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Author Topic: Type 4 [Lorwyn]  (Read 4182 times)
darkmindtone
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« on: September 15, 2007, 08:22:23 am »

Up until recently the previews for this set have been relatively disappointing in terms of Type 4 playables, but now there are a few cards which will most likely make the cut in all stacks.  Such as.....

Guile
3uuu
Creature – Elemental Incarnation
Guile can't be blocked except by three or more creatures.
If a spell or ability you control would counter a spell, instead remove that spell from the game and you may play that card without paying its mana cost.
When guile is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6
Rare.

This guy seems absolutely ridiculous, and almost guaranteed to make it into almost any stack (except for possibly mine where I choose to not use ACCs).  Not much more to say about this one.

Cryptic Command
1uuu
Instant   Rare
Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.
Illus. Wayne England   #56/301   

Another auto-include into just about every stack.  Dismiss with benefits is okay in my book. 

Chandra Nalaar
3rr
Planeswalker - Chandra   Rare
+1: Chandra Nalaar deals 1 damage to target player.
-X: Chandra Nalaar deals X damage to target creature.
-8: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.
Illus. Aleksi Briclot   #159/301   6

I don't know if the planeswalkers are good enough or not, but if any are, this one seems to be the best one for Type 4 (though Vess does seem pretty good for this format as well). 

Wild Ricochet
2rr
Instant   Rare
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.

Fork + Shunt = Spot in Type 4 stacks. 

Wydwen, the Biting Gale
2ub
Legendary Creature - Faerie Wizard   Rare
Flash
Flying
{U}{B}, Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand.
3/3

I don't know if she is good enough, but Flash on anything decent turns it up a notch in this format

Rings of Brighthearth
3
Artifact   Rare
Whenever you play an activated ability, if it isn't a mana ability, you may pay 2. If you do, you may copy that ability. You may choose new targets for that copy.
"Without flame, there would be no iron tools, no cooked meals, no purge of old growth to make room for new."
-Brighthearth Creen
Illus. Howard Lyon   #259/301   

While it's probably too limited since it's useless with infinite abilities like Masticores, it does good things with Mindslavers and Doors. 

Mosswort Bridge
   
Land   Rare
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
{T}: Add {G} to your mana pool.
{G},{T}: You may play the removed card without paying its mana cost if creatures you control have a total power of 10 or greater.
Illus. Jeremy Jarvis      

For those of you who play with ACC rules, this one could be a HUGE addition, since as soon as you resolve some fat you get that mystery card for free. 

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psly4mne
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« Reply #1 on: September 15, 2007, 11:49:05 pm »

I think the set is shaping up pretty well. To add to what you said:

Dolmen Doorway
2
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.

Possibly playable. Makes combat a little more one-sided

Dread
3BBB
Creature - Elemental Incarnation
Fear
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into it's owner's library.
6/6

Depending on how big the creatures in your stack are, and whether you use a higher life total, Dread could be a solid card.

Epic Proportions
4GG
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +5/+5 and has trample.

Simple combat trick that leaves a big creature.

Gaddock Teeg
It's symmetric, but it shuts out a lot of cards, helping to keep the board position stable.

Galepowder Mage
3W
Creature - Kithkin Wizard
Flying
Whenever Galepowder Mage attacks, remove another target creature from the game. Return that card to play under its owner's control at end of turn.
3/3

I'm a sucker for utility creatures, but this is good for reusing comes-into-play creatures, killing tokens, and stopping blockers.

Liliana Vess
The only good planeswalker, IMO. At worst, it will force a discard and take some damage that would have hit you. Chandra Nalaar is just too unlikely to use its -8 ability.

Oblivion Ring
2W
Enchantment
When Oblivion Ring comes into play, remove target nonland permanent from the game.
When Oblivion Ring leaves play, return the removed permanent to play under its owners control.

Solid general-purpose removal. Unlike Vindicate/Desert Twister, it hits indestructibles and regenerators. OTOH, it is vulnerable to enchantment kill.

Vigor
3GGG
Creature - Elemental Incarnation
Trample
If damage would be dealt to a creature you control other than Vigor, prevent it. Put a +1/+1 counter on that creature for each damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into it's owner's library.
6/6

I'm a fan of the incarnations. This one makes combat fun!

EDIT:
Add the White Command to the list. The whole cycle will probably be good.
White Command
4WW
Sorcery
Choose two - Destroy all enchantments; or destroy all artifacts; or destroy all creatures with a converted mana cost of 3 or less; or destroy all creatures with a converted mana cost greater than 3.

It's a wrath and artifact/enchantment removal in one.
« Last Edit: September 16, 2007, 08:15:11 pm by psly4mne » Logged
Mr. Type 4
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« Reply #2 on: September 17, 2007, 09:27:20 am »

Yeah, some of this stuff is pretty awesome.  Cryptic Command and Wild Richochet are obviously going to be pretty universal, I can't think of too many reasons not to include those two. 

Mosswort bridge looks like fun, you'll want to get some creatures in so you can get your free card off it.  Pretty cool gameplay there.

Dread isn't the best effect, but that guy is a pretty big monster with Fear.

Vigor is pretty nasty.  It not only is a protector, but you can pump your whole army to infinity with a Masticore.  AND it's a 6/6.  nice!

