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Showing posts with label zendikar previews. Show all posts
Showing posts with label zendikar previews. Show all posts

9.25.2009

Zendikar Priceless Treasures

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OH MAH GAWD ! Do we have news for you. Perhaps one of the most newsworthy items every posted to this blog.

It all started out late last night when an employee at Kidforce Collectibles telephoned Kelly Reid of one of our fav websites, Quiet Speculation. The question regarded a very interesting card which they had just pulled out of a booster pack. The card in question was a card which did not belong to the new set - it was 'Candelabra of Tawnos' a rare artifact from the Antiquities expansion which happens to be going for about $50 on eBay right now.

Kidforce claimed that the odd card was in the booster pack slot where the Basic Land sits, and rotated 180 degrees. They further indicated that his rare and a foil were still there. Many calls of 'Shenanigans !' were heard throughout the forums as well as the usual social networking sites - some even provided by me as shown here in my Twitter feed . .


After I had my chuckle, I rolled into bed and as I slipped into slumber, I recalled a specific update to the official MTG tournament rules that indicated something along the lines of cards opened in packs not belonging to that set aren't limited legal, and if deck swaps are done, you keep the cards not belonging to the set . . .

MAGIC: THE GATHERING® TOURNAMENT RULES
Effective October 1, 2009
Excerpt - 7.3 : Card Use in Limited Tournaments
Other than basic land, only cards from the expansions of the boosters opened (and only cards opened in that player’s pool) may be used in a player’s deck. For example, in a Magic 2010 Sealed Deck tournament, any card in a booster other then the Magic 2010 game cards received by the player and basic land may not be used in a player’s deck during that tournament.




Fast forward to this morning . . .

Reports from stores around Europe and North America are reporting similar events of opening up booster packs and finding 'priceless treasures' similar to Kidforce's Candelabra of Tawnos. At the time of posting, reports of cards like Ancestral Recall (worth >$1,000), Bayou (worth $35), Lion's Eye Diamond (worth $25), Lich (worth $35), Taiga (worth $200), Mox Diamond (worth $40), and Underground Sea (worth $150). All cards appear to be original - not printed, thus complying with the WoTC Reserve List policy.

Well apparently this seems to be a worldwide promotion hatched by Wizards of the Coast . . . brilliant ! This will make more players want to open packs and also create an interest in other formats other than standard. Sure opening up one of these cards would be akin to winning the lottery but there are reports that one player found two such cards in one Zendikar Booster Box (36 packs per box). NOTE : It is rumoured that ONLY the very first shipment of Zendikar has these treasures. To this end, I think that I may purchase additional product even though I had already pre-ordered. The downside to this is that the price of booster boxes may be going up by a bit. 'Get thee to a Pre-Release - this is one heck of a chance to open up cardboard awe'!


We leave you with this very witty post by Magnus Magicus from the boards . . .
I do wonder....if they put Priceless Treasures in boosters...would they put Deadly Perils in as well? So you open up a booster and it has some white powder instead of a basic land....

~

In less dramatic news, WoTC posted the Zendikar FAQs yesterday - here is a quick summary ->




GENERAL NOTES

Theme: Full-Art Basic Lands

Returning Keyword Ability: Kicker (represents an additional cost)

Keyword Ability: Intimidate (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. )

Ability Word: Landfall (A an ability that triggers whenever a land enters the battlefield under your control.)

Theme: Allies (Nearly every Ally has an ability that triggers whenever it or another Ally enters the battlefield under your control.)

Theme: Traps (Trap is a new subtype that appears on instants. Although the subtype Trap has no specific rules meaning, each Trap has an alternative cost you can pay to cast it if a certain condition has been met.)

Theme: "Quests" ("Quests" is the nickname for a set of Zendikar enchantments that reward you for certain achievements while playing the game.

Theme: Caring about Basic Land Types (The Zendikar set contains a number of cards that refer to Plains, Islands, Swamps, Mountains, and/or Forests, including a cycle of "fetch lands" such as Arid Mesa.)

Theme: Bloodthirsty Vampires (The Zendikar set contains a number of Vampires that get better if an opponent has 10 or less life.)


CARD-SPECIFIC NOTES
Many cards from Adventuring Gear to World Queller have specific explanations, notes or clarifications about rules.
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9.24.2009

Zendikar Kor Equipment

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Before I yatter on about the new Kor Lord, Armament Master and the all the neat things this guy can do with equipment, I want to draw your attention to the MTG Realm Zendikar spoiler list HERE, which is now full powered at 249 of 249 cards. This was an interesting spoiler season which I will venture to suggest almost Orwellian largely due to Wizards cracking down on unofficial spoilers. In hindsight, I should think that it may have made for an environment that generating a bit more new set hype which is a good thing and having strategic releases of information ('slow spoilers') did add a good deal of fan excitement.

