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Author Topic: Magic Origins    (Read 6958 times)
GoblinPiledriver
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« on: 03-07-2015, 01:05:59 PM »

200 cards of Magic Origins had been spoiled so it's time for a preview.


This time I use a new rating system, still 0 to 5 points but without being too exactly.

5: will see play in every deck with the right colors, independent from the archtype( e.g. Swords to Plowshares, Brainstorm, Demonic Tutor, Lightning Bolt, Tarmogoyf, Wasteland)

4: will often see play in the right archetypes           ( e.g. Restoration Angel, Counterspell, Bitterblossom, Young Pyromancer, Courser of Kruphix, Maze of Ith)

3: good choice card                                            ( e.g. Mirran Crusader, Repeal, Diabolic Intent, Bloodhall Ooze, Rancor, Sword of Fire and Ice)

2: seldom good                                                 ( e.g. Kor Skyfisher, Capsize, Pack Rat, Pulse of the Forge, Skinshifter, Bonesplitter)

1: more or less bad                                           ( e.g. Disenchant, Telling Time, Carnophage, Mogg Flunkies, Sylvan Ranger, Evolving Wilds)

0: unplayable in normal cases                           ( e.g. Benevolent Bodyguard, Flying Men, Raise Dead, Raging Goblin, Prey Upon, Prophetic Prism)
  



http://www.mythicspoiler.com/ori/cards/avariciousdragon.html
Avaricious Dragon   2RR
Creature - Dragon
Flying
At the beginning of your draw step, draw an additional card.
At the beginning of your end step, discard your hand.
4/4
// 4 from 5 points
// A Grafted Skullcap with a 4/4 flying body. Definetly good in every aggro deck where you empty your hand quickly. Will see play in every heavy red aggro deck like RG-Beats, Boros or RDW.



http://www.mythicspoiler.com/ori/cards/languish.html
Languish   2BB
Sorcery
All creatures get -4/-4 until end of turn.
// 4 from 5 points
// Every deck which plays Damnation, Toxic Deluge will play this cards.



http://www.mythicspoiler.com/ori/cards/moltenvortex.html
Molten Vortex   R
Enchantment
R, Discard a land card: Molten Vortex deals 2 damage to target creature or player.
4 from 5 points
// Finally a Seismic Assault which can be paid. Seismic Assault was being played in Lands-Deck but with the triple red mana this wasn't working well.



http://www.mythicspoiler.com/ori/cards/consulslieutenant.html
Consul's Lieutenant     WW
Creature - Human Soldier
First strike
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
2/1
// 4 from 5 points
// 2 mana 2/1 to 3/2 first striker with an Soltari Champion effect. This card reminds me of Crusade/Honor of the Pure, these cards had seen play so this card will see play too. It's obvious good but strictly limited to WW or Maverick Decks.



http://www.mythicspoiler.com/ori/cards/scabclanberserker.html
Scab-Clan Berserker    1RR
Creature - Human Berserker
Haste
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Whenever an opponent casts a non-creature spell, if Scab-Clan Berserker is renowned, Scab-Clan Berserker deals 2 damage to that player.
2/2
// 3 from 5 points
// With  haste luck it's a noncreature-Spellshock for your opponent. 2/2 or 3/3 isn't impressive but the spellshock part is tempting. The use of this card will mostly be limited to RDW.



http://www.mythicspoiler.com/ori/cards/managorgerhydra.html
Managorger Hydra  2G
Creature - Hydra
Trample
Whenever a player casts a spell, put a +1/+1 counter on Managorger Hydra.
1/1
// 3 from 5 points
// With 3 mana and 1/1 it's starting stats are extrem weak but it grows like a Quirion Dryad or a Taurean Mauler with spells from both players. After a few turns this creature will be bigger like a simliar creature and has trample.



http://www.mythicspoiler.com/ori/cards/kytheonheroofakros.html
Kytheon, Hero of Akros       W
Legendary Creature - Human Soldier    
At end of combat, if Kytheon, Hero of Akros and at least two other creatures attacked this combat, exile Kytheon, then return him to the battlefield transformed under his owner's control.
2W: Kytheon gains indestructible until end of turn.            
Gideon, Battle Forged
Planeswalker - Gideon
+2: Up to one target creature an opponent controls attacks Gideon, Battle-Forged during its controller's next turn if able.
+1: Until your next turn, target creature gains indestructible. Untap that creature.
0: Until end of turn, Gideon, Battle-Forged becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
// 3 from 5 points
// A much better Elite Vanguard with 2W:Indestructible. If a Battalion-like attack succeded he becomes a good Gideon Planeswalker, with +2 an Into the Fray/Goblin Diplomat ability, +1 Indesctructible plus Untap for one creature, and with +0 he becomes a 4/4 Gideon Jura.



