Sets Shadows over Innistrad Spoilers Thread

Kirblinx

Developer
Staff member
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The problem with these cards is that they are common. They can't be good :p
This black vessel is almost exactly what I wanted for my pauper WB Auramancer deck I have been brewing. I needed something to help me mitigate the card advantage of control decks and this fits the bill. Although, I might miss my Mournwhelk + Angelic Renewal shenanigans.
 

Chris Taylor

Contributor
The problem with these cards is that they are common. They can't be good :p
This black vessel is almost exactly what I wanted for my pauper WB Auramancer deck I have been brewing. I needed something to help me mitigate the card advantage of control decks and this fits the bill. Although, I might miss my Mournwhelk + Angelic Renewal shenanigans.

Mind Rot is also common! (Hell so is seal of doom)

Like the bar here is low, and they lowered it from there :(
 

FlowerSunRain

Contributor
It's a 7/7 pretty soon after it hits play though. I kinda like this! I've been trying to shoehorn more reach into green lately to ensure it has an answer to flyers.
I suppose this answers the question of why that 6/6 has deathtouch.

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A sweet Madness payoff card!

Black lifegain is always sweet. Combined with the avacyn's rolling thunder and this old chestnut red/black control with madness is looking like a sweet cube theme.
 

Chris Taylor

Contributor
mind rot is the wrong spell:

and being on a payment plan actually matters a lot. Same goes for the artifact/enchantment versions of Inspiration. Splitting payments ups the power. I do feel like some of these could've been pushed a little more, but I'm pretty happy overall. Vessel of Nascency is awesome, for instance.
The lose 2 is a lot as well, which to me is why this costs 4..
 
The lose 2 is a lot as well, which to me is why this costs 4..
lose 2 = being able to split payments. Imo, they are both costed properly. And exile is stronger than discard overall, especially with both Eldrazi shenanigans and madness and delirium in std, so they are both also costed appropriately against mind rot (imo).

Some examples that payment plans make for strong spells:
 

Eric Chan

Hyalopterous Lemure
Staff member
I love that poor man's Primeval Titan! All of the M11 titans are well above the power level of where I want a six drop to be, but swapping out trample for reach makes a huge difference in letting the green ramp deck stabilize and set up for a long game, rather than just rumbling their way to victory within a few short turns. Only fetching up one land means you have to make it count; it was always easy to be lackadaisical on your first search with Primetime, knowing you'd get further opportunities.

I really like that Wizards is actively trying to fill the gap in Good Green Six Drops that's been around since basically the beginning of time. They don't always connect, and sometimes they're clear swings and misses, but at least they're stepping up to the plate!
 

FlowerSunRain

Contributor
I really like that poor man's Primeval Titan! All of the M11 titans are well above the power level of where I want a six drop to be, but swapping out trample for reach makes a huge difference in letting the green ramp deck stabilize and set up for a long game, rather than just rumbling their way to victory within a few short turns. Only fetching up one land means you have to make it count.

I'm loving that Wizards is actively trying to fill the gap in Good Green Six Drops that's been around since basically the beginning of time. They don't always connect, and sometimes they're clear swings and misses, but at least they're stepping up to the plate!

Yeah, I really think both the new hydra and primeval titan are both complete misses (for opposite reasons), but I do like that they're putting effort into tinkering with the formulas and making attempts at different spots on the horizon. The one size fits all school of thought just doesn't fly.
 
This is a positive step in the right direction for green removal: one-sided fight spells. Still sticks to green flavor of relying on your creature instincts, but no worries about your creature just dying.
rabidbite.jpg
 
How often will that be better than (say) Epic Confrontation?
no idea, but it opens up entirely new lines. For instance, dealing non-lethal damage to a blocker but making a block of any of your creatures lethal. You can also remove a deathtoucher without fear.

Like I said, a step in the right direction. If the spell was "+1/+1 and one-sided fight", no questions at that point imo.
 
This is a positive step in the right direction for green removal: one-sided fight spells. Still sticks to green flavor of relying on your creature instincts, but no worries about your creature just dying.
rabidbite.jpg

I think this is at least testable. Fight cards generally have so many hoops to jump through, and this shaves half of them off. I like it.
 
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