Anywhoos - some words on to what will be not only a popular casual deck but something which might actually be pushed into the tournament circles - the new white weenie hotness - the Zendikar Kor. Every white weenie deck needs a lord to help it all click together and if you had not yet seen him, it is Armament Master. Also, given that we have 3 solid Kor critters (Armament Master, Kor Duelist, and Kor Outfitter) with an affinity for equipment, you can safely bet that that the Kor build will include these handy artifacts. One may not only search your library for expensive equipment but also be able to 'cheat' out onto the battlefield with the use of that uncommon Quest card, Quest for the Holy Relic.

Of course Armament Master does not have the best body being at only 2/2 but he does come out early as a turn 2 drop which may buy you some time to ensure he is provided some sort of evasion or protection against red burn. Given that there are about 10 Kor creature cards available to choose for your build, things are looking up. One may have to have board sweeper like Martial Coup to either vomit soldier tokens or buy time.

In the standard environment, I can see the use of Sigil Captain (before any equipment goes onto Armament Master) as well as Honor of the Pure, Captain of the Watch, or other soldier pumpers from M10 such as Rhox Pikemaster. All this gets event better with Conqueror's Pledge when you barf six (or twelve if kicked) 1/1 white Kor Soldier creature tokens onto the battlefield.

~
Let's go window shopping for Zendikar equipment and see which ones Mr. Armament might like.


Adventuring Gear - 1
Artifact - Equipment (Common)
Landfall - Whenever a land enters the battlefield under your control, equipped creature gets +2+2 until end of turn.
Equip {1}
This is nice 'n' cheap and chances are, you will probally be dropping a land often enough to make this worth it.

Blazing Torch - 1
Artifact - Equipment (Uncommon)
Equipped creature can't be blocked by Vampires or Zombies.
Equipped creature has: "{T}, Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player."
Equip {1}
Consider this for sideboard.

Explorer's Scope - 1
Artifact - Equipment (Common)
When equipped creature attacks, you may look at the top card of your library. If it is a land card, you may put it onto the battlefield tapped.
Equip {1}
This is decent and will see play with this set's landfall mechanic. If anything, this will allow some small measure of ramp for your white weenie.

Grappling Hook - 4
Artifact - Equipment (Rare)
Equipped creature has double strike.
Whenever equipped creature attacks, you may have target creature block it if able.
Equip {4}
This is a pretty sweet card but fairly expensive - Armament Master will likely be dead by the time you get to have an opportunity to equip this. We suggest you evaluate Quest for the Holy Relic to get this out a bit earlier.

Spidersilk Net - 0
Artifact - Equipment (Common)
Equipped creature gets +0/+2 and reach.
Equip {2}
Another cheap piece of equpment which may save your dude by bumping up the toughness.

Trailblazer's Boots - 2
Artifact - Equipment (Uncommon)
Equipped creature has nonbasic landwalk.
Equip {2}
Nonbasic landwalk may see some constructed casual play given all the nonbasic lands out there now. This may not however be a good choice for Armament Master himself.

Trusty Machete - 1
Artifact - Equipment (Uncommon)
Equipped creature gets +2/+1.
Equip {2}
Not that bad for the Kor Lord but certainly not the best.


~
We will have a quick look at other standard environment equipment for evaluation to make our Kor Lord shine . . .

Magic 2010 (3)
Gorgon Flail (+1/+1 and deathtouch) for 2, equip 2
Magebane Armor (+2/+4 loses flying, non-combat damage prevention) for 3, equip 2
Whispersilk Cloak (unblockable and shroud) for 3, equip 2

Shard of Alara (10)
Behemoth Sledge 1gw(+2/+2 and lifelink) for 3, equip 3
Bone Saw 0 (+1/+0) for 0, equip 1
Demonspine br Whip br(gets +x/+0 ueot) for 2, equp 1
Mage Slayer 1gr (timmy power to opponent) for 3, equip 3
Mask of Riddles ub (gains fear) for 2, equip 2
Quietus Spike 3(half life lost if damage) for 3 equip 3
Shield of the Righteous wu (+0/+02 and vigilence)
Sigil of Distinction x (+1/+1 for each charge minus 1 charge to equip)
Unscythe, Killer of Kings ubbr (+3/+3 first strike zombie creature generation potential) equip 2

Out of this bunch, Bone Saw seems a good choice as it comes out quick and equiqs cheap to your Armament Master to pump up your Kor. Alternatively, consider Whispersilk Cloak (even though it is a bit expensive) as it provides shroud for Armament Master which your opponent will have painted a huge bull's eye target on it.

