Sets Shadows over Innistrad Spoilers Thread



I guess this is a more fair Geist of Saint Traft, but it's not really something I was looking for, personally. I'm not sure. This kind of effect (not the flying angel per se) is more something I'd have rather seen in {W}{G}, I think.

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Regarding spoilers so far...
- Handlands look dreadful for aggro and a bad topdeck, so I'll be passing.
- Burn From Within solves a problem my format doesn't really have. It's tempting for the exile clause, but Devil's Play has been so much better than it looks here, and I can't imagine passing on it for an exile clause.
- Engulf the Shore more like engulf the snore amirite
- Sin Prodder I'm honestly still wary of the potential trouble this punisher-draw could generate, but I'll likely be trying to find a spot for it. I have about 6 uncuttables at Red 3, though... Could be tough.
- Tireless Tracker Grows way too slow, has to be played very early to generate many counters out of it, green 3's are a nightmare zone already, pass pass pass
- Ulvenwald Mysteries I'm intrigued but I really don't see this doing enough for my list. Maybe something to look at down the road, though

Final Thoughts: Is 3 mana the new 4? I'm finding more and more these days that the 3-drop spot is the most competitive in my cube. Is it the nature of a low-curve cube, or is it that they're putting more goodies in at 3 that are fun to mess around with? Either way, I'm not complaining - bring on the good cards!
 
Sin Prodder is in for sure in my cube, with poor little reckless bushwhacker taking the hit. It does everything that aggro wants to be doing imo.
  1. Clear out lands. Opponent will def have you dump them, but aggro is ok with that. One less land to draw.
  2. dump things and burn the opponent. This is awesome and provides reach for Rx fast decks.
  3. The cards will go to hand. This provides red Card Advantage, which is also instrumental in providing reach in the mid to late game.
I see this card shining in either aggressive decks or decks on the attrition plan (jund etc).

I like Tireless Tracker in slightly slower environments. Being able to take a turn off to crack a fetch and double Clue-crack for a 5/4 makes this pretty sweet. Also, it's ability is literally Seer's Sundial, but without timing restriction. That seems pretty sweet.
 

FlowerSunRain

Contributor
That's a hilarious card for white/blue heroic, which has iconic status in my cube. I'm not sure it I need that card (it doesn't mesh with doublestrike, which is disappointing), but I kind like it anyway.
 
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That uncommon looks suspiciously powerful. Random 1 mana trade with a 1-drop early or a big basically flash threat later seems really solid for control. Or maybe the card is nowhere near good enough and I really need to go to bed.

Looking at my own red 3cc bodies, the ones with protection from being cut: Alesha, Who Smiles at Death, Prophetic Flamespeaker (Pet card), Magus of the Wheel, Goblin Rabblemaster (unless I ban it), Dualcaster Mage (Pet Judge foil), Feldon of the Third Path. Six sounds about right. I love all these cards.
 
What are your 6 uncuttables? Curious because I'm not overly impressed with red 3's. Feldon is the only one I won't get rid of.

My uncuttables (ordered from Most Uncuttable to Arguably Cuttable):
  1. Chandra, Fire of Kaladesh: This is such a fantastic card. The mini-game to flip is interesting, and the flipped side is really spicy; I consider her a "fixed Sulfuric Vortex". From a card that I found zero interest in when spoiled, she's really proven herself.
  2. Guttersnipe: This card is responsible for running away with sooo many games. A fantastic build-around, I like how he paints a big target on himself and delivers for it very generously.
  3. Alesha, Who Smiles at Death: A solid aggressive body with a really fun activated ability.
  4. Magus of the Wheel: This card has such a crazy impact, and the body is pushed. It's not exactly a buildaround, though it can help support some strategies. Most of the time, you just want a Wheel of Fortune at instant-speed on a body.
  5. Goblin Rabblemaster: He's about at the right place, power-level-wise, to not feel oppressive at all in my environment, and you can do so much with such an easy token-producer that's still fairly vulnerable.
  6. Feldon of the Third Path: His ability doesn't happen as often as I'd like, but he's still a really fun card that has build-around potential.
 


Hmm. I'm intrigued; Rix Maadi Guildmage is a helluva card for the ability to eat blockers, and this ability is even easier to pay due to the {1} (though obviously missing the damage-piling effect of the second ability of the Guildmage). I'm not sure if I want a hard-to-remove indestructible effect for combat, though. I like that it forces through an attacker (and not a blocker), but maybe it's too strong, or maybe it's just "whatever".
 
