 4 mana is only a 3/3 (and that's from blue...plus it's got a drawback). So we saying it doesn't just brawl with the best, it IS the best. The legendary clause is meaningless at this point, since you have a 4/4 flying for 4 with no drawback anyway.
Combos:
Anything that targets: they all turn into REMOVAL. Yes, suddenly your samite healers become cheap Viseras.
Fountain Watch/Leonin Abunas + Mycosynth Lattice: Now you see them, now you can't target them.
Steedly Resolve: It's in the article anyway.
goblin sharpshooter: Rename the sharpshooter to "hyper sniper of doom".
Card Potential (what matters):
Aside from being ridiculously strong, out buddy here also serves some other purposes.
Technically speaking, only the "targetting" decks ever have a way to deal with this monster without having to exert anything. With this, you strand the use of equipments from your opponents, leaving many dead cards (if they're not already attached). That in itself is ridiculous.
Then you get to something like slide. Sure the guy's gonna die in the first...but you can target their creatures in response. Literally there is NO use for your opponent, as his/her eternal witnesses and stuff all DIE no matter what (scary!).
It's esp. frightening to your opponent with this guy when your opponent targets their creatures with nice good stuff. Then you activate sneak attack (named MVP of reanimation decks that use red) and send out the messenger of doom. Say, "those creatures are pumping up! But they're crispy!" :P
From what I noticed, this ability is GLOBAL and therefore goes through pro black. O_O
And there we have it, a super-powerful card with enough beef...and a highly interesting global ability.
9.5/10
Horobi, Death's Wail
2BB
Legendary Creature - SPIRIT
Flying
Whenever a creature becomes the target of a spell or ability, destroy that creature.
4/4
Well, I knew u were gonna rate this high. =P
First of all, unfortunately, there is no "It can't be regenerated text." Fortunately, it's Spirit, cause COK if sort of focused in spirits too.
Yes, this is the ultimate destroyer. 4 for 4/4 flying is cool (maybe this is the new baloth in terms of want-age?) Every creature can become a downgraded Visara. Daru Healer, Samite Healer, and yes, Goblin Sharpshooter will be the Triskelion + Mephidross Vampire combo in 1. Equipments and enchant creatures are useless. And a good thing about this is, UB and BW will appear more often =P (BW targeters + Abunas + lattice... for UB, march + darksteel stuff too)
9.5/10
Kenny_C.002
09-06-2004, 12:42 AM
Heh. Thanks for the update. :P
Anyway, onto the next card because the guy said so. Well...FIELD TRIP (to the old days)!
Since i've been doing reviews for quite a few good cards, it's time to shift the gear a bit for some crap.
Charm Peddler W
Creature - Spellshaper
W, T, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.
1/1
Common - Masques.
Man, not even emo can save this card from the shoebox...
Stats:
1 for a 1/1 with an ability is common as heck. I guess it's decent in that way, since 1/1 1-costing creatures in white do seem...wait lions would kick their arses...Well you still get an ability for it.
Combo:
Threshold/flashback/madness: The first thing in mind is to use the discard effect that it has for SOMETHING. Might as well prevent some damage while doing it. It's pretty efficient with the discarding, and it doesn't really pose much of a threat, so I think it'll be sticking around long enough to pull off threshold.
Squee: Discarded card? Comes back.
The Anti-rift: yeah right. You prevent to yourself and they rift the poor guy. Oh well.
Card Potential:
Ummm....probably it would be on some weenie deck that's going budget, but I dont' see anything else other than that. heh.
The Cheap Mother of Runes... decent enough =P
8/10
Request: PLEASE, rate this damn card... I have no idea what it does... even if magic explains it =P
REVERSE THE SANDS
Kenny_C.002
09-10-2004, 09:59 PM
Reverse the Sands eh. Sorry, internet in university doesn't work yet.
Reverse the sands 6WW
Sorcery
Switch the life totals of any target number of players.
