Happy Monday MTG peeps,
Happy Monday indeed as this day marks the first official day of Fate Reforged spoilers on the mothersite. Magic: the Gathering players have had a few previews ahead of this the PAX Austrial MTG panel and elsewhere but today we are definitely getting down to business. Please pop over to the Wizards of the Coast page to get all the latest including a run down of all the new and returning mechanics for Fate Reforged.
We've got new cards to look at so lets go !
Kolaghan, the Storm's Fury, 3BR
Legendary Creature - Dragon, Rare
Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn.
Dash 3BR (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
In addition to the five clans, five dragon broods appear in Fate Reforged. Each brood is led by a mighty dragon, particularly revered by one of the five clans. Cards closely associated with one of the clans or one of the dragon broods each have a unique icon that appears in their text boxes. We're gonna need to pre-order all of these we think from MTG Mint Card. These icons don't affect game play. This card also showcases the new tech - 'dash' which is associated with the red-white-black Mardu Clan. Dash is an alternative cost found on creature spells. As you cast a spell with dash, you can pay its dash cost instead of paying its mana cost. If you do, the creature will have haste, so it can attack that turn. At the beginning of the next end step, you'll return the creature from the battlefield to its owner's hand.
Sage-Eye Avengers, 4UU
Creature - Djinn Monk, Rare
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Sage-Eye Avengers attacks, you may return target creature to its owner's hand if its power is less than Sage-Eye Avengers's power.
Here's a lovely Jeskai (blue-red-white clan) spell featuring the returning mehanic 'Prowess' which has not changed since its appearance in Khans of Tarkir. Creature spells won't cause prowess to trigger, even if those spells have other card types, such as an artifact creature spell. Instants work particularly well, as they become combat tricks that boost your attacking or blocking creatures in addition to whatever they normally do.
Whisperwood Elemental, 3GG
Creature, Elemental, Mythic Rare
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Sacrifice Whisperwood Elemental: Until end of turn, face-up non token creatures you control gain "When this creature dies, manifest the top card of your library."
This lovely creature introduces the new 'manifest' tech. When you manifest a card, you put it onto the battlefield face down. This disguises its true identity from your opponents. While face down, it's a 2/2 colorless creature with no name, no abilities, and no creature types. There is also a handy token to use as well. Face-down creatures are creatures in every way. They can attack and block, and spells and abilities that target creatures can target them. They can be enchanted by Auras and equipped by Equipment. There are three enchantments in Fate Reforged that manifest a card and then become an Aura attached to it.
Creature - Demon, Rare
Delve (Each card you exile from your graveyard while casting this spell pays for 1 colorless mana.)
If a creature card with flying was exiled with Soulflayer's delve ability, Soulflayer has flying. The same is true for first strike, double strike, death touch, haste, hex proof, indestructible, lifeline, reach, trample, and vigilance.
With Soulflayer, we see the return of delve, the signature ability of the black-green-blue Sultai Clan. Spells with delve may have a high mana cost, but you usually won't be paying all of it with mana. As you're paying for a spell with delve, you can exile cards from your graveyard. Delve can't pay for any colored mana in the spell's mana cost. Also, you can't exile more cards than the amount of colorless mana in the mana cost.
Outpost Siege, 3R
As Outpost Siege enters the battlefield, choose Khans or Dragons.
• Khans - At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons - Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to target creature or player.
As previewed recently with Valorous Stance back on the 16th, we can expect a number of modal spells. Modal spells are all 'Enters-the-Battlefield Abilities'. This is a cycle of creatures that offer you a choice when they enter the battlefield: put a +1/+1 counter on the creature or get some other effect. You choose which mode you are using when you put the ability on the stack. Once you choose a mode, you can't change to the other mode no matter what happens before that ability resolves.
Stay tuned to MTG Realm for MOAR Fate Reforged goodness.
~ Happy Monday MTG peeps, Those who earn a glorious are given the highest honor. They are carried on funeral barges through the gate to t...
~ Happy Tuesday MTG peeps, This past weekend in New York City, the annual American International Toy Fair took place at the Jacob Javits...
~ Happy Wednesday MTG peeps, Today on MTG Realm, it is WURM DAY ! Last week's Magic Story on the mothersite had captured our at...