We hope to have a special video for you after our Zendikar pre-release event on Saturday so stay tuned . . .

9.23.2009

Zendikar Tokens

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G'Day my peeps. Zendikar spoilers are wrapping up quickly and at the time of posting we are just over 200 of the 249 mtg cards spoiled or previewed.

We will take a moment out to have a look at at the token goodness provided by WoTC today on Magic Arcana. We convey this player service announcement as there are always a healthy number of players at FNM who love to build those casual token generating decks. With four different Zendikar cards generating 1/1 tokens (2 white, 1 blue and 1 green), we are certain that we will witness resurgence in popularity of Sigil Captain, the white weenie deck's best friend.

Anywhoos - strap in and let's go . .
~

1/1 white Kor Soldier creature token

Conqueror's Pledge - 2
Sorcery (Rare)
Kicker {6}
Put six 1/1 white Kor Soldier creature tokens onto the battlefield. If Conqueror's Pledge was kicked, put twelve 1/1 white Kor Soldier creature tokens onto the battlefield instead.


1/1 white Bird creature token











4/4 white Angel creature token











Lullmage Mentor : 1/1 blue Merfolk creature token












2/2 blue Illusion creature token

Summoner's Bane, 2
Instant, Common
Counter target creature spell. If that spell is countered in this way, put a 2/2 blue Illusion creature token onto the battlefield.



*/* black Vampire creature token











5/5 black Zombie Giant creature token

Quest for the Gravelord -
Enchantment (Uncommon)
Whenever a creature is put into a graveyard from the battlefield, you may put a quest counter on Quest for the Gravelord.
Remove three quest counters from Quest for the Gravelord and sacrifice it: Put a 5/5 black Zombie Giant creature token onto the battlefield.


Elemental Appeal or Zektar Shrine Expedition
7/1 red Elemental creature token











Baloth Cage Trap or Rampaging Baloths

4/4 green Beast creature token










Cobra Trap : 1/1 green Snake creature token

Cobra Trap - 4
Instant - Trap (Uncommon)
If an opponent countered a noncreature spell this turn, you may pay {G} rather than pay Cobra Trap's casting cost.
Put four 1/1 green Snake creature tokens onto the battlefield.



2/2 green Wolf creature token






9.22.2009

Zendikar Card List

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Not the best Magic the Gathering spoiler ever, but we now have the complete list of card names for Zendikar in the form of the very handy DCI deck checklist form. You can download this pdf document HERE. Always check for the latest official forms (and rules) at the DCI.


Non-Basic Land
Akoum Refuge
Arid Mesa
Crypt of Agadeem
Emeria, the Sky Ruin
Graypelt Refuge
Jwar Isle Refuge
Kabira Crossroads
Kazandu Refuge
Magosi, the Waterveil
Marsh Flats
Misty Rainforest
Oran-Rief, the Vastwood
Piranha Marsh
Scalding Tarn
Sejiri Refuge
Soaring Seacliff
Teetering Peaks
Turntimber Grove
Valakut, the Molten Pinnacle
Verdant Catacombs

Artifact
Adventuring Gear
Blade of the Bloodchief
Blazing Torch
Carnage Altar
Eldrazi Monument
Eternity Vessel
Expedition Map
Explorer's Scope
Grappling Hook
Hedron Scrabbler
Khalni Gem
Spidersilk Net
Stonework Puma
Trailblazer's Boots
Trusty Machete

White
Armament Master
Arrow Volley Trap
Bold Defense
Brave the Elements
Caravan Hurda
Celestial Mantle
Cliff Threader
Conqueror’s Pledge
Day of Judgment
Devout Lightcaster
Emeria Angel
Felidar Sovereign
Iona, Shield of Emeria
Journey to Nowhere
Kabira Evangel
Kazandu Blademaster
Kor Aeronaut
Kor Cartographer
Kor Duelist
Kor Hookmaster
Kor Outfitter
Kor Sanctifiers
Kor Skyfisher
Landbind Ritual
Luminarch Ascension
Makindi Shieldmate
Narrow Escape
Nimbus Wings
Noble Vestige
Ondu Cleric
Pillarfield Ox
Pitfall Trap
Quest for the Holy Relic
Shepherd of the Lost
Shieldmate’s Blessing
Steppe Lynx
Sunspring Expedition
Windborne Charge
World Queller