http://www.mythicspoiler.com/ori/cards/lilianahereticalhealer.html
Liliana, Heretical Healer   1BB
Legendary Creature - Human Cleric
Lifelink
Whenever another nontoken creature you control dies, exile Liliana Heretical Healer, then return her to the battlefield transformed under her owner's control. If you do, put a 2/2 black Zombie creature token onto the battlefield.
2/3
Liliana, Defiant Necromancer
Planeswalker - Liliana
+2: Each player discards a card.
-X: Return target nonlegendary creature with converted mana cost X from your graveyard to the battlefield.
-8: You get an emblem with "Whenever a creature you control dies, return it to the battlefield under your control at the beginning of the next end step."
3 loyality
// 3 from 5 points
// 1BB mana 2/3 lifelink, these reminds me of a Vampire Nighthawk. 2/3 lifelink makes 4 lifeswing just like a Loxodon Smiter, only with 1 thoughness less. If then another creature you control dies Liliana becomes a planeswalker and replaces the lost creature with a 2/2 Zombie. The planeswalker has 2 relevant abilitys the +2 is the first Liliana of the Veil ability, and with the -X you get a Reanimate.



http://www.mythicspoiler.com/ori/cards/chandrafireofkaladesh.html
Chandra, Fire of Kaladesh    1RR
Legendary Creature - Human Shaman
Whenever you cast a red spell, untap Chandra, Fire of Kaladesh.
T: Chandra, Fire of Kaladesh deals 1 damage to target player. If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed
2/2
Chandra, Roaring Flame
Planeswalker - Chandra
+1: Chandra, Roaring Flame deals 2 damage to target player.
-2: Chandra, Roaring Flame deals 2 damage to target creature.
-7: Chandra, Roaring Flame deals 6 damage to each opponent. Each player dealt damage this way gets an emblem with "At the beginning of your upkeep, this emblem deals 3 damage to you."
4 loyality
// 3 from 5 points
// 3 mana 2/2 doesn't look impressive, but these creature can shot similiar amounts of damages as a Shrine of Burning Rage. And with an attack/block plus an red spell these creature becomes a Planeswalker which can shot Shock's at any target. Of course this card is limited to RDW, just like Shrine of Burning Rage.



http://www.mythicspoiler.com/ori/cards/jacevrynsprodigy.html
Jace, Vryn's Prodigy    1U
Legendary Creature - Human Wizard
T: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, Vryn's Prodigy, then return him to the battefield transformed under his owner's control.
0/1
Jace, Telepath Unbound
Planeswalker - Jace
+1: Up to one target creature gets -2/-0 until your next turn.
-3: You may cast target instant or sorcery card from your graveyard this turn. If that card would be put into your graveyard this turn, exile it instead.
-9: You get an emblem with "Whenever you cast a spell, target opponent puts the top five cards of his or her library into his or her graveyard".
5 loyality
// 3 from 5 points
// A Merfolk Looter which can easily (with 4 other cards in your graveyard) becomes a Planeswalker which can produces a Snapcaster ability, or a single target Jace, Architect of Thought ability. Looter il-Kor and several Merfolk looter(in Reanimator Decks) had seen play and so I wouldn't be suprised to see this creature being played.



http://www.mythicspoiler.com/ori/cards/abbotofkeralkeep.html
Abbot of Keral Keep    1R
Creature - Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.
2/1
//3 from 5 points
// A creature for both early and late game. The 2/1 Prowess body looks as efficient as Monastery Swiftspear and this card had seen much play in RDW. So the big question is how efficient is the Ire Shaman/Chandra, Pyromaster/Outpost Siege ability without the 2 mana available which was used for the Abbot o.K.K..



http://www.mythicspoiler.com/ori/cards/archangeloftithes.html
Archangel of Tithes   1WWW
Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays 1 for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays 1 for each of those creatures.
3/5
// 3 from 5 points
// A half Ghostly Prison for both attacking and blocking, with a 3/5 flying body. The mana cost of 1WWW limits this card to White Weenie Decks.



http://www.mythicspoiler.com/ori/cards/daysundoing.html
Day's Undoing    2U
Sorcery
Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn.
// 3 from 5 points
// A not overpowered Timetwister, but I doubt that it will see play in High Tide or Dreamhalls Combo.



