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Author Topic: Type 4 [Morningtide]  (Read 5333 times)
redmage419
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« on: January 09, 2008, 01:37:20 am »

***SPOILER ALERT***

Well, the spoilers are filling up and I'm scouting for a few new Type 4 notables.

So far, here's what I see that may make the cut in some stacks:

Graceful Reprieve 1w
Instant   Uncommon
When target creature is put into a graveyard this turn, return that card to play under its owner's control.


Instantly save one of your own from a wrath effect. Might be worth it.

Reveillark 4w
Creature - Elemental   Rare
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5{W}
Illus. Jim Murray      4/3


Not sure on this one. If you play that evoke doesn't count towards your one spell per turn, then it could be decent to bring back Voidmages, Venser, Az. Guildmage, Clone, Phantom Nishoba, Plaguebearer, Necrotic Sliver, Duplicant, *snip*, etc. The "to play" clause is gravy.

Negate 1u
Instant   Common
Counter target noncreature spell.


A new counterspell that hits Artifacts, Enchantments, Instants, Sorceries, and Planeswalkers. If your list still runs Annul, this could easily replace it.

Research the Deep 1u
Sorcery   Uncommon
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand.


Card draw that provides a bit of deck manipulation, and possible recursion built in. There are a lot of wacky casting costs, in Type 4, to try to abuse Clash with. Could be fun, especially if you found Whispers of the Muse to be "too broken". Its Sorcery status might hold it back though (Sharpie errata anyone? Wink ).

Mind Shatter xbb
Sorcery   Rare
Target player discards X cards at random.


For those that run Mind Twist, here's a second version that'll be available in asian foil. lol
I see myself drawn towards discard the more I've added buyback cards to my stack. What's the consensus regarding discard in Type 4? I've seen a few lists running Scandalmonger...

Earwig Squad 3bb
Creature - Goblin Rogue   Rare
Prowl 2{B}
When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.
      5/3


A Cap and a threat makes for an extremely tempting card; however, Blast from the Past & SGC probably aren't enough to make the prowl cost very likely. Might be more viable in a Cube where Gobs can be drafted.

Noggin Whack 2bb
Tribal Sorcery - Rogue   Uncommon
Prowl 1{B} (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. Choose two of them. That player discards those cards.


 Regardeless, Noggin Whack doesn't have the raw power of Brainscrew or Mind Twist.

Violet Pall 4b
Tribal Instant - Faerie   Common
Destroy target nonblack creature.
Put a 1/1 black Faerie Rogue creature token with flying into play.


A terror that can hit artifact creatures, and give you a 1/1 Flying Faerie! What's not to love? (Super Secret Tech: Immune to Faerie Trickery!!!)

Obsidian Battle-Axe 3
Tribal Artifact - Warrior Equipment   Uncommon
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it.
Equip 3


Cloak and Dagger 2
Tribal Artifact - Rogue Equipment   Uncommon
Equipped creature gets +2/+0 and has shroud.
Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it.
Equip 3


These two could be interesting. Shroud & Haste are valuable atributes, and the attack boosts are nice; however, Lightning Greaves already grants Shroud & Haste with one card.

Diviner's Wand 3
Tribal Artifact - Wizard Equipment   Uncommon
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "4: Draw a card."
Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it.
Equip 3


So far it's the "most broken" card of the set (for Type 4). Many/most stacks ban fire breathing abilities outright, and this one draws you cards while it's doing its thing. An interesting limit (your Library), but I'm guessing this may be too much for many stacks to handle.

From what's been spoiled, it looks like slim pickins for Type 4 stacks. As of this posting the set is only 2/3rds spoiled; so lets hope there's a few more Type 4 bombs yet to come.



Edit: "Brainscrew" => "Mind Shatter"
Removed: "Cognivore ("*" is less than 2 while in the yard)"
« Last Edit: January 10, 2008, 01:13:37 am by redmage419 » Logged
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« Reply #1 on: January 09, 2008, 09:17:12 pm »

Quote
Cognivore ("*" is less than 2 while in the yard)
No dice on that one.  Cognivore's power and toughness is a characteristic-defining ability, or CDA. This ability applies in all zones.
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« Reply #2 on: January 10, 2008, 01:41:29 am »

Thanks for the clarification, ELD. I wasn't sure on the interaction with Cognivore.