Thanks RavebornMuse. I'm surprised to see Guttersnipe that high. I ran it for some time and it was certainly good in the "spells matters" deck (I was a fan), but it often went undrafted around here for being a tad narrow. If only that ability had been a prowess trigger (it probably would be broken, but I would have never cut it). I like the design though.

Alesha is a strange card. It's clearly powerful and it should be awesome, but outside one or two times I've never seen it do anything more than be a slightly above curve beater. I actually cut it with my last update to play around with Prophetic Flamespeaker (who I like but the double R is a real buzzkill). This new devil might come in for Flamespeaker just to loosen the color requirements.

Feldon is a popular build around and while I agree his ability does not trigger as much as I'd like, trying to break him is just a great deal of fun. He's really the only card I'd be very hesitant to cut (and I'd only consider it again due to that RR in the cost). I forgot about Rabblemaster. He's strong and does the token making thing well (powerful but not obnoxious and pretty flavorful). I guess I wouldn't cut him unless I needed to nerf tokens in red. Everything else I'm playing is role-player material and only good because of what I'm trying to push. So it's all pretty expendable.
 
What are your 6 uncuttables? Curious because I'm not overly impressed with red 3's. Feldon is the only one I won't get rid of.
I have 8 uncuttables, two of them are for storm mostly and the rest are just sweet cards.
Feldon of the Third Path : nice synergy with the welder plans.
Goblin Rabblemaster : like someone above said, uncuttable unless banned for being too awesome.
Grinning Ignus : for storm mostly
Guttersnipe : nowadays there are so many spells matters synergy cards that gutter has to be in with them
Imperial Recruiter : huge with aluren, but also best 3-drop for red.
Priest of Urabrask : mainly for storm, but balls to the walls aggro could also want a free dude on turn 3.
Prophetic Flamespeaker : pet card, too much love for this card probably.
Squee, Goblin Nabob : pet card, too much love for this card probably. Squee has so many hidden synergies and i like to see them in my cube :)

Countryside Crusher will probably replace the devil for me, sadly it's a combo since you can ditch the lands to Crusher and draw/hit face with the devil. Too cute probably?

Triskaidekaphobia? Reject Rare Cube WIND MILL SLAM !!!!!
the name though, ugh.
 
You rang?

Wow! This looks pretty cool to me. Not sure if it's a snap include if you're not pushing go-wide white, but I think I may be very, very interested in this.
Very solid if you support go-wide indeed! White 2 drops are fairly contested in my cube, but I could see making some sort of swap for her if I find that tokens become a hot commodity.

The name is AWESOME! It's actually an existing disorder, fear of the number thirteen. There's even a Wikipedia article about it!

The card is not half-bad in an aggro deck, right? You only have to deal 6 (or 8) damage to your opponent instead of 20!
You do actually have to deal exactly 7 if you want to win asap (people lose the game then the life gain/loss happens). I'd play this in any multiplayer cube in a heartbeat. Talk about a weird mini-game for the table to dance around!
 

Onderzeeboot

Ecstatic Orb
You do actually have to deal exactly 7 if you want to win asap (people lose the game then the life gain/loss happens). I'd play this in any multiplayer cube in a heartbeat. Talk about a weird mini-game for the table to dance around!

I stand corrected :) Even better then! Painlands are going to be important as a way to adjust your life total soon! ;)
 

Onderzeeboot

Ecstatic Orb
By the way, has anyone noticed how many 13's there are in Triskaidekaphobia?

Thirteen.jpg

13 visible kitchen utensils
13 visible wall panels
13 visible ceiling panels
13 visible bolts on the barrel
13 logs in the stove
13 stones in the arch in the stove
13 stones in the front part of the stove
13 visible pieces of a broken plate
13 visible trails of blood on the wall

Hilarious :D
 
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Not sure how I feel but woah
Woah indeed. Seems to not have enough power to make the drawback worth it? If it was a 5/9 or something? Just feels a little meh to open up the opponent to blowing you out.

This feels pretty neat. It's a slightly worse Arc trail on normal mode, but a stronger Rolling Thunder on madness mode. Standard will love it with Jace, VP:
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