Rare - Champs of Kami.
*NOTE!!!!! I dont' have the preview with me, but I DO know that this card DOES NOT TARGET PLAYERS AND THEREFORE IS EVEN STRONGER AS A CARD!!!!
So yeah. Go game ending!
Stats:
a sorcery at 8 mana is horrific. But in multiplayer, 8 mana isn't really that bad.
Combos:
Platinum Angel, dead life: it says "kill target player" (without actually targetting the player).
Card Potential:
So basically this card lets you pick X number of players in play. you can switch the life totals of these X players with other players.
Let's say you have 3 players, A, B, and C.
A life total: 20
B: 3
C: 10
Let's say you're "C".
You can now pick any number of players first. In my case, I'll pick A, B, and C.
A: ?
B: ?
C: ?
Possible life totals you can assign: 3, 10, 20.
Now you just assign the life totals as you see fit. You can assign your own life total back to you if you want. In my case, I'll assign it like this.
A: 3
B: 10
C: 20
See, now the aggressor "A" is at a low life and has to defend. B's thanking you for the extra life, and you're sitting pretty at 20. This is just an example of how this card works.
Ummmmm.......it's crap unless it's multiplayer.
6/10
Let's say...
A: 20
B: 10
C: 5
Ur C
U play Reverse the Sands
U can't make A & B to 0? so the total will be...
A: 1
B: 1
C: 33
???
Kenny_C.002
09-12-2004, 05:23 AM
OH! That's what you're confused on!
Okay. The life totals CANNOT change. You can only SWTICH them between players. So in your case:
A: 20
B: 10
C: 5
You can assign you (C) with 20, 10, or 5 life. Once you've assigned your own life count (let's say 20), you have to assign the REMAINING life totals to ther other players. B will have either 10 or 5 and A will have the one left over.
AAAAAAAHH... exchange only... in Pokémon terms... something like Rocket's Mewtwo... IC IC...
Kenny_C.002
09-12-2004, 05:48 PM
Yeah. Exactly.
am I missing something with this card?
Isamuru, Hound of Konda
Legendary Creature - Hound
2/2
Rare
Okay. What's the big idea behind the legendary rulings? So you can put even MORE overpowered legends onto the field! Even tho this messes up with all the "summon Legend" guys and the "creature - legend" guys, I guess it's worth it.
Stats:
2/2 for 1 = broken. Got it? Good.
Now slap Legendary on it to allow for this power. Done.
Combos:
WHAT COMBOS?
Card Potential:
White weenies might actually MAKE a comeback with this hound on the front lines (esp. when white weenies don't have such power before hand).
In addition to Tundra Wolf, Suntail Hawk, Sav. Lions, and the NEW 1/1 flyer for W (gasp! 8 Suntail hawks!), this hound will add THAT much more power to white weenies.
However, we do lose White and Silver Knights, which are huge blows to white weenies. Then again, a 2/2 for W is too darn powerful to begin with.
So yeah. We'll see if WW makes a comeback. I however still doubt it with just the hound man. We need some beef similar to the knights first to see. Again, I'm not sure whether WW can make it even to tier 2...let alone brawling with T&N, Affinity, KCI (maybe...), shard witness, ponza, or GFC Freshmaker.
Card rating: 10/10 (wtf? super lion?)
I'm amazed by the frickin' hound... I'm still wondering though why the type isn't "dog"... yeah, sure the title says hound, but still =P
10/10 (Oh yeah... W for 2/2... pity it's a legend... then, if it weren't, it'll be 10000/10 =P
Magare
09-13-2004, 11:34 AM
T&N, Affinity, KCI (maybe...), shard witness, ponza, or GFC Freshmaker.
Damn, someone is very informed on the current metagame :wink:
I doubt white weenie will make a come back (no matter how much I'd like that) cause..... well...... that lion is actually not THAT good.
Is it a 2/2 for 1 mana? Yes. Is that borderline with broken? Yes. Is it fast enough in this enviroment? No, unfortunatly not!
