Also, Shocklands confirmed for RTR - https://twitter.com/wizards_magic/status/242082657868083200/photo/1
Magic: The Gathering - Page 198
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echO [W]
United States1495 Posts
Also, Shocklands confirmed for RTR - https://twitter.com/wizards_magic/status/242082657868083200/photo/1 | ||
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Chiharu Harukaze
12112 Posts
On September 02 2012 12:15 echO [W] wrote: New Jace, (Jace, Architect of Thought) - https://twitter.com/mike_kenyon/status/242082315302477824/photo/1/large Also, Shocklands confirmed for RTR - https://twitter.com/wizards_magic/status/242082657868083200/photo/1 Hm. Jace 4CMC. So inevitable to be compared to Jace TMS. His +1 is a bit underwhelming. -2 is like a mini Fact or Fiction? -8 lets you win if the other guy has a one-card wonder. But looks like something that'd be better in EDH or something rather than Modern or something. Eh. I guess he's a 4 mana mini Fact or Fiction with the chance to do it again. Azorius Charm looks good though. Maybe Izzet Charm level? https://twitter.com/mtgcolorpie/status/242084441978200064/photo/1 Guttersnipe looks like a nice card too. https://twitter.com/mtgcolorpie/status/242086034207277056/photo/1/large | ||
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last.resistance
Canada543 Posts
Selesnya: Populate (To populate, put a token onto the battlefield that's a copy of a creature token you control.) + Show Spoiler + ![]() Izzet: Overload X (You may cast this spell for it's overload cost. If you do change it's text by replacing all instances of "target" with "each") + Show Spoiler + ![]() Golgari: Scavenge X (X, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.) + Show Spoiler + ![]() Rakdos: Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) + Show Spoiler + ![]() Azorius: Detain (Until your next turn, those permanents can't attack or block, and their activated abilities can't be activated.) + Show Spoiler + ![]() Chase Rare?: + Show Spoiler + ![]() Shocklands are back, split along guild lines 5/5 between Return to Ravnica and Gatecrash. Common come into play tapped non-basic dual lands with a subtype of Gate. + Show Spoiler + ![]() The minisite is up on the mothership,and the promo cards (one for each of the five guilds in RTR) are tiny, but they appear to be: Selesnya + Show Spoiler + ![]() Izzet + Show Spoiler + ![]() Golgari + Show Spoiler + ![]() Rakdos + Show Spoiler + ![]() Azorius + Show Spoiler + ![]() | ||
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Judicator
United States7270 Posts
Can't wait to brew. Azorius Charm >>> Izzet Charm for what it does for their respective color combo. 4 color CC will be attempted cause that common cycle of lands makes it very much viable at least from a mana base perspective. | ||
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Chiharu Harukaze
12112 Posts
The Charms all look really nice though. Being instant speed, modal and only 2CC is really nice. Can't wait to see what the rest of the cycle will be. Looks like there was a reason Ground Seal and Tormod was added, and not just for Snapcaster. | ||
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last.resistance
Canada543 Posts
There is already a card spoiled that lets you search your library for a basic land or gate and put it into your hand. | ||
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Shotcoder
United States2316 Posts
On September 02 2012 13:16 Judicator wrote: Whelp, bring your graveyard hate, that Guttersnipe card makes Burning Vengeance viable. Can't wait to brew. Azorius Charm >>> Izzet Charm for what it does for their respective color combo. 4 color CC will be attempted cause that common cycle of lands makes it very much viable at least from a mana base perspective. Exactly my thoughts. As well as Goblins being somewhat legit depending on what else they come out with. What do you think SHocklands will drop down to with the reprints confirmed? | ||
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Kinie
United States3106 Posts
The dragon is a 4/4 flyer for 3UR, with the ability of letting all sorcery cards be cast as though they had flash. The chromatic Lantern is an artifact rare with the cost of 3, with the abilities of, "Lands you control have Tap: Add 1 mana of any color to your mana pool," and "Tap: add 1 mana of any color to your mana pool." If you want the ultimate mana fixer, this lantern's is for you. Of the cards spoiled so far, the only ones I see with possible Standard applications are the charms, the Lantern, and a creature called Judge's Familiar. The creature is a hybrid U/W cost for a 1/1 flyer that also has the ability of: Sac Judge's Familiar: Counter target instant or sorcery spell unless it's controller pays 1. | ||
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deth2munkies
United States4051 Posts
+ Show Spoiler + Also, Chromatic Lantern: + Show Spoiler + So yeah, mana fixing no longer a problem. 5 CC coming back. | ||
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huameng
United States1133 Posts
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Judicator
United States7270 Posts
On September 02 2012 22:58 huameng wrote: Transguild Promenade is a functional reprint of Rupture Spire, for those of you unaware. I don't think it's very good -- it's miserable on the curve unless you can play it turn two in a deck that starts turn 3, but it'll probably see play in whatever 5c things people brew up. It's a draft card. | ||
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semantics
10040 Posts
The thing about the lantern is you need a way to cheat it into your hand or into play else just being lucky to drop it when you need it is quite bad in a 5 color deck, although i suppose depending how the deck is made you can just make aggressive mulligans into it if you can work past a card disadvantage. On September 02 2012 13:29 last.resistance wrote: The Gates are almost functional reprints of the Invasion block uncommon duals, but with the added subtype of Gate. There is already a card spoiled that lets you search your library for a basic land or gate and put it into your hand. Yeah but those lands were uncommon oh how things have changed I still have 4 of each Elfhame Palace,Coastal Tower,Salt Marsh etc I mostly wonder about the speed of the format in limited sealed and draft which is what i mostly play. | ||
