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Shadows of Innistrad The Clue Edition

Started by GoblinPiledriver, 28-03-2016, 09:22:04 PM

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GoblinPiledriver

All the cards are spoiled so it's time for giving Clues


Topplegeist            W
Creature - Spirit
Flying
When Topplegeist enters the battlefield, tap target creature an opponent controls.
Delirium - At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
1/1
// This card is a cheaper Dungeon Geist with lower Power/Thoughness, it works at the same time in the game effective like a Dungeon Geist would do.



Town Gossipmonger      W
Creature - Human
T, Tap an untapped creature you control: Transform Town Gossipmonger.
1/1
------
Incited Rabble
Creature - Human
Incited Rabble attacks each combat if able.
2: Incited Rabble gets +1/+0 until end of turn.
2/3
// A card clearly designed for White Weenie, you just tap the new played creatures which couldn't attack anyway. So this creatures has 2 turns of Summoning Sickness.


Archangel Avacyn      3WW
Legendary Creature - Angel
Flash, flying, vigilance
When Archangel Avacyn enters the battlefield, creatures you control gain indestructible until end of turn.
When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
4/4
-----
Avacyn, the Purifier
Legendary Creature - Angel
Flying
When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
6/5
// Just like Restoration Angel with higher Power/Thoughness, only with much more potential to influence the board with Indestuctible on the Dayside and Flamebreak on the Nightside. The problem is, as always, the higher mana cost so the future will show the true effectivness of this card.



Declaration in Stone   1W
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
// A extrem hard removal with a drawback which can be compared to Swords to Plowshares or Path to Exile. This card will see less play than these cards just for the fact that it cost double so much and is a sorcery, all other facts(like the clues) are minor.



Thing in the Ice      1U
Creature - Horror
Defender
Thing in the Ice enters the battlefield with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then, if it has no ice counters on it, transform it.
0/4
------
Awoken Horror
Creature - Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owner's hands.
7/8
// A pure control card, 4 Instant/Sorcery and you get a Evacuation with a 7/8 Horror Kraken. Really effective cards like Young Pyromancer works even without a specific Threshold. To lose all effectivness of a card, cause your are one ice counter low is a heavy drawback and a benchmark of 4 seems a real problem. If you can play this card effective is a matter of the format that you are in, if there are much small creatures(no 4C-Blood) which you can block with the 0/4 shell than it would work. It would be also be helpful if these decks are removal poor so you can counter their removal. This card looks promising but I doubt that it will see play too often, 4 Ice Counters are just too much to be real effective.



Epiphany at the Drownyard   XU
Instant
Reveal the top X plus one cards of your library and seperate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
// It looks like a more flexible Fact of Fiction but it's a flexible Steam Augury and this card had seen almost no play. It's just a too heavy drawback to not make the final choice.



Jace, Unraveler of Secrets  3UU
Planeswalker - Jace
+1: Scry 1, then draw a card.
-2: Return target creature to its owner's hand.
-8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell."
[5] Loyality
// It's a balanced Jace, the Mind Sculptor. Probably this card will see seldom play, one mana more is a world apart in Magic. The bounce effect with the -2 is allright and the not so perfect Preordain with only Scry one would be not a problem, but paying 5 mana these will be a problem.



Heir of Falkenrath           1B
Discard a card: Transform Heir of Falkenrath. Activate this ability only once each turn.
2/1
--------
Heir to the Night
Flying
3/2
// A pure black aggro card, 2 mana 3/2 Flying which you only need to discard one card. Of course you can think of Madness cards but there are really low amount of effective Madness cards.



Asylum Visitor             1B
Creature - Vampire Wizard
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness 1B
3/1
// Again a pure black aggro card 2 mana 3/1 is really aggressive and in Mono Black you have the highest chance for these Hellbent ability.



From Under the Floorboards  3BB
Sorcery
Madness XBB (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Put three 2/2 black Zombie creature tokens onto the battlefield tapped and you gain 3 life. If From Under the Floorboards madness cost was paid, instead put X of those tokens onto the battlefield tapped and you gain X life.
// 5 mana 3 * 2/2 Zombies and 3 life, these sound like a Mono Black Control card. 5 Mana 3 Zombies thats like having a Xenagos, the Reveler or Garruk Relentless for 3 turns. The only problem is again the 5 mana cost, most decks hesitate too play such expensive cards.