How would Reveillark interact with Sutured Ghoul? His card text states "(A * on a card not in play is 0.)"; however, that seems to have been removed with Oracle text errata. Would it remember its p/t if it had been played and killed, and be 0/0 if it had been dredged/milled?

Reveillark does look interesting though. I know there's quite a few good utility weenies, in my stack, that may like to come back in tandem.

Updates:

Cream of the Crop  {1} {G}
Enchantment   Rare
Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.


This could be a fairly powerful tutor effect for Type 4 Stack. Could be a bomb for an aggro drafter intent on dropping fatty after fatty.

« Last Edit: January 10, 2008, 01:55:10 am by redmage419 » Logged
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« Reply #3 on: January 10, 2008, 11:33:38 am »

I just came in here to start this thread up.  Nice work, Redmage Smile

Anyway, I'm kinda surprised that no one has mentioned what I think is easily the standout card:

Mind Spring  {U} {U} {X}
Draw X cards.

I've actually wished for this one before.  I think Treasure Trove is really pushing the boundary because you can use it any time and that Diviner's Wand seems awfully strong in that it gives +1/+1's in addition to being Treasure Trove-like. It does have the liability of needing to have a creature to put it on, tho.  Mind Spring is sweet - You can't use it to straight murder anyone, if you draw too many you'll need to discard a bunch and this easily meets the standard for what I think a Sorcery should do. 

Cream of the Crop isn't bad - it's fairly benign, so you'll probably be able to resolve it and can abuse it's manpulation ability without painting a target on your face.  Hard to say if it's good enough anymore, though, Type 4 cards have been pretty powerful lately and stuff like this has a harder and harder time making the cut in my stack.

Negate and Violet Pall are obvious additions for anyone that needs more of that type of effect or has weaker cards to update (like Annul as was mentioned).

Reveillark is kinda cool.  I know from playing with Protean Hulk not to underestimate the little guys.  He could Evoke in a Voidmage Prodigy and one of his wizard friends for a powerful double counterspell.  Still, how often will this guy just suck? 

Research the deep - Sorcery Sad

Massive Discard Effects - I come from the school where we avoid these, but I've changed my tune on a lot of things over time.  My group previously came to the consensus that blowing up someone's had is "un-fun".  I left in the hand destruction effects that were harder to get off the ground (Hypnox and Black Myojin).  Maybe with Split second cards out there, discard could be more appropriate in today's type 4.  Does anyone out there really like playing with Mind Twists?  Thoughts?
« Last Edit: January 10, 2008, 11:47:21 am by Mr. Type 4 » Logged

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« Reply #4 on: January 10, 2008, 01:38:44 pm »

I think Hand-nuking effects are not very fun in games with alot of players.  It kinda blows to have nothing to do while you wait and wait for your turn to come.  Then you draw your one card and hope it's good. 

However, the stack we have is designed for 3 and 4 person games.  No Door to Nothingness, More creature/combat ~centric, and has more discard and hand-nuking effects - including Mind Twist.  If you loose your hand, it's not that bad because you get enough turns to re-draw and... ya know, attack and do other stuff....
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« Reply #5 on: January 10, 2008, 03:18:13 pm »

I agree with Harlequin - these were similar to the sentiments of my old play group.  It's a lot more fun to even pretend you can do something with a bunch of suck cards in hand than to just sit there while you get railed.

My stack often participates in both large and small games as I take it on tour to help spread Type 4 to the masses, but I think he might have something there in that if the size of your group is fairly constant you can really work out the deck to accomidate the typical game size.  In large games it is critical that the deck be overwhelmingly filled with instants or each player won't get to play very much and a "culling of the weak" usually will occur where people try to kill a couple players just to get the rotation going faster.

Mind Shatter has some cool art on it. 
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« Reply #6 on: January 10, 2008, 09:54:30 pm »

@ Mr. Type 4: Thanks, and it's good to see a few replies startin' to roll in.


I saw Mind Spring; however, I'm still a bit leary of draw X's (I havn't added my foily Read the Runes to my stack yet, nor have I even considered Treasure Trove). You bring up a good point in that it's not "target player"; so you can't use it to straight murder anyone. I might have to give this card another look.