Blue
Æther Figment
Archive Trap
Archmage Ascension
Caller of Gales
Cancel
Cosi’s Trickster
Gomazoa
Hedron Crab
Into the Roil
Ior Ruin Expedition
Kraken Hatchling
Lethargy Trap
Living Tsunami
Lorthos, the Tidemaker
Lullmage Mentor
Merfolk Seastalkers
Merfolk Wayfinder
Mindbreak Trap
Paralyzing Grasp
Quest for Ancient Secrets
Reckless Scholar
Rite of Replication
Roil Elemental
Sea Gate Loremaster
Seascape Aerialist
Shoal Serpent
Sky Ruin Drake
Spell Pierce
Sphinx of Jwar Isle
Sphinx of Lost Truths
Spreading Seas
Summoner’s Bane
Tempest Owl
Trapfinder’s Trick
Trapmaker’s Snare
Umara Raptor
Welkin Tern
Whiplash Trap
Windrider Eel

Black
Bala Ged Thief
Blood Seeker
Blood Tribute
Bloodchief Ascension
Bloodghast
Bog Tatters
Crypt Ripper
Desecrated Earth
Disfigure
Feast of Blood
Gatekeeper of Malakir
Giant Scorpion
Grim Discovery
Guul Draz Specter
Guul Draz Vampire
Hagra Crocodile
Hagra Diabolist
Halo Hunter
Heartstabber Mosquito
Hideous End
Kalitas, Bloodchief of Ghet
Malakir Bloodwitch
Marsh Casualties
Mind Sludge
Mindless Null
Mire Blight
Needlebite Trap
Nimana Sell-Sword
Ob Nixilis, the Fallen
Quest for the Gravelord
Ravenous Trap
Sadistic Sacrament
Sorin Markov
Soul Stair Expedition
Surrakar Marauder
Vampire Hexmage
Vampire Lacerator
Vampire Nighthawk
Vampire’s Bite

Red
Bladetusk Boar
Burst Lightning
Chandra Ablaze
Demolish
Electropotence
Elemental Appeal
Geyser Glider
Goblin Bushwhacker
Goblin Guide
Goblin Ruinblaster
Goblin Shortcutter
Goblin War Paint
Hellfire Mongrel
Hellkite Charger
Highland Berserker
Inferno Trap
Kazuul Warlord
Lavaball Trap
Magma Rift
Mark of Mutiny
Molten Ravager
Murasa Pyromancer
Obsidian Fireheart
Plated Geopede
Punishing Fire
Pyromancer Ascension
Quest for Pure Flame
Ruinous Minotaur
Runeflare Trap
Seismic Shudder
Shatterskull Giant
Slaughter Cry
Spire Barrage
Torch Slinger
Tuktuk Grunts
Unstable Footing
Warren Instigator
Zektar Shrine Expedition

Green
Baloth Cage Trap
Baloth Woodcrasher
Beast Hunt
Beastmaster Ascension
Cobra Trap
Frontier Guide
Gigantiform
Grazing Gladehart
Greenweaver Druid
Harrow
Joraga Bard
Khalni Heart Expedition
Lotus Cobra
Mold Shambler
Nissa Revane
Nissa’s Chosen
Oracle of Mul Daya
Oran-Rief Recluse
Oran-Rief Survivalist
Predatory Urge
Primal Bellow
Quest for the Gemblades
Rampaging Baloths
Relic Crush
River Boa
Savage Silhouette
Scute Mob
Scythe Tiger
Summoning Trap
Tajuru Archer
Tanglesap
Terra Stomper
Territorial Baloth
Timbermaw Larva
Turntimber Basilisk
Turntimber Ranger
Vastwood Gorger
Vines of Vastwood
Zendikar Farguide

Zendikar Spoilers 9-22

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w0w - A inundation of new Zendikar spoilers. Again most of these were provided through our friends in Russia, as well our spoiler hero, petitrascal We would love to go through these new cards but are thinking of providing a set review by colour in a week or two.


Adventuring Gear, 2
Artifact - Equipment, Common
Landfall - Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip 1

If your smart, you equip this to an unblockable and then then Path-To-Exile your Realm Razor.

Baloth Cage Trap, 3

Instant - Trap, Uncommon
If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay 1
rather then pay Baloth Cage Trap's mana cost.
Put a 4/4 green Beast Creature onto the battlefield.

This is pretty situational and will be relegated to the sideboard.