http://www.mythicspoiler.com/ori/cards/exquisitefirecraft.html
Exquisite Firecraft   1RR
Sorcery
Exquisite Firecraft deals 4 damage to target creature or player.
Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, Exquisite Firecraft can't be countered by spells or abilities.
// 3 from 5 points
// A not counterable cheap sorcery Flame Javelin. Will mainly see play in RDW.



http://www.mythicspoiler.com/ori/cards/woodlandbellower.html
Woodland Bellower   4GG
Creature - Beast
When Woodland Bellower enters the battlefield, you may search your library for a nonlegendary green creature card with converted mana cost 3 or less, put it onto the battlefield, then shuffle your library.
6/5
// 3 from 5 points
// This creature can produce with 6 mana 10 power and thoughness, it could also generate card advantage with Reclamtion Sage or Eternal Witness. I see the use of this card limited to Ramp-Decks.



http://www.mythicspoiler.com/ori/cards/tragicarrogance.html
Tragic Arrogance    3WW
Sorcery
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents he or she controls.
// 3 from 5 points
// With a stalled board this can be lethal blowout, in early game this cards makes nothing.



http://www.mythicspoiler.com/ori/cards/nissaspilgrimage.html
Nissa's Pilgrimage    2G
Sorcery
Search your library for up to two basic forest cards and reveal them, then put one onto the battlefield tapped and put the rest into your hand. Then shuffle your library.
Spell mastery - If there are two or more sorcery and/or instant cards in your graveyard, you may search your library for up to three basic forest cards instead.
// 3 from 5 points
// A mono green Kodama's Reach which can search up to three Forests.



http://www.mythicspoiler.com/ori/cards/outlandcolossus.html
Outland Colossus    3GG
Creature - Giant
Renown 6 (When this creature deals combat damage to a player, if it isn't renowned, put six +1/+1 counters on it and it becomes renowned.)
Outland Colossus can't be blocked by more than one creature.
6/6
// 3 from 5 points
// 6/6 for 5 mana is huge, it grindes one opposing creature per turn and then will become 12/12. Today it's seldom that 5 mana creatures get played so the creatures need to be special like Thundermaw Hellkite, Baneslayer Angel or Whisperwood Elemental. I think this creature needs a test space.



http://www.mythicspoiler.com/ori/cards/relicseeker.html
Relic Seeker   1W
Creature - Human Soldier
Renown 1 (Whenever this creature deals combat damage to a player, if this creature is not renowned, put a +1/+1 counter on it and it becomes renowned.)
When Relic Seeker becomes renowned, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.
2/2
// 3 from 5 points
// This is a Stoneforge Mystic for an aggro deck. With a 2/2 to 3/3 body it looks huge with the card advantage it produces.



http://www.mythicspoiler.com/ori/cards/thopterspynetwork.html
Thopter Spy Network   2UU
Enchantment
At the beginning of your upkeep, if you control an artifact, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
// 3 from 5 points
// A very expensive lifelossless Bitterblossom/Phyrexian. With 4 mana this card enters the game late and is as slow as Bitterblossom always was. But with the Carddraw and creature outpout this card looks tempting.
« Last Edit: 03-07-2015, 03:01:23 PM by GoblinPiledriver » Logged

Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.
GoblinPiledriver
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« Reply #1 on: 03-07-2015, 01:06:17 PM »

http://mythicspoiler.com/ori/cards/kytheonsirregulars.html
Kytheon's Irregulars     2WW
Creature - Human Soldier
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
WW: Tap target creature.
4/3
// 3 from 5 points
// With the tap ability you can keep the biggest creatures from your opponents away from combat. So this creature can easily grow from 4/3 to 5/4. The double white cost for both ability and casting limits these creature to WW.



http://www.mythicspoiler.com/ori/cards/despoilerofsouls.html
Despoiler of Souls    BB
Creature - Horror
Despoiler of Souls can't block.
BB, Exile two other creature cards from your graveyard: Return Despoiler of Souls from your graveyard to the battlefield.
3/1
// 2 from 5 points
// A little more expensive Bloodsoaked Champion, but strictly limited to mono black aggro decks.