Regarding Cream of the Crop, I agree. It's not so powerful that it paints a target on ya (you'll likely resolve it), but do I think that the added card selection, for fatty dense deck, could be quite helpful, and the bigger they are the deeper ya dig.

I think I'm just gonna have to test out Reveillark. I've tried to make Wizards a draftable class in my stack. Add in all of the other utility weenies, and it seems like this could give a boost to that strategy. Definitely more powerful for the "evoke doesn't count as your one spell" crowd.

Massive Discard Effects - I come from the same school (Massive Discard = "un-fun"); however, I've recently developed "the fear", lol. I havn't had a chance to play for awhile, and, since my last session, I've added quite a bit of "buyback" (Whispers, Evangelize, Spell Burst, Blast from the Past, Reiterate, etc.). To those with more experience; how has it worked out? Is buyback "on par", or ridiculously over-powered when one has infinite mana? Have you added/needed a greater counterspell density to overcome buyback's effect on a stack, or splashed some discard? I think the only discard/hand-removal that I'm currently running consists of Decree of Anni. and Minamo's Meddling, lol. I've yet to pick up a Dismal Failure.

Updates:

Redeem the Lost {1} {W}
Instant   Uncommon
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand.


Could see some play. Again, a clash card with possible recursion, and it's an instant.
« Last Edit: January 10, 2008, 10:22:42 pm by redmage419 » Logged
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« Reply #7 on: January 11, 2008, 12:35:46 pm »

Slithermuse  {2} {U} {U}      

Creature - Elemental   

When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke    {2} {U}

   #50/150   
This could be cool if you don’t count evoke as your spell.  I‘m thinking about converting to that rule…

Dismal Failure is really good, BTW, def pick that up.

I have lots of buyback cards, they’re not too dangerous in my opinion except for Spell Burst (which I do have in my stack).  Spell Burst is really pushing it sometimes, but it usually works out.  If you can control yourself enough to keep your Spell Burst from getting countered, then you may deserve to have it dominate when it comes down to two players.  Once I saw a guy who had Spell Burst (and a stronger board position) lose the final 1 on 1 to an opponent who had Forbid. 

Buyback cards in terms of power look like this for me
* Fanning the flames (there's obvious reasons why i dont include this in my stack)
1 Spellburst
2 Blast From the Past
3 Whispers of the Muse
4 Corpse Dance
5 Capsize
6 Forbid
7 Reiterate
8 Shattering Pulse

Lots of countermagic helps control these cards, and a smart play group will know to bat them down quickly if they’re abused.  These run rampant over inexperienced players, though.  You want it to work out that if a player throws a buyback card out there and there are players that can still cast that it will probably end up getting countered.  Conversely, a great way to deal with buyback cards is to fizzle them by removing the target.  If someone casts Blast from the Past on a creature, then play a creature kill spell in response to fizzle the Blast.  If someone counters with Spellburst, respond by also countering the same target spell.
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« Reply #8 on: January 12, 2008, 07:03:40 am »

 
Quote
Reveillark 4w
Creature - Elemental   Rare
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5{W}
Illus. Jim Murray      4/3

Not sure on this one. If you play that evoke doesn't count towards your one spell per turn, then it could be decent to bring back Voidmages, Venser, Az. Guildmage, Clone, Phantom Nishoba, Plaguebearer, Necrotic Sliver, Duplicant, *snip*, etc. The "to play" clause is gravy.

He also returns Nazi Fox, Kiki-Jiki-who-should-really-have-a-nickname, Stuffy Doll, Withered Wretch, Temporal Adept, Siege-Gang Commander, Trophy Hunter, Gorilla Shaman, Izzet Chronarch, Armored Guardian, False Prophet, Opal-Eye, Combat Medic, Sutured Ghoul, Mulldrifter (evoke is freebie) and all clone variants: Body Double, Dimir Doppelganger, Vesuvan Shapeshifter and Shapesharer.
Lower-powered stacks run many more creatures with power 2 or less, like Faceless Butcher, Pentavus, Sekki, Goblin Flectomancer etc.
Even if Reveillark returns only one utility creature and one small body of a battlemage, Voidmage Prodigy, Willbender or a Mystic Snake it's still really strong for a freebie card. If he returns two utility creatures he is even fine as your spell for the turn (like any individual utility creature is).
If you play with the rule "evoke doesn't count as your spell for the turn", definitely include it. If not, than if you have a large number of men it can return and be worth the spell for the turn, include it too. Else, don't include it.