Beastmaster Ascension, 2
Enchantment, Rare
Whenever a creature you control attacks,
you may put a quest counter on Beastmaster Ascension.
As long as Beastmaster Ascension has seven or more
quest counters on it, creatures you control get +5/+5.
Rare


Did you check out the card art here on Beastermaster Ascension ?? Dang ! I would love to play this if the card was velvet . . and FOIL. I would play this cuz this shizzle is FIVE tigers cool ! I really need to get a T-shirt with this on it.
Expedition Map, 1
Artifact, Common
2,
, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

Feast of Blood, 1

Sorcery, Uncommon
Cast Feast of Blood only if you control two or more vampires.
Destroy target creature. You gain 4 life.

Black suck-head deck staple.

Frontier Guide, 1
Creature - Elf Scout, Uncommon
3
, : Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
1/1

We do like that one can fetch up any land (read: non-basic), but srsly - we'd prefer Girl Guides, - at least they bring cookies.

Greenweaver Druid, 2

Creature - Elf, Uncommon
: Add to your mana pool.
1/1

Dang! Did you just supersize you order of green ? This card is all that and a bag of chips for your mana ramping needs.

Kabira Crossroads
Land, Common
Kabira Crossroads enters the battlefield tapped.
When Kabira Crossroads enters the battlefield, you gain 2 life.
: Add to your mana pool.

Kor Aeronaut,
Creature - Kor Soldier, Uncommon
Kicker 1

Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2/2

A flying 2/2 soldier for just 2 - not bad - this will go in just about every soldier deck. Kicker ability is sweet - try to get a fatty up in the air ftw.

Kor Hookmaster, 2

Creature - Kor Soldier, Uncommon
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2/2

This is strategy and will buy you some time at a relatively critter turn.

Mire Blight,

Enchantment - Aura, Common
Enchant Creature
When enchanted creature is dealt damage, destroy it.

Mold Shambler, 3

Creature - Fungus Beast, Common
Kicker 1

When Mold Shambler enters the battlefield, if it was kicked, destroy target noncreature permanent.
3/3

Obsidian Fireheart, 1

Creature - Elemental, Mythic Rare
1
: Put a blaze counter on target land without a blaze counter on it. Lands with blaze counters on them have "At the beginning of your upkeep, this land deals 1 damage to you". (The land continues to burn even after Obsidian Fireheart leaves the battlefield.)
4/4

That is a LOT of relish on this card (flavourful card has flavour). This may be a fun casual card to play and may even see some serious play - a 4/4 for four is never a bad thing.

Oran-Rief Recluse, 1

Creature - Spider, Common
Kicker 2

Reach
When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying.
1/3

This card, when kicked will hoof that pesky Angel / Demon / flying whatever right in the box - you may consider this for your SB.

Primal Bellow,
Instant, Common
Target Creature gets +1+1 until end of turn for each Forest you control.

Mono-Green much?

Quest for the Gemblades, 1

Enchantment, Uncommon
Whenever a creature you control deals combat damage to another creature, you may put a quest counter on Quest for the Gemblades.
Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four +1/+1 counters on target creature.

Relic Crush, 4
Instant, Common
Destroy target artifact or enchantment and up to one other target artifact or enchantment.

Ruinous Minotaur, 1

Creature - Minotaur, Common
Whenever Ruinous Minotaur deals damage to an opponent, sacrifice a land.
5/2

Runeflare Trap, 4

Instant - Trap, Uncommon
If an opponent drew three or more cards this turn, you may pay
rather then pay Runeflare Trap's mana cost.
Runeflare Trap deals damage to target player equal to the number of cards in that players hand.

Very situational and chances it won't deliver a good punch on turn six - too late.

Turntimber Basilisk, 1

Creature - Basilisk, Uncommon
Deathtouch
Landfall - Whenever a land enters the battlefield under your control, you may have target target creature block Turntimber Basilisk this turn if able.
2/1

We are thinking about some nasty combos with this and will get back to you.

Turntimber Grove
Land, Common
Turntimber Grove enters the battlefield tapped.
When Turntimber Grove enters the battlefield, target creature gets +1/+1 until end of turn.
: Add to your mana pool.

Trusty Machete, 1
Artifact - Equipment, Uncommon
Equipped creature gets +2/+1.
Equip 2

Unstable Footing,

Instant Uncommon
Kicker 3

Damage can't be prevented this turn. If Unstable Footing was kicked, it deals 5 damage to target player.

Quest for Pure Flame,

Enchantment, Uncommon
Whenever a source you control deals damage to an opponent. you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: Until end of turn, if any source you control would deal damage to a creature of player, it deals double that damage to that creature or player instead.

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