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cLAN.Anax
United States2847 Posts
That Archon looks a bit expensive mana-wise. Otherwise I'd choose Azorius.... *sigh* Well, the Dragon looks useful. Guess it'll be Izzet for me. :-D | ||
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last.resistance
Canada543 Posts
In my opinion (for limited): 1) Detain - seems like the most flexible in terms of being able to be used on spells, creatures, artifacts, lands. Powerful effect to be able to shut down key pieces of your opponents board. 2) Overload - limited to spells, and spells that are targeted. Does give a way around hexproof though (if I'm not mistaken). 3) Populate - dependent upon the tokens available, and if there is a way to make a token copy of any creature (a la Cackling Clone). Flexible in terms of card types as well. Right now it seems there are 1/1 flying birds, 2/2 vigilance knights and 8/8 vigilance elementals available. 4) Scavenge - limited to creatures, but gives your creatures a form of flashback. Really need to see what the cheap scavenge costs are and what bonuses they give. 5) Unleash - looks like Rakdos get the dregs. I think the limit to only one counter instead of formatting it as Unleash X weakens it significantly. I think Detain and Overload have the best chance to make it in constructed. The 3/1 Flyer for 1WU with etb detain seems like it would slot into a W/U delver tempo deck nicely, but then again it is competing for a spot against Snapcaster+1 mana spell. I don't know if the versatility of Overload will give it the leg up over other sweepers though. A one-sided wrath or evacuation sounds nice, but the costs for such spells seems to be the real question. | ||
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Al Bundy
7257 Posts
Apparently there are a lot of new and seemingly insane abilities, such as Flash, Kicker, Undying, Exalted, Deathtouch, Rebound... There are so many that I can't remember all of them off the top of my head. I also encountered numerous instants, rituals, artifacts, that seemed to yield relatively immense power. Anyway here's a question for you guys: is it just an illusion, or have the cards gotten way stronger, and the overall game has gotten way more fast paced? Please tell me your opinion because I'm questionning whether or not should I buy some real cards and get into the game once again. What I enjoyed the most was the strategic aspect of the game. | ||
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deth2munkies
United States4051 Posts
On September 03 2012 05:21 Al Bundy wrote: Hey guys I haven't played for like ten years. last time I played I was using cards from the 4th & 5th Editions if I recall correctly. A couple of days ago I got Magic the Gathering Duel of the Planeswalkers 2013, just to check out what new stuff have been implemented and whatnot. Apparently there are a lot of new and seemingly insane abilities, such as Flash, Kicker, Undying, Exalted, Deathtouch, Rebound... There are so many that I can't remember all of them off the top of my head. I also encountered numerous instants, rituals, artifacts, that seemed to yield relatively immense power. Anyway here's a question for you guys: is it just an illusion, or have the cards gotten way stronger, and the overall game has gotten way more fast paced? Please tell me your opinion because I'm questionning whether or not should I buy some real cards and get into the game once again. What I enjoyed the most was the strategic aspect of the game. It's called power creep, and yes, everything is always getting stronger. If they came out with an entire set where every card was strictly (or even mostly) worse than cards that came before it, who would buy it? That said, combo pieces and spells in general have gotten a lot worse (no UU counterspell and, post rotation, no all-inclusive 2 mana counterspell at all), but creatures have gotten a lot better (2 power, 1 mana isn't that rare anymore). There aren't decks that allow you to just sit there doing nothing for 4-5 turns anymore, so if that's what you considered "strategy" then you'll be disappointed. That said there are still tons of interactions that you have to be aware of, and creatures are a lot more important than they used to be. | ||
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Al Bundy
7257 Posts
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last.resistance
Canada543 Posts
Holding out hope for the second planeswalker in RTR though. | ||
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el_dawg
United States164 Posts
On September 03 2012 05:25 deth2munkies wrote: It's called power creep, and yes, everything is always getting stronger. If they came out with an entire set where every card was strictly (or even mostly) worse than cards that came before it, who would buy it? That said, combo pieces and spells in general have gotten a lot worse (no UU counterspell and, post rotation, no all-inclusive 2 mana counterspell at all), but creatures have gotten a lot better (2 power, 1 mana isn't that rare anymore). There aren't decks that allow you to just sit there doing nothing for 4-5 turns anymore, so if that's what you considered "strategy" then you'll be disappointed. That said there are still tons of interactions that you have to be aware of, and creatures are a lot more important than they used to be. Ya, I would pretty much second this. Spells in general have gotten "fairer" and creatures have really been pushed in terms of power level and effect on the game. I think another big change is that it is so much quicker to share information now that decks, strategies and ideas are refined faster. Sort of like if you have only played StarCraft with your friends or versus the computer and then hop online. I would suggest trying to find a fun, casual group that plays commander/EDH or cube formats. Almost all the cards from magic's history are legal, so it's a nice way to catch up on what you've missed. | ||
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last.resistance
Canada543 Posts
The panel was focused on the art, storyline and creation of the art and storyline. They are going to release an e-book for the story of the Return to Ravnica block. | ||
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