T&N commonly goes of on turn 6 if not sooner, and freshmaker has a lot more removal than T&N does (I think so anyway, I havent been very active this last 2 months...).
Affinity... well, the lion is almost useless against it. So a turn 1 lion is looking at a turn 1 frogmite with welding jar backup..... Yeah, really great.....
KCI... Lol, if he goes off you cant do anything about it, if he doesnt you might as well play a PCD, you'll still win :biggrin:
I think Ponza plays main deck Flamebreak to deal with Troll Ascetics. It pretty much deals with all WW creatures as well (if only Crusade got reprinted...)
Crystal withness...... well you just might outrun it... But that deck always seems to have the answer to everything (I wonder why :razz: )
But still, I'd give the card 7/10! Its an excellent card and with a crusade it just might work :wink:
Request: Tides of War
Yeah... because of this and others in Kamigawa (Kiki Jiki, Yosei, Horobi, Gifts ungiven, ETC)... I'll pretty much stop buying magic cards, but I'll still play in MWS... =P Only cards I need in Kamigawa are the freaky rats, Issamaru, and ESPECIALLY, Eight and a Half Tails...
Kenny_C.002
09-15-2004, 12:09 AM
Hehehe...no seriously, you want me to type it all out,didn't you?lol
Tide of War 4RR
Enchantment
Whenever one or more creature blocks. Flipa coin. if you win the flip, the defending player sacs all blocking creatures. If you lose the flip, the attacking player sacs all attacking creatures.
Rare - Champs
And here's the most current of official previews! The sexitron 2000....but not as good as sexitron 3000 (confusion in the ranks). Seriously, multiplayer ROCKS!
Stats:
Tourney level, this means crappy. Multiplay level, where 6 mana is viable, this is hot, sexy, with cream and a cherry on top...or just think of it as you on top of the girl of your dreams (ladies, the guy of your dreams). Hey, confusion was more like...free dinner AND being on top. lol :hungry:
Card Potential:
Shuffling things up, this card's potential to cuase mass mayhem is not as good as confusion in the ranks...BUT WHO CARES? This makes ridiculous attacking and blocking situations, as suddenly a chump block becomes destruction of the army (tho with it out, nobody would be attacking with everything they got). It's hot.
Combos:
Krark's Thumb/the stupid goblin guy from unglued: both increase your chances of flips going your way (thumb makes it 75 versus 25 in your favour. Add the goblins and your chances become even more ridiculous).
Nuisance Engine: CHUMP BLOCK POWER! Actuallywith this out your opponent has to think twice about attacking you...50/50 still is dangerous for them You've got nothing to lose anyway...it's just a 0/1.
Provoke: Strangely enough, provoke becomes a ridiculous ability with this. With the thumb and the goonie goblin guy, you can PROVOKE for point-removal/mass removal (with more provoking). We talking ridiculously strange combos, right?
(from article)Angel's Trumpet: Interesting, you lose life or you risk their lives to attack. hmmmm....
(article) The dragons: intersting idea. Since this way a technically hindering effect of the good ol' tide becomes a method to kill your own dragon.
EAT MY HINDERING SHORTS! I mean...YOU ATE MACARONI FOR BREAKFAST? The tide follows the tradition of weird-@$$ crappy random red rares. But recently it's all enchantments...Grip of Chaos...Confusion in the Ranks...Tide...it's all the same theme. We like random. :)
3/10 Constructed
7/10 Multiplay
8.5/10 a deck specifically going for the flips (go goblin bomb!)
LOL... this IS great... but because of my budget, I can't really do squat =P
wait... clarification: Grip of Chaos means ULTIMATE MISDIRECTION???
Kenny_C.002
09-15-2004, 11:42 PM
Yeah Just random targets EVERY time. lol
Heartbeat of Spring 2G
Enchantment
Whenever a player taps a land for mana, that player add one mana of that type to his or her mana pool.