Behold the Beyond        5BB
Sorcery
Discard your hand. Search your library for three cards and put those cards into your hand. Then shuffle your library.
// A pure Combo Card, one spell and you have your combo plus protection. If you play this in a Dreamhalls Deck than you instantly win.



Shamble Back               B
Sorcery
Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield. You gain 2 life.
// This card is a mixture of Kitchen Finks and Unearth, it cost only a third of a Kitchen Finks and makes half of the life of a Kitchen Finks. A very straight forward card, in a format with much aggro decks(which aren't 4C-Blood) these card will be effective.



Relentless Dead           BB
Creature - Zombie
Menace (This creature can't be blocked except by two or more creatures.)
When Relentless Dead dies, you may pay B. If you do, return it to its owner's hand.
When Relentless Dead dies, you may pay X. If you do, return another target Zombie creature card with converted mana cost X from your graveyard to the battlefield.
2/2
// A pure mono black aggro card with amazing abilitys. Hard to block, hard to remove with a special bonus for other Zombies. The perfect card for this specific deck.



Falkenrath Gorger        R
Creature - Vampire Warrior
Each vampire creature card you own that isn't on the battlefield has Madness. Its Madness cost is equal to its mana cost. (If you discard a card with Madness, you may play it for its madness cost instead of putting it into your graveyard.)
2/1
//
A Jackal Pup without a Drawback and whithout a relevant ability, most RDW have only Stromkirk Noble as a Vampire in it and only 1 or 2 discard card. A pure RDW card.



Goldnight Castigator    2RR
Creature - Angel
Flying, haste
If a source would deal damage to you, it deals double that damage to your instead.
If a source would deal damage to Goldnight Castigator, it deals double that damage to Goldnight Castigator instead.
4/9
// A pure RDW card,Furnance of Rath against yourself for a 4 Mana 4/5 Flying haste creature. A Archwing Dragon or Hell's Thunder which stays on the battlefield, but I think the drawback is much too risky. Even in RDW the risk of losing the game because of this ability outweights the benefit from this card.



Village Messenger         R
Creature - Human Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Village Messenger
1/1
------------
Moonrise Intruder
Creature - Werewolf
Menace (This creature can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonrise Intruder.
2/2
// Another pure RDW card, it really combines the strenghts of Reckless Waif, Raging Goblin and Goblin Glory Chaser. I really see this card together with Falkenrath Gorger and Sin Prodder as new staples in RDW.



Gibbering Fiend          1R
Creature - Devil
When Gibbering Fiend enters the battlefield, it deals 1 damage to each opponent.
Delirium - At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, Gibbering Fiend deals 1 damage to that player.
2/1
// A red aggro card for decks with Fetchlands, without Fetchlands this card won't work.



Sin Prodder               2R
Creature - Devil
Menace
At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's converted mana cost. Otherwise, put that card into your hand.
3/2
// The new Dark Confidant but without a risky ability. With these BOB you hope to topdeck expensive cards and no lands, just opposite to the original Confidant. So around 50% this card will make nearly no damage, and in the other case your opponent has the final word. But I still think this card is the big deal, Red needs a card like this and Menace together with the 3/2 Body will be big enough. Nearly all red non-Control non-Combodecks where 1-2 extra damage per turn is enough would want to play this card.



Skin Invasion             R
Enchantment - Aura
Enchant creature
Enchanted creature attacks each combat if able.
When enchanted creature dies, return Skin Invasion to the battlefield transformed under your control.
----------
Skin Shedder
Creature - Insect
3/4
// Another RDW card, this edition is full of these cards. This is basicly a combo card first you play this on an opponents creature and then you burn it away. So it's not a card for the 1 Drop Section.



Scourge Wolf              RR   
Creature - Wolf Horror
Delirium - Scourge Wolf has double strike as long as there are four or more card types among cards in your graveyard.
2/2
// Just like the Gibbering Fiend only this is better against opposing creatures. But you definetly need Fetchlands to get the 4 types together.