Quote
Negate 1u
Instant   Common
Counter target noncreature spell.

Spite is finally printed.

Quote
Violet Pall 4b
Tribal Instant - Faerie   Common
Destroy target nonblack creature.
Put a 1/1 black Faerie Rogue creature token with flying into play.

A terror that can hit artifact creatures, and give you a 1/1 Flying Faerie! What's not to love? (Super Secret Tech: Immune to Faerie Trickery!!!)

You really shouldn't play terror in your stack. His targeting abilities are far too limited. In the more developed stacks, removals without some sort of a benefit aren't included, but in the less developed ones a pure removal is a common sight. How hard could it be to find a Terminate or Disembowel? And Rend Flesh, Chill to the Bone or Eyeblight's Ending? At the very least, include Dark Banishing or even Feast or Famine, but not terror or removal in his power level.

Quote
Mind Spring  {U} {U} {X}
Draw X cards.

I've actually wished for this one before.  I think Treasure Trove is really pushing the boundary because you can use it any time and that Diviner's Wand seems awfully strong in that it gives +1/+1's in addition to being Treasure Trove-like. It does have the liability of needing to have a creature to put it on, tho.  Mind Spring is sweet - You can't use it to straight murder anyone, if you draw too many you'll need to discard a bunch and this easily meets the standard for what I think a Sorcery should do.

I agree with every word. This card is easily the best one so far (and probably will stay so as only 6 cards are missing). The only problem I see is some noob playing it to draw 20 cards. He reads each one of them, two times just to be sure, and then needs to choose what to discard. This can be too much time consuming, and if it will happen I won't include it.

Quote
Massive Discard Effects - I come from the same school (Massive Discard = "un-fun"); however, I've recently developed "the fear", lol. I haven't had a chance to play for awhile, and, since my last session, I've added quite a bit of "buyback" (Whispers, Evangelize, Spell Burst, Blast from the Past, Reiterate, etc.). To those with more experience; how has it worked out? Is buyback "on par", or ridiculously over-powered when one has infinite mana? Have you added/needed a greater counterspell density to overcome buyback's effect on a stack, or splashed some discard? I think the only discard/hand-removal that I'm currently running consists of Decree of Annihillation and Minamo's Meddling, lol. I've yet to pick up a Dismal Failure.

Most buyback cards aren't too strong. Evangelize is really easy to disrupt, and won't always give you the creature you want.
The instant speed buyback cards are more problematic in that they are often very repetitive and unfun. Especially, Invulnerability (and change of heart, mind games etc.) makes the game boring as hell sometimes. See if your group likes Capsize, Spell Burst (which also has the problem of being overpowered and therefore doesn't fit in many stacks) and the like.
About the successful ones: Whispers of the Muse is one of the best bombs in the format, and doesn't stall the game. Reiterate, Corpse Dance, Sprout Swarm and Blast for the Past are also powerful spells that actively win the game. Slaughter and Forbid are really good because they have a limit on how many times a player can use it.
Usually the buyback cards are dealt with by fizzling or countering (or killing the player Wink). I still had a few problems with buyback cards in my stack; my solution was to up the number of counters and to include a few coercion-style discard spells. They are more interactive and still leave the player in the game. The targeted discard spells in my stack are: Extortion, Void, Rare-B-Gone, Persecute and Castigate
The non-targeted discard spells I play: Muse Vessel, Mindstab (Suspend is freebie), Delirium Skeins, Crosis, the Purger, Three Tragedies, Myojin of night's Reach, Struggle for Sanity, Haunting Hymn, Recoil, Dismal Failure, Syphon Mind, Smallpox and Decree of Annihilation.
I would've preferred to take out the buyback cards than to include mass discard into my stack. The discard spells I have are much weaker than massive hand discards spell and they too have already been problematic a few times before (I should really write here sometime a story about a certain game involving persecute).

