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3.15.2016

Shadows Over Innistrad Spoiers 3-15

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Happy Tuesday MTG peeps,

We here at MTG Realm are still digesting the big bomb from yesterday's reveal of the red / white Kor Lithomancer Planeswalker Nahiri, the Harbinger.  There is another Planeswalker card in today's Shadows Over Innistrad previews that Magic: the Gathering fans are burning up the forums with intense discussions.  Let's get to today's previews from the mothersite and around the webz -

Arlinn Kord, 2RG
Planeswalker - Arlinn, Mythic Rare
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste.
0: Put a 2/2 green Wolf creature token onto the battlefield. Transform Arlinn Kord
3
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Arlinn, Embraced by the Moon
+1 Creatures you control get +1+1 and gain trample until the end of turn
-1 Arlin, Embraced by the Moon deals 3 damage to target creature of player. Transform Arlinn, Embraced by the Moon
-6 You get an emblem with "Creatures you control have haste and (tap), This creature deals damage equal to its power to target creature of player.'"

ChannelFireball preview. Sunny-side up with 3 loyalty starting - +1 ability is a sweet +2/+2 pump with vigilance / haste on the side which is just about what every red / green decklist wants.  The second ability for '0' churns out a 2/2 wolf token you can protect your walker or add to the fray.  This second ability will flip Arlinn sunny-side down to offer a suite of three abilities.  First one, +1 is meh but you will want to use it to power up for the next two.  Second ability is a -1 which will have the furry Arlinn deal 3 to critter or opponent's face.  The ultimate is a -6 which buys you an very relevant emblem giving your team a tap to damage.  This is incredibly OP as each creatures power is the damage being given - which in a list with green fatties should make for a short game.
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Sage of Ancient Lore, 4G
Creature - Human Shaman Werewolf, Rare
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.
When Sage of Ancient Lore enters the battlefield, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
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Werewolf of Ancient Hunger
Creature - Werewolf
Vigilance, trample
Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.
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ManaSource preview. Seems decent enough but we are concerned that where this may shine in multi-player formats, this will not produce a very resilient enough creature with a standard one-on-one game. 

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Falkenrath Glutton, R
Creature - Vampire Berseker
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost.
2/1


MTG Japan preview.  More indication here for tribal.  Vamp tribal sounds fun to us.  A 2/1 one-drop is never a bad thingy, especially with madness thrown into the mix, seems fun.
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Rattlechains, 1U
Creature - Spirit, Rare
Flash
Flying
When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
2/1

MagicCorporation preview.  We really want tribal spirits to be a thingy.


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To the Slaughter, 2B
Sorcery, Rare
Target player sacrifices a creature or planeswalker.
Delirium — If there are four or more card types among cards in your graveyard, instead that player sacrifices a creature and a planeswalker.

Mothersite preview.  Three clams for force a sac is decent although situational, in a bind, this can also serve as a self-sac but there are literally dozens of cards better suited for this.  Delirium is OK but we are not sold on this card.
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Odric, Lunarch Marshal, 3W
Legendary Creature - Human Soldier, Rare
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
3/3

Mothersite preview. Salivating.  Mind blown.  So very OP.  Crazy good.  We love this guy and want a deckset to build around.  With just 3 toughness, expect opponents to focus their distain.
 

Not mentioned - Macabre Waltz gets a nod for reprint.
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1 comment:

Anonymous said...

Arlinn's emblem also gives your dudes haste, which is pretty relevant especially if you drop those green fatties after getting the emblem.