http://mythicspoiler.com/ori/cards/nissavastwoodseer.html
Nissa, Vastwood Seer       2G
Legendary Creature - Elf Scout
When Nissa, Vastwood Seer enters the battlefield, you may search your library for a basic Forest card, reveal it, put it into your hand, then shuffle your library.
Whenever a land enters the battlefield under your control, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner's control.
2/2
Nissa, Sage Animist
Planeswalker - Nissa
+1: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand.
-2: Put a legendary 4/4 green Elemental creature token named Ashaya, the Awoken World onto the battlefield.
-7: Untap up to six target lands. They become 6/6 Elemental creatures. They're still lands.
// 2 from 5 points
// A little less good Civic Wayfinder/Borderland Ranger because he can't search non-Forest basic lands . For the Planeswalker side you need 7 lands and you only get one legendary 4/4 beast and with the +1 ability you get one card/land drop draw per turn.



http://www.mythicspoiler.com/ori/cards/boundingkrasis.html
Bounding Krasis   1GU
Creature- Fish Lizard
Flash (You may cast this spell any time you could cast an instant.)
When Bounding Krasis enters the battlefield, you may tap or untap target creature.
3/3
// 2 from 5 points
// A blue-green 3/3 Deceiver Exarch, this card could see play with Splinter Twin and Kiki-Jiki although these decks are seldom green.



http://www.mythicspoiler.com/ori/cards/honoredhierarch.html
Honored Hierarch    G
Creature - Human Druid
Renown 1
As long as Honored Hierarch is renowned, it has vigilance and "T: Add one mana of any color to your mana pool."
1/1
// 2 from 5 points
// It's a risky 2/2 Birds of Paradise, even with the 2/2 bigger body I doubt this card will see play often.



http://www.mythicspoiler.com/ori/cards/goblinglorychaser.html
Goblin Glory Chaser    R
Creature - Goblin Warrior
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
As long as Goblin Glory Chaser is renowned, it has menace. (It can't be blocked except by two or more creatures.)
1/1
// 2 from 5 points
// This card reminds me of Stromkirk Noble with a better evasion ability but with a body limited to 2/2.



http://www.mythicspoiler.com/ori/cards/flameshadowconjuring.html
Flameshadow Conjuring   3R
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay R. If you do, put a token onto the battlefield that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
2 from 5 points
// This is the first card of this kind which could see play. Of course 4 mana starting investion is much but the effect for only red mana seems playable. This could see play in ramp decks or in decks with much comes into play abilitys.



http://mythicspoiler.com/ori/cards/hixusprisonwarden.html
Hixus, Prison Warden   3WW
Legendary Creature - Human Soldier
Flash (You may cast this spell any time you could cast an instant.)
Whenevre a creature deals combat damage to you, if Hixus, Prison Warden enters the battlefield this turn, exile that creature until Hixus leaves the battlefield.
4/4
// 2 from 5 points
// A 4/4 Flash Parallax Wave, but with 5 Mana it looks too expensive.
 


http://www.mythicspoiler.com/ori/cards/piaandkirannalaar.html
Pia and Kiran Nalaar    2RR
Legendary Creature - Human Artificer
When Pia and Kiran Nalaar enters the battlefield, put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.
2R, Sacrifice an artifact: Pia and Kiran Nalaar deals 2 damage to target creature or player.
2/2
// 2 from 5 points
// 4 mana 4 power and thoughness which can a produces Shock with every artifact. The problem with this card is simple 4 mana is expensive and 3 mana for every Shock is also a big problem.



http://www.mythicspoiler.com/ori/cards/calculateddismissal.html
Calculated Dismissal     2U
Instant
Counter target spell unless its controller pays 3.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2.
// 2 from 5 points
// A combination of Mana Leak and Condescend. Both cards had seen play so I wouldn't be surprise seeing these card being played.



http://mythicspoiler.com/ori/cards/harbingerofthetides.html
Harbinger of the Tides   UU
Creature - Merfolk Wizard
You may cast Harbinger of the Tides as though it had flash if you pay 2 more to cast it. (You may cast it any time you could cast an instant.)
When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand.
2/2
// 2 from 5 points
// A cheap Man-o'-War for tapped creatures with a 2 mana flash addon. The drawback of targeting only tapped creatures will limit the use of this card drasticly.



http://www.mythicspoiler.com/ori/cards/displacementwave.html
Displacement Wave  XUU
Sorcery
Return all nonland permanents with converted mana cost X or less to their owners' hands.
// 1 from 5 points
// This card reminds me of Whelming Wave and All is Dust, only All is Dust had seen play, and so I think this card will see play seldom.