Quote
Slithermuse  {2} {U} {U}     

Creature - Elemental   

When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke    {2} {U}

Sexy

Feudkiller's Verdict {4} {W} {W}
Tribal Sorcery - Giant (R)
You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

We definitely have stronger lifegain spells and certainly stronger fatties, but maybe the combination of both effects might make this playable.

Stonehewer Giant {3} {W} {W}
Creature - Giant Warrior (R)
Vigilance
{1} {W}, {T}: Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library.
4/4

He is small and not likely to survive long enough to untap, but his effect is still strong. He's a walking Toolbox of equipment which can attach equipment to shroudy guys in the middle of combat that's worth trying.

Swell of Courage {3} {W} {W}
Instant (U)
Creatures you control get +2/+2 until end of turn.
Reinforce X - {X} {W} {W} ({X} {W} {W}, Discard this card: Put X +1/+1 counters on target creature.)

This card is EVIL.

Thieves' Fortune {2}{U}
Tribal Instant - Rogue (C)
Prowl {U} (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.

This card is already an Impulse, and though his Prowl effects won't happen often or even at all, he is still better.

Vendillion Clique {1}{U} {U}
Legendary Creature - Faerie Wizard (R)
Flash
Flying
When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.
3/1

He's another answer for buyback. He can target you, and he is Faerie's Trickery resistant. BTW, if you see his hand is really weak you may just look at her.

Offalsnout {2}{B}
Creature - Elemental (U)
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke {B}
2/2

A freebie cremate that doesn't cantrip might be fine.

Deglamer {1} {G}
Instant (C)
Choose target artifact or enchantment.
Its owner shuffles it into his or her library.

The modern days Naturalize.
« Last Edit: March 17, 2008, 02:24:12 pm by Metamind » Logged
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« Reply #9 on: January 12, 2008, 09:38:02 am »


Swell of Courage {3} {W} {W}
Instant (U)
Creatures you control get +2/+2 until end of turn.
Reinforce X - {X} {W} {W} ({X} {W} {W}, Discard this card: Put X +1/+1 counters on target creature.)

This card is EVIL.

This card should be in the banned list of type4, as it´s an uncountereable "I win the game at instant speed" card.
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« Reply #10 on: January 12, 2008, 10:48:13 am »

Quote
This card should be in the banned list of type4, as it´s an uncountereable "I win the game at instant speed" card.

Actually it's even better then that, it also doesn't count as your spell for the turn - you can protect your creature with a counterspell. A competitor for diviner's wand for the most broken T4 card in the set?
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« Reply #11 on: January 13, 2008, 07:14:24 am »

And the six remaining cards were spoiled today, revealing another bomb:

Knowledge Exploitation {5} {U} {U}
Tribal Sorcery - Rogue   Rare
Prowl {3} {U}
Search target opponent's library for an instant or sorcery card. You may play this card without paying its mana cost. Then that player shuffles his or her library.

An acquire for instants and sorceries. It can't fetch Mindslaver, Door to Nothingness, the towers, memnarch, vedalken orrery, Legacy Weapon or Bosh, so it's not really on the same level. You are still almost guaranteed to see a counter, a card draw/ filter, a spot removbal for every card type and a mass removal to choose from. If you are lucky you can fetch Storm Herd,  Urza's Rage, Searing Wind, Riddle of Lightning, Time Stretch, Dominate, Phthisis, Restock, Savage Beating, Insurrection or the occasional discard or lifegain spell. It will always have a use and might be good enough for inclusion although it won't fetch a bomb too often.
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« Reply #12 on: January 14, 2008, 03:12:14 pm »

Nice work on finding pretty much everything else in there, Metamind.  Your English is also quite good for a non-native speaker. Where are you from?

There's this one, too:

Notorious Throng   3U
Tribal Sorcery - Rogue 
Prowl 5U
Put into play X black 1/1 Fairy Rogue creature tokens with flying into play, where X is the damage dealt to opponents this turn. If the prowl cost was paid, take an extra turn after this one.

Sorcery speed sucks on this, but it potentially gives you some guys and Time Walks.  Seems ok, but Sorcery speed is going to hold it back from making the cut in my stack.  How sweet would this be as an Instant? For a lot of people Prowl will make this card a "Freebie" if you satisfy the Prowl requirement.  Does that make it better?  Are any of the creatures we play now Rogues? other than Greater Morphling?