Rare - Champs
And here we go! Mana flare DIGIVOLES TO.... Heartbeat of Spring! (I swear never to do that ever again)
Stats:
It's the same as mana flare...except you replace the red with green. It's the lowest costing mana accelerator of this sort.
Card Potential:
To eat this card more than your opponent, you can use land-d. However, your opponent's still able to get a piece of this, there's just no way to handle this. Unless you make it painful to lay down lands and painful to tap them for mana. Seriously, its power is going through the roof, and you can easily abuse it like your opponent. Remember, this card has a winning mechanic if it's just you (see Wake), so being able to eat that up yourself and surpressing the symmetrical side of the card. Remember, BALANCE is symmetrical and is the most broken card in magic.
Combos:
PLOW UNDER!!!!!: seriously, while you're gaining momentum, cripple them with 2 conscutive plows (with 5 lands!) and they'll be...good to go in 2 turns. Meh.
Land-D: seriously, it doesn't help when mana they make doubles, but it works.
Confusion in the Ranks: Sexy with this, since you benefit no matter what (remember, symmetrical can be abused). Go ahead and steal their rifts with your spring. It doesn't matter who has it anyway.
Cast it for 3, make a tonne of mana, spend 1 on demystify: well here's a battery-type idea. You caneven combo this with doubleing cube or something.
Seriously, this card can make you some good mana, but at the expense of helping your opponent too. Either take advantage of the symmetric side of this ability or just kill it beofre your opponent can use it. Either way, the card helps you out. GO MANA FLARE!
8/10
Kenny_C.002
09-17-2004, 12:24 AM
Getting out of "sexitron 2000" and the new mana flare, we have some big kick-ass cool card...NOT FROM KAMIGAWA! *GASP!*
Seriously, I got tiredof rating just Kami without the whole set. Sowe'll look at a recent card that got jacked (kicked off) the core set (since 7th).
Opposition 2UU
Enchantment
Tap an untapped creature you control: tap target creature, land, or artifact.
Rare - 7th
It's an elegant tourney-worthy card with a sexier powerhouse working for it. What did I mean? check this out.
Stats:
For 4 (4!!!!!) mana, you turn all of your creatures into...icy manipulators...practically for free (well the ability doesn't cost mana). Ridiculously powerful, eh? How about that the creatures CAN tap for the ability the turn it comes into play?
Card Potential:
1 hyphenated word: tourney-worthy. (see its resume before talking)
Combos:
So I was saying, it' got an even sexier guy working for it. What is it?
STASIS ORB: So now with 1 creature, you effectively limit your opponent to 2 untaps a turn while you're free to untap all you want.
Since I'm evil, I'll add the highly synergetic card:
Squirrel Nest: Now you make a token every turn, you're sure to...uhh....eat them (then again, they don't untap more than 2 permanents anyway).
Deranged Hermit: The super squirrel man RETURNS! With this 4 buddies (that's one more than the almost not type 2 legal seige gang and is ON colour for a change), he's a BEAST with Opp (even if you don't pay for echo).
Now that I've got a squirrel theme going, I'll throw down the squirrel mob but not the giant squirrel (costs 4, too much). And then throw in tutors and card drawing and stuff...you get a squirrel opposition deck! YAY!
If you want to be in the flavour of Kami, you can add Heartbeat of Spring here to annoy your opponent as you practically wake.
10/10
Heartbeat of Spring
omg... another mana flare...
10/10... yet it seems so... (TEARS THE CARD TO SHREADS)... hmm... never mind =P
Opposition
Mist of Stagnation would be so proud... :biggrin:
10/10
Kenny_C.002
09-17-2004, 07:16 PM
Another Day, another preview...or not.
Okay. For today, I used the help of MWS, made it generate sealed deck with a single revised booster, and took the second booster's rare (since I didn't want to do goblin king -_-).
Aladdin's Ring 8
Artifact