Geier Reach Bandit       2R
Creature - Human Rogue Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
3/2
---------
Vildin-Pack Alpha
Creature - Werewolf
Whenever a Werewolf enters the battlefield under your control, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
4/3
// The Oxxida Golem is back with a +1/+1 ability on the night side. The special ability with the quick transforimg will nearly never work in RDW, you only play Reckless Waif(not seen for a long time) and soon the Village Messenger.



Breakneck Rider         1RR
Creature - Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.
3/3
Neck Breaker
Creature - Werewolf
Attacking creatures you control get +1/+0 and have trample.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.
4/3
// Just like the Geier Reach Bandit without haste and with little better Power/Thoughness on both sides. The flavour and the artwork is of course amazing, it's a pitty this will almost never see play.



Pack Guardian            2GG
Creature - Wolf Spirit
Flash (You may cast this spell any time you could cast an instant.)
When Pack Guardian enters the battlefield, you may discard a land card. If you do, put a 2/2 green Wolf creature token onto the battlefield.
4/3
// A card perfect for UG+X Aggrocontrol decks where you only needs 4 lands. 4 Mana 6 power with flash that sounds extremly promising. The only problem is that such decks are very rare in the format.      



Traverse the Ulvenwald     G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Delirium - If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.
// This card looks like the big deal, the constant stream of Dig Through Time and Treasure Cruise show that you can easily play such cards. The gag is of course the specific threshold in this card. But I think both abilitys are worth it, fetching basiclands is a important ability(seen every time when playing Green Sun's Zneith for 1 or Nissa,Vastwood Seer), and having a card which is cheaper than Eladamri's Call(which helps a lot) while having the ability of an Sylvan Scrying which searches a Wasteland that sound hardcore.



Inexorable Blob          2G
Creature - Ooze
Delirium - Whenever Inexorable Mass attacks and there are at least four card types among cards in your graveyard, put a 3/3 green Ooze creature token onto the battlefield tapped and attacking.
3/3
// If you have Delirium than this card is as effective as an Hero of Bladehold but much cheaper. That sounds very promising. The MKM price with 25 Cents says of course the opposite, but I will test this Ooze.



Tireless Tracker         2G
Creature - Human Scout
Whenever a land enters the battlefield under your control, investigate. (Put a colorless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
3/2
// That's a long game card where you can make card advantage like a Courser of Kruphix while builing up the Scout himself. If you play these card and immediatly drop a land then it could be effective, being 4/3 at the very first attack and cycled itself. My feeling is that we will see these card very seldom, sacrificing a Clue for 2 mana sounds too much for a quick environment.



Anguished Unmaking       1WB
Instant
Exile target nonland permanent. You lose 3 life.
// Sounds like the perfect removal, a Instant Maelstrom Pulse which exiles. The problem is the 3 life, Lightning Helix wouldn't be a so popular card if life wouldn't matter. My prediction is what we will see this card in aggro decks only.



Nahiri, the Harbinger    2RW
Planeswalker - Nahiri
+2: You may discard a card. If you do, draw a card.
-2: Exile target enchantment, tapped artifact, or tapped creature.
-8: Search your library for an artifact or creature card, put it onto the battlefield, then shuffle your library. It gains haste. Return it to your hand at the beginning of the next end step.
[4] Loyality
// The new Ajani Vengeant which grows quicker, it's strong against attacking creatures(if Nahiri surives). Additionally Nahiri cycles unnecessary cards. The ultimate is also special and comes rather quick, combining the strenght of Sneak Attack and Eladamri's Call in one effect. This card looks promising I believe we will see this card often in the future(but it will not replace Ajani Vengeant).



Arlinn Kord             2RG
Planeswalker - Arlinn
+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]
---
Arlinn, Embraced by the Moon
Planeswalker - Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn.
-1: Arlinn, Embraced by the Moon deals 3 damage to target creature or player. Transform Arlinn, Embraced by the Moon.
-6: You get an emblem with "Creatures you control have haste and 't: This creature deals damage equal to its power to target creature or player.'"
// This card is the big deal, producing every turn a 2/2 or a Lightning Bolt alternating with a +2/+2 haste/vigilance or a small stampede. What do you want more? A good ultimate, well it's not on this card.



Olivia, Mobilized for War   1BR
Legendary Creature - Vampire Knight
Flying
Whenever another creature enters the battlefield under your control, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a vampire in addition to its other types.
3/3
// Sounds like a good package, but you will quickly ran out of cards so it's only a card for aggro decks.