http://www.mythicspoiler.com/ori/cards/darkpetition.html
Dark Petition    3BB
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library.
Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, add BBB to your mana pool.
// 1 from 5 points
// A Diabolic Tutor which is a Demonic Tutor for mono black cards. The use of this card is limited to mono black decks.



http://www.mythicspoiler.com/ori/cards/deathbladepredator.html
Deathblade Predator    2B
Creature - Human Warrior
Deathtouch
Whenever Deathblade Predator deals combat damage to a player, that player loses life equal to the number of creature cards in your graveyard.
1/4
// 1 from 5 points
// The ability will only deal much damagae in the late game and then this card can be easily stopped.



http://www.mythicspoiler.com/ori/cards/discipleofthering.html
Disciple of the Ring    3UU
Creature - Human Wizard
1, Exile an instant or sorcery card from your graveyard, choose one:
*Counter target noncreature spell unless its controller pays 2.
*Disciple of the Ring gets +1/+1 until end of turn.
*Tap target creature.
*Untap target creature.
3/4
// 1 from 5 points
// 5 mana is too much for a 3/4, and all abilitys looks to narrow.



http://www.mythicspoiler.com/ori/cards/foundryoftheconsuls.html
Foundry of the Consuls
Land
T: Add 1 to your mana pool.

5, T, Sacrifice Foundry of the Consuls: Put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.
// 0 from 5 points
// Gargoyle Castle didn't see play and this is even worse.



http://www.mythicspoiler.com/ori/cards/demonicpact.html
Demonic Pact   2BB
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen -
*Demonic Pact deals 4 damage to target creature or player and you gain 4 life.
*Target opponent discards two cards.
*Draw two cards.
*You lose the game.
// 0 from 5 points
// This card is something for a Donate combo deck. The use apart from Donate the turn 4 clock for you with a 4 mana introduction is too demonic for my oppinion. Really a unnecessary mythic.
« Last Edit: 03-07-2015, 02:15:31 PM by GoblinPiledriver » Logged

Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.
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« Reply #2 on: 03-07-2015, 10:00:26 PM »

I doubt that Avaricious Dragon will see too much play. Four mana is too much for RDW and Boros to invest in such a card. You are most likely still holding burn and risking having no hand and getting it dealt with is too much. Thunderbreak Regent is not played at all and it seems to be the better card. At least with less variance.

Languish seems okay but it will not replace nor complement Toxic Deluge. The latter is played because it costs 3 and only a single black. Most decks do not invest in double black spells anymore.

Molten Vortex could be worth a try. Although investing a card to do nothing at first is not what a red deck wants. But they do like an opportunity to use their surplus lands. Keep in mind that you need this card AND a surplus land (which means it is the 6th. The fifth can still kick Burst Lightning or flashback Fire Bolt) and that means you already entered a rather long game or you are ready to sacrifice the chance to kick/flashback to try to win right now.

Scab-Clan Berserker also is a two edged sword. It is a really bad topdeck for a red 3cc card. If you can get it renowned, it is probably pretty good unless you already are losing on board. It is a little bit like Zo-Zu the Punisher. But the latter provides it's effect no matter what.


In general I did not spot many candidates for highlander decks in Origins so far. Some interesting things but nothing powerful enough to straight out warrant a spot. The Planeswalkers all seem okay but they are fragile at first and then not very powerful after transforming them. A Vulshok Sorcerer is probably more powerful than a Chandra or at least more reliable.

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« Reply #3 on: 13-07-2015, 04:50:42 PM »

http://poromagia.com/?fc=module&module=prestablog&controller=blog&id=153
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« Reply #4 on: 13-07-2015, 06:00:36 PM »

Good review as usual. One thing you might have overlooked (and since you are an egg(x)pert I have to mention this) is the Ghirapur Aether Grid. It enables some non-graveyard involved kills in eggs (voltaic key or temple with artifact lands + rings)and give you a little edge against hate bears until you find your big spells/enabler in eggs. Besides that dropping some eggs and the grid gives you at least SOMEthing to do until you can go off (which isnt that bad for a combo piece which would usually do nothing)against slower decks.
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Tiggupiru
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« Reply #5 on: 13-07-2015, 07:30:25 PM »

Good review as usual. One thing you might have overlooked (and since you are an egg(x)pert I have to mention this) is the Ghirapur Aether Grid. It enables some non-graveyard involved kills in eggs (voltaic key or temple with artifact lands + rings)and give you a little edge against hate bears until you find your big spells/enabler in eggs. Besides that dropping some eggs and the grid gives you at least SOMEthing to do until you can go off (which isnt that bad for a combo piece which would usually do nothing)against slower decks.

