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Zendikar Spoiler 9-16

Good Day my peeps !

No big surprise - more Zendikar spoilers and previews again today. We now have an answer to those censored dual lands from Monday that MaRo gave us. They will be known as 'Refuge Lands' and as discussed, these are uncommon, come into play tapped and we now know they will provide 1 life gain.

Akoum Refuge :
: Add or to your mana pool.
Blue/White Refuge (?) :
: Add or to your mana pool.
Green/White Refuge (?) :
: Add or to your mana pool.
Jwar Isle Refuge :
: Add or to your mana pool.
Kazandu Refuge :
: Add or to your mana pool.

These uncommon dual lands are preyty good. If you were expected more out an uncommon land, play another game. If you happen to run a budget casual deck and need these, just watch out for your opponent playing black - they will want to drop Needlebite Trap down to drain you 5 and pump him 5.
Onto the other previews from Wizards today . . .

Eldrazi Monument, 5
Artifact, Mythic Rare
Creatures you control get +1/+1, have flying, and are indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.

This card promises to be awesome and bombtastic. In order to keep it on board, one must ensure that there is a ready supply of critters to sac. This would lend itself very well to any deck generating tokens - whether these are 1/1 ant token via Ant Queen, 4/4 Angel tokens from Luminarch Acension / Sigil of the Empty Throne, or those big honk'n 4/4 beast tokens from Rampaging Baloth - just make sure you have a critter to sac. Follow up with a Wrath of God card like Planar Cleansing or Martial Coup. After that you should be sitting pretty on your side of the board.

Terra Stomper, 3
Creature - Beast, Rare
Terra Stomper can't be countered.

So . . . you get an 8/8 for only six mana . . . holy power creep batman! Right control deck players have just soiled their collective undergarment. With the correct card draws on lands, Khalni Hear Expedition and Harrow, one can theoretically get this monster out the door on turn four . . . dang!
Edit : thanks to Fred-E for the correction!
(this guy already has trample)

Like yesterday, three more Zendikar common spoilers from Russia without card images - again - these check out with the Zendikar Orb of Insight and appear ligit so far. Just know these are not yet 'official'. As for the cards themselves - nice but nothing to write home about.

Journey to Nowhere, 1

Enchantment, Common
When Journey to Nowhere enters the battlefield, exile target creature.
When Journey to Nowhere leaves the battlefield, return the exiled creature to the battlefield under its owner's control.

Ior Ruin Expedition, 1

Enchantment, Common
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition.
Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards.

Spell Pierce,

Instant, Common
Counter target noncreature spell unless its controller pays 2.

Don't forget to stay tuned to our continually updated Zendikar spoiler list HERE.


Fredd-E said...

About Terra Stomper you said: "make sure you think about providing it with a trample ability or your opponent will be chump blocking tokens to buy time for a response."

This card has the trample ability already by itself! :-)

Anonymous said...

Green is starting to look insane. Honestly, I mean with Orcale of Mul Daya, Harrow, and Rampant. Mana ramping shouldn't be an issue. I think the only card needed to make green literally just the power of the set is Blanchwood Armor to be remade. Some of these guys are going to be crazy in extended.

Anonymous said...

You say "Theoretically, turn 4 on getting the terra stomper in. Theoretically you can get that 8-8 out third turn, but it has to be basically perfect.

Draw: 3 forest, 2 llanowar, rampant growth, terra stomper

Turn 1: Forest, llanowar

Turn 2: forest, llanowar, rampant growth

Turn 3: Forest, Terra stomper, crying opponent.