Prized Amalgam             1UB
Creature - Zombie
Whenever a creature enters the battlefield, if it entered from your graveyard or you cast it from your graveyard, return Prized Amalgam from your graveyard to the battlefield tapped at the beginning of the next end step.
3/3
// A perfect card for a graveyard shenanigans deck.



Sorin, Grim Nemesis        4WB
Planeswalker - Sorin
+1: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its converted mana cost.
-X: Sorin, Grim Nemesis deals X damage to target creature or planeswalker and you gain X life.
-9: Put a number of 1/1 black Vampire Knight creature tokens with lifelink onto the battlefield equal to the highest life total among all players.
[6] Loyality
// Just like Chandra Nalaar for one mana more with a much better plus ability. The biggest problem with the Chandra Nalaar was the missing good plus ability, but now this card cost 6 mana and that's critical.

Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.

GoblinPiledriver

After the review of the cards here is the rating.


5: Clear Highlander Staple                   ( e.g. Swords to Plowshares, Brainstorm, Demonic Tutor, Lightning Bolt, Tarmogoyf, Geist of Saint Traft, Wasteland)

4: Staple for several Archetypes             ( e.g. Restoration Angel, Counterspell, Bitterblossom, Young Pyromancer, Eternal Witness, Lightning Helix, Maze of Ith)

3: Cards for only a few Archetypes           ( e.g. Porcelain Legionnaire, Order of Succession, Raven's Crime, Bloodhall Ooze, Chord of Calling, Ghor-Clan Rampager, Mishra's Factory)

2: Interesting Card Choice                   ( e.g. Wall of Omens, Into the Roil, Diabolic Intent, Ember Hauler, Skinshifter, Sprouting Thrinax, Barbarian Ring )

1: Worth Mentioning but more or less bad     ( e.g. Blind Obedience, Anticipate, Triumph of Cruelty, Mogg Flunkies, Sylvan Ranger, Silumgar's Command, Evolving Wilds)

0: unplayable in normal cases                ( e.g. Benevolent Bodyguard, Hidden Strings, Reassembling Skeleton, Threaten, Prey Upon, Fieldmist Borderpost, Azorius Chancery)


Arlinn Kord                5/5

Nahiri, the Harbinger      4/5
Sin Prodder                4/5
Traverse the Ulvenwald     4/5
Inexorable Blob            4/5

Thing in the Ice           3/5
Declaration in Stone       3/5
Pack Guardian              3/5
Anguished Unmaking         3/5
Tireless Tracker           3/5
Relentless Dead            3/5
Village Messenger          3/5
Falkenrath Gorger          3/5
Asylum Visitor             3/5
Archangel Avacyn           3/5
Geier Reach Bandit         3/5
Skin Invasion              3/5
From Under the Floorboards 3/5
Behold the Beyond          3/5

Jace, Unraveler of Secrets 2/5
Prized Amalgam             2/5
Topplegeist                2/5
Goldnight Castigator       2/5
Olivia, Mobilized for War  2/5
Shamble Back               2/5
Breakneck Rider            2/5
Scourge Wolf               2/5
Heir of Falkenrath         2/5
Gibbering Fiend            2/5
Town Gossipmonger          2/5
Epiphany at the Drownyard  2/5
Sorin, Grim Nemesis        2/5
Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.

tonytahiti

#2
I disagree with almost everything you said this time around. I think arlinn is super overrated and sorin is the best planeswalker in this set. Ineroxable Blob 4/5? Really?

My top 10 Cards:

Asylum Visitor
Archangel Avacyn
Sorin Grim Nemesis
Thing in the Ice
Tireless Tracker
Duskwatch Recruiter
Traverse The Ulvenwald
Olivia
Arlinn Kord
Sin Prodder
Winner - Pro HL Cup, Prague 2002
Winner - Highlander Regional Masters, Phuket 2006
Winner - Sunrise Trophy Run, Hawaii 2006
Winner - North Dakota HL Championships 2007
Winner - Tahiti "One And Only"-Cup #3, 2009
Winner - Gio di Gio Seria, Florenz, 2016
Winner - Jail or be Jailed, Berlin, 2017

Kenshin

For me it is rather hard to evaluate the cards in this set. Some seem incredibly powerful but have huge flaws that make me doubt it.