Guile will be insane. Expect to burn five counterspells right away to keep it alive.

White Command is obviously very powerful.

Gaddock Teeg is debateable.  Is it too symetrical? Can you get a good advantage oyut of it to make it worth while?

Vess's ultimate effect is off the charts insane, but I just can't see how she would survive that long.

We'll have to stay tuned, I'm sure they haven't revealed all of the goodies yet.


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« Reply #3 on: September 18, 2007, 03:30:19 pm »

There's a new, red, "fatty" that probably deserves a spot too.

Hamletback Goliath     
{6}{R}
Creature - Giant Warrior
Whenever another creature comes into play, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
6/6

I love me some good ol' red cards!, and this one could become a MONSTER really quickly!
« Last Edit: September 18, 2007, 04:07:18 pm by redmage419 » Logged
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« Reply #4 on: September 19, 2007, 08:37:18 am »

This is ridiculous:

Deathrender
4
Artifact - Equipment
Equipped creature gets +2/+2
When equipped creature is put into a graveyard from play, you may put a creature card from your hand into play with Deathrender attached to it.
Equip: 2

"what's Deathrender do?" "well, it gives my guy +2/+2 and it does this other little thing...."



7/7 flash seems good, and it's marginal ability could come in handy at some point.
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« Reply #5 on: September 19, 2007, 08:40:20 am »

This is ridiculous:

Deathrender
4
Artifact - Equipment
Equipped creature gets +2/+2
When equipped creature is put into a graveyard from play, you may put a creature card from your hand into play with Deathrender attached to it.
Equip: 2

"what's Deathrender do?" "well, it gives my guy +2/+2 and it does this other little thing...."
Yeah, Deathrender is St00pid.  This is looking to be an excellent set.  Excitement abounds.
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« Reply #6 on: September 19, 2007, 09:53:17 am »

All of the Evoke abilities are alternate costs. This seems to make them really strong in Type IV.
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Mr. Type 4
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« Reply #7 on: September 24, 2007, 11:05:13 am »

so after reviewing the full spoiler my additions are probably like this:


Blue Command
Guile
Wild Richochet
White Command
Cloud Thresher
Death Render
Faerie Trickery
Scattering Stroke
Rootgrapple


and to try:
Primal Command
Brion Stoutarm
maybe blue hideaway land.

There's some ok utility cards in there, but I think I'm cool on most of my utility stuff. These new cards should compliment the old ones nicely.  Guile is the best new bomb, making every counter into Spelljack!  Good luck keeping that alive, but probably worth the effort.  Blue command and Wild Richochet are also going to be quite awesome, I'm thinking.  Death Render offers up some neat tricks.
« Last Edit: September 25, 2007, 08:55:03 am by Mr. Type 4 » Logged

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« Reply #8 on: September 24, 2007, 11:40:34 am »

Does evoke count as your spell per turn?
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darkmindtone
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« Reply #9 on: September 24, 2007, 07:39:17 pm »

-Scattering Stroke seems worth inclusion as a Mana Drain that you can choose not to burn for (aka just a vanilla counterspell with Clash, which seems good enough for inclusion in most stacks)

-Eyeblight's Ending seems about as narrow as Rend Flesh/Chill to the Bone, which make the cut in many stacks

-Hamletback Giant just seems like a beating given a turn or two.  He'll end up dying almost always just like Serra Avatar, but that doesn't mean he shouldn't make the cut. 

-Rootgrapple is an instant-speed Creeping Mold.  Seems good to me....

Other than that, the rest that are probably worth inclusion were covered by Mr. Type 4. 
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« Reply #10 on: September 24, 2007, 10:10:39 pm »

Does evoke count as your spell per turn?

This is a philosophical question:  some people play that all methods of not paying a spell's casting cost (bringers, fist of suns, etc.) do not count as your spell.  For me/my stack/my playgroup, only alternate costs that are non-mana absolve you of your spell for the turn (sunforger, force, intet).

So, for me and mine:  Evoke still counts as your spell.
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« Reply #11 on: September 25, 2007, 08:54:21 am »

I think for now, Evoke will count as your spell for me as well.  I play with a lot of people that haven't played before so it's easier to keep things simple.  That doesn't mean other people shouldn't play it otherwise!  Make your own rules - people who already play things like Flashback and Bringers as "freebies" might as well add evoke to the list.  maybe I'll eventually change my mind on this subject.

I totally missed Rootgrapple.  That's got to be on my list.

Missed Scattering stroke, too.  Scattering Stroke is potentially better than a regular counterspell because when you clash you decide to put the clash card on the top or bottom of your deck.  You'll give your opponernt this privlidge, too, but whatever. A little manipulation can be quite nice.

« Last Edit: September 25, 2007, 12:05:44 pm by Mr. Type 4 » Logged

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« Reply #12 on: September 29, 2007, 01:10:22 pm »

How about Forced Fruition in the deck? Opportunity can be a win condition. I can see players cranking spells into it for more cards and then being blown out when they have to draw even more cards to get rid of it.
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« Reply #13 on: November 21, 2007, 03:44:19 am »

Well, it's been almost two months of testing now. Are all of the new additions panning out as well as planned? Any late bloomers, or surprising let downs to report back?

Sidenote: I think I was just as excited cracking a foil Guile as I was when I cracked my first Thoughtseize. :lol:
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