Thanks.

I considered it. I almost wrote why I didn't want that included in the deck, but I had time constraints at the time and I knew it would have been lengthy explanation and most people don't really want to hear about me rambling long paragraphs about Eggs. Smiley

Basically, my reasoning would have been something like this: We can ignore graveyard already. Infinite mana via Rings + Codex Shredder and Voltaic Key. Just mill them to death. Also, Capsize will get rid of Rest in Pieces and the like, so GY - hate is not end of the world. This means it does not add something we can't already do. I do like the fact that it would pressure control and kill hatebears, but not being an artifact is a real problem. If you could Transmute Artifact it into play, I would be sold. Would not hurt that it could then tap to itself.

My current build added a TON of card draw so I feel like I always have a way to do something, so maybe it would not be horrible with versions that aren't geared against control. So I can see that being a possibility, but Finland has all blue control nowadays so I kinda need to go this route for now. I would probably give it a go with the earlier versions and in metagames that have multiple small creatures. Pinging for three is quite hard while doing other stuff, so this quite unfortunately cannot produce a way to just kill everything unless you already have a critical mass to win, that would have been pretty awesome.

So, I definitely should have said things about it and I can see that being an okay card in some metagames and builds, but I would probably still gone with the "Unplayable" - status, but I can see it not being wrong choice in certain situations. Feel free to try it if find room.
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tonytahiti
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« Reply #6 on: 13-07-2015, 08:49:22 PM »

Thanks for taking the time to write those reviews, always fun to look over them.

Only complaint: GolbinPiledriver gives Pia and Kiran a 2 out of 5 and Tiggupiru doesnt mention it at all.

I think its among the best 3 cards in the set and it will surprise alot of people. People testing Modern said its overperforming ridiculously and basically takes Huntmasters spot in Jund. The Flying colorless tokens matchup crazy good vs Etched Champion (in highlander, two premium blockers vs swordequipment, colorless + flying buys you tons of time) and really well vs inkmoth nexus and lingering souls. Also the shooting ability + the flyers allows you to be way more aggressive than huntmaster ever can be. Of course thats modern but hearing those test results and thinking about the Card more myself i think it's the sleeper of the set and will become a HL Regular. Basically: if something is good enough for modern, it is locked in for Hl Play.
« Last Edit: 13-07-2015, 08:51:21 PM by tonytahiti » Logged

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Kenshin
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« Reply #7 on: 14-07-2015, 06:50:31 AM »

I think Pia and Kiran is a good card. But it costs 2RR and that makes it close to uncastable for a lot of decks. For Burn or aggressive red strategies four Mana is too much. 2R for the ability is rather clunky.

While I do agree that this might be a total powerhouse I see no spot for it in the top tier decks.
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Tiggupiru
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« Reply #8 on: 15-07-2015, 03:07:13 PM »

@tonytahiti

Thanks. They are fun to write and every time somebody responds with a comment, it makes it worth your while.

Also, you might be right about Pia/Kiran. I wouldn't go as far as to say they are top three cards, but they can be quite decent. I do agree with Kenshin that I do not like the double red in the manacost and being artifact is not hugely beneficial and they do take some splash damage from Reclamation Sages and the like, which is not a bg problem, but nonetheless is there. I also dislike the ratio of three mana for a shock, I mean it is free, but still it is quite expensive. Still, I would give them a "niche" - rating at the moment. The can go up quite a lot, but I can see them being unplayable if the right deck is not found or they have too many better options.

I also have no real experience of the 4c goodstuffs as I personally find those decks quite boring to play, so the deck most likely to run them is beyond my area of expertise. Smiley


Also, regarding the article: people at the finnish forums correctly pointed out that I brainfarted with Chandra. You need to use the ping to flip her, so bolting a blocker in the first main phase does not work, but you can declare her as an attacker, bolt the blocker then and ping after combat.
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mox-fanatic
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« Reply #9 on: 15-07-2015, 06:21:22 PM »

Regarding "Pia and Kiran" I agree with Kenshin. The card looks good but will hardly see play in the top tier decks.

4cBlood: will not play it, because of mana requirements (red is just the "splash" color in good builds)
UWR: will not play it, because it is outclassed by the other 4cc drops (several Planeswalkers, FTK, Venser, RestoAngel).
MonoR: will not play a card that costs 4 mana, deals no damage immediately, can be handled easily
UR: will not tap out for that level of thread
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