Look at Thing in Ice. It looks great. 2 mana for a 0/4 wall is okay, if it comes with a benefit like Wall of Omens. But this card has a delayed payoff. You need to cast 4 instants/sorceries. The flip is amazing. You get a huge creature and bounce all other creatures. But your opponent can just wait for the last trigger and destroy it in response. You have to work hard for it to be good and a single removal spell can bust you. You have to be able to pull the trigger in time. It is a horrible topdeck. It looks promising but it has an inherent weakness.

Sorin looks pretty amazing. High loyalty, a +1 ability that generates card advantage and is able to end the game. The 2nd ability removes most threatening cards an opponent can have and gains life. The ultimate is weak. But he costs 6 mana. That might as well be too much. If you play white and black and want 6 mana planeswalkers you have elspeth, sun's champion in that slot. And she might very well be better. Do you want to play both?

The 1BW removal that costs three life. Removing any non-land at instant speed is brutally powerful. But three life is a hefty price tag. Without playing it mysef I can not asess wether that is a fair drawback for a strong effect or too much.

The 3/2 Devil for 2R seems pretty nice. But he comes at a point in the curve of RDW where you really value haste because you need immedeate impact. If he stays for a turn he is powerful because he either draws you a card or damages your opponent. But is he better than Goblin Rabblemaster in the same slot? He pushes more damage faster, dies to pretty much the same removal and develops your board.

The flip card for R is shaky too. As a 1/1 it has no additional ability. Mono Red will play a spell every turn and very often play 2, so you yourself are not realistically letting it flip but will probably unflip it at some point. The backside is okay as a 2/2 menace, but as I said, you will very likely either have to keep spells back or risk unfliping it into uselessnes. Glory Chaser at least stays formidable.

The 2/1 for R is probably okay since a 2/1 with a negligible upside is strictly better than a 2/1 with a downside like Jackal Pup.

Tiggupiru

#4
https://poromagia.com/fi/blog/29/

They worked really fast this time. Submitted article this morning.

EDIT: As it was pointed to me, I misread Fork in the Road. It is actually not a rampant growth, but unplayable garbage. Not a huge loss, those cards are rarely played these days anyway.

tonytahiti

https://www.youtube.com/watch?v=xjaaAG4er0Y

2 Berlin Players, Tino and Luca, created a Video Set Review for this set.

Check it out if you want.

Also go to http://metagamemasters.eu/ to check out more content concerning German Highlander (Tournament Reports, Decktechs) etc.

Cheers.
Winner - Pro HL Cup, Prague 2002
Winner - Highlander Regional Masters, Phuket 2006
Winner - Sunrise Trophy Run, Hawaii 2006
Winner - North Dakota HL Championships 2007
Winner - Tahiti "One And Only"-Cup #3, 2009
Winner - Gio di Gio Seria, Florenz, 2016
Winner - Jail or be Jailed, Berlin, 2017

Ball.Lightning

I wonder, how it is possible, that everyone in this thread ignores Pieces of Puzzle. Which is clearly one of best 3cc draw/filter spells in years + it is delve enabler + staple for reanimators decks.

PWs in this set are sort of nice. The competition on 4cc PW is realy hard though. Most of HL playable cards are fast / agresive creatures. Wizards are not done with printing 2/x for one in every set. Something which were premium agresive creature stats is now almost boring cards to see. Boring but playeable, if anyone is interested. In five years from now it will be possible to build Rb deck soletely based on one drops... They are not needed anymore.

Kenshin

I would assume Pieces of the Puzzle gets ignored because it is a sorcery. Thus it is only interesting for instant/sorcery based combo decks, which only are a really minor part of the metagame.

Tiggupiru

Quote from: Ball.Lightning on 31-03-2016, 02:28:05 PM
I wonder, how it is possible, that everyone in this thread ignores Pieces of Puzzle. Which is clearly one of best 3cc draw/filter spells in years + it is delve enabler + staple for reanimators decks

I tried to make Uncovered Clues work, but it is so often with these decks when you just need more lands. So horrible to fire these things off when you just want to guarantee the next two land drops.