Sets Shadows over Innistrad Spoilers Thread

Talk about self-contained engine! Obviously works extremely well with fetchlands, and his additional land ability can help keep you from running out of mana. Very cool. Not sure if I'll have a spot for him, but could see Meren biting the dust for being a little bit overwhelming.
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EDIT: Also synergizes amazingly well with Drownyard Temple
EDITEDIT: Also just noticed that it says Land into grave from anywhere. What a strong card.
 

Dom Harvey

Contributor
can we make this a thing yet



I love Prized Amalgam too, I've had problems finding fun UB cards and hopefully there's enough Zombie support in this block to make it and Diregraf Captain worth it.
 
Wow. This is a preeeetty sweet deal, if I do say so:
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3{U}
Creature - Zombie Horror
Skulk (This creature can't be blocked by creatures with greater power.)

At the beginning of your upkeep, you may discard your hand. If you do, draw that many cards.
3/3
 
I know that scourge wolf isn't a zombie because of "Innistrad Racial Color Identity" reasons, but that would have basically made the card perfect.

Pack Guardian seems to be fine with the race mixing creature type synergy. I don't see why this thing couldn't be a zimbob or a vampire. OR A HUMAN LETS NOT BE PREJUDICED ABOUT THIS

One of the things that makes morningtide so brilliant to me is that it makes you think about lorwyn cards differently and in different combinations. So I wouldn't mind some more of that here.

As for Criacao Esquecida, just imagine dumping your hand and drawing terry cruise or Dig Through Time. The DREAM.
 
I hate to say this but The Gitrog Monster seems perhaps too pushed for me.

The land-eating, card-drawing effect is fantastic. The "play an extra land each turn" also fits.

But a 6/6 for 5 with deathtouch in {G}{B}? Note that {B} can evade some removal suite tools depending on your format, as can multicolour cards; and red is typically gonna struggle with anything above */3, let alone an */6. Frankly I really wish this was maybe a 4/4 with or without Deathtouch, but maybe that's just me. I know I have a few big, splashy plays available at 5 in my list, but this one looks like it could be the stickiest, and it's got such a strong engine to it. I may still cram it in, I'm not 100% saying "hell no", but I wish they hadn't pushed this quite so much.
 
Mega-frog doesn't have trample so it can be chumped. And deathtouch on something this big is flavor text. What can block a 6/6 and live?

The mechanic though is really interesting. Helps delve. Helps landfall. It's a draw engine. It combos. I don't know, I really think it's a cool card. Not sure I have a place to put this, but I might try and find one.
 
Mega-frog doesn't have trample so it can be chumped. And deathtouch on something this big is flavor text. What can block a 6/6 and live?

The mechanic though is really interesting. Helps delve. Helps landfall. It's a draw engine. It combos. I don't know, I really think it's a cool card. Not sure I have a place to put this, but I might try and find one.

More realistically, Gigatoad sits as a massive roadblock, eating Villain's best attackers each turn while you dig through your deck and draw the pieces you need to lock down victory. I'm not concerned about it as strictly a battering ram; it does more damage in a midrange-control shell, where it can sit and generate value until you're ready to win, or swing easily through an underdeveloped board. The big point about it being a 6/6 is that it isn't easily overpowered or traded with through tricks or offense + burn, for example. There's a lot of factors to consider, really; that he can be chumped all day long isn't exactly the point. That's kind of like saying "well yeah but it's not like Tamiyo, the Moon Sage can deal damage with her abilities"; there's another dimension to the game besides "can this run over my opponent".

edit: I agree it's hella cool, I just don't know if it's too strong or not.
 

FlowerSunRain

Contributor
I like frog a lot, but I also commiserate with the feeling that some cards are just pushed in the wrong direction for what you are looking for. It sucks when card is so close but JUST misses the mark.
 
I hear the concerns, but who does this really hurt? Aggro shouldn't care. It's a late game play that doesn't gain them life. You do not need to remove it. Swing through it and burn them out. Any evasion deck cares even less.

Midrange needs help against control and this is a sweet engine for that. Control I'm not convinced wants this. You are trading board position for cards. Sacking lands is a real cost and this sucks as an actual finisher.

What am I missing?
 
What am I missing?
Not much, as far as I'm concerned.

Red decks are built around the premise of giving oneself reach and secondary options. Options like nightbird's clutches, frenzied goblin, goblin heelcutter, fiery confluence, lightning bolt, fireball etc. And if they can't get that reach in or didn't draft to plan B, maybe the red deck wasn't destined to be the 3-0 deck that night...

I feel like this will affect a monsters v. monsters match the most, where it will be a huge beater + advantage engine, against another equally paced deck that's probably not focusing on removal super heavily. I could see a GR monsters deck having a poor time against this mebbe....

If removal suites are strained, then maybe it could be an issue. It is one of the bigger creatures that riptide cubes have.

Some neat options for getting toad out of the way:
 
If your format can allow someone to cast a 6-mana draw sorcery without the caster losing next turn, yeah, that card is friggin' amazing. And it just gets better every time you RECAST it, if the game goes that long. Green control is starting to be a real thing with unique tools like this and The Great Aurora. Still gotta have a second color so you can run removal, but no color is perfect. Except red.
 
Ì have to get back to MEGA-FROG, the card is amazing !
6/6 so it doesn't just die everytime it's resolved, deathtouch so you can't just attack with a bigger creature against it.
Draw engine that usually should work on your favor, but sometimes you draw only gas and you sac a land each turn, but you can't cast your gas because you didn't draw any lands...

I'm waiting for someone to have a 5-color storm deck where Squandered Resources and MEGA-FROG are used to draw your whole deck while gaining a bunch of mana, the DREAM!

seasonspast.jpg

That's a hell of a draw spell...

Tell me this isn't EDH fodder please!

I have a feeling that card is usually just stuck in your hand, but when the game starts to slow down and you cast it, you win the game.

I think Regrowth might be just better than this in most cases?
 
Maybe I'll have to try Gigatoad then, yall seem pretty confident he's not too good and it's true that a 5-drop is a real investment in my low-curve format. I've tried worse for longer.

Seasons Past is great and really reflects how hard they're trying to give green draw options these days, which I like. I think at 5 mana it'd be a snap include, but at 6, I'm a little more conservative. If only it was instant speed.. I'll probably pick one up for testing, but I'm not convinced it'll make the cut.

Speaking of green kinda-draw-a-card tools,



seems kinda spicy to me. Triggers delirium if you're pushing it, works as a graveyard enabler more generally speaking, helps enchant-matters, and paying in installments is usually better than it looks. I think a {G} activation cost would put this at playable for me for sure, but maybe it's still almost viable like this? I've probably got stars in my eyes, but I love graveyard enablers and card selection. My instinct is it's mostly flexible filler, but it's not always a bad idea to run some of that, not every pick is gonna be high-impact.
 

Chris Taylor

Contributor
Man, every time we get some set that wants enchantments, WotC insists the upside of being an enchantment costs mana, and can't just be a rider on an existing spell :(

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Like, inspiration is horrible, and mind rot is horrible quite often. (Sure vessel of malignity exiles, but I'd expect no less in a set where we're expected to discard cards for delirium...)

Can't this just be like Incinerate/Searing Spear for once?
 
Seal of: cleansing, doom, fire, primordium, removal, strength ;)
I love this cycle. Already working Seal of Doom into my cube, and there's arguments for seal of fire. Of course, there's the other cool trinket cycle:


and the other five also. Aether and Pyrite stand out as possiblities for inclusion if delirium becomes a must-have. Also up there as possibilities:
 
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