I think this completes the list of things we might consider playing.  Anyone have anything else?


Quote
Knowledge Exploitation   {5} {U} {U}
Tribal Sorcery - Rogue   Rare
Prowl   {3} {U}
Search target opponent's library for an instant or sorcery card. You may play this card without paying its mana cost. Then that player shuffles his or her library.

An acquire for instants and sorceries. It can't fetch Mindslaver, Door to Nothingness, the towers, memnarch, vedalken orrery, Legacy Weapon or Bosh, so it's not really on the same level. You are still almost guaranteed to see a counter, a card draw/ filter, a spot removbal for every card type and a mass removal to choose from. If you are lucky you can fetch Storm Herd,  Urza's Rage, Searing Wind, Riddle of Lightning, Time Stretch, Dominate, Phthisis, Restock, Savage Beating, Insurrection or the occasional discard or lifegain spell. It will always have a use and might be good enough for inclusion although it won't fetch a bomb too often.

I think this might be stronger than you give it credit, Metamind.  I'm not sure how well this works with Dominate (X=0) or Urza's Rage (no opportunity to play the kicker) but since Instants make up the bulk of people's decks and Sorceries are some of the most powerful effects, this has to be good. A nice Split-Second removal card might help you out in many situations (Word of Seizing) If that's not the best, you can go find Acquire or Bribery with this and "kick it old-school".

In my experience it is quite the privlidge to be able to steal key cards out of other people's decks.  You can't draft everything, but if you have cards like this, you don't have to. 

Re: Mind Spring
Quote
The only problem I see is some noob playing it to draw 20 cards. He reads each one of them, two times just to be sure, and then needs to choose what to discard. This can be too much time consuming, and if it will happen I won't include it.
I think there are enough cards that will cause the game to slow down for "n00bs" so that this wouldn't matter much. 

Re: Swell of Courage
I don't think it gets much more un-fair than that one.  Anyone who adds this is going to have some pretty short games... but that's cool if that's your thing.  We like long, epic ones where I come from.

So there's a few stand-out cards here and a large assortment of less exciting, but playable stuff.  At least we'll get a couple good cards in this set, but I think we've been spoiled a lot lately.  The last few sets had soo many good cards. 



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Metamind
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« Reply #13 on: January 15, 2008, 01:50:18 pm »

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Notorious Throng   3U
Tribal Sorcery - Rogue
Prowl 5U
Put into play X black 1/1 Fairy Rogue creature tokens with flying into play, where X is the damage dealt to opponents this turn. If the prowl cost was paid, take an extra turn after this one.

Sorcery speed sucks on this, but it potentially gives you some guys and Time Walks.  Seems ok, but Sorcery speed is going to hold it back from making the cut in my stack.  How sweet would this be as an Instant? For a lot of people Prowl will make this card a "Freebie" if you satisfy the Prowl requirement.  Does that make it better?  Are any of the creatures we play now Rogues? other than Greater Morphling?

For me prowl is freebie. The above card would be playable if there were as many rogues as wizards. The only rogues I can think of are the new Violet Pall's token, Blast from the past's tokens and, um, crib swap's token. Without prowl this card is unplayable. But we might have some rogues due to the grand creature type update. Someone needs to check this out.

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I think this might be stronger than you give it credit, Metamind.  I'm not sure how well this works with Dominate (X=0) or Urza's Rage (no opportunity to play the kicker) but since Instants make up the bulk of people's decks and Sorceries are some of the most powerful effects, this has to be good. A nice Split-Second removal card might help you out in many situations (Word of Seizing) If that's not the best, you can go find Acquire or Bribery with this and "kick it old-school".

In my experience it is quite the privlidge to be able to steal key cards out of other people's decks.  You can't draft everything, but if you have cards like this, you don't have to.

Well, ok it's probably is better than I gave it credit, but not by much. The key word on that spell is play - you can pay kicker and X can be anything. But that means that unlike Acquire or Bribery after you fetch a spell it still can be responded to, and be countered. The split second shenanigan is good, though.
Yea, instants are the most common card type in Type 4 but most of them are reactive or their power is in their speed. There are really few instants that will still be playable at sorcery speed, and even fewer ones that will still stay good (Word of Siezing is one of those cards). Sorceries are some of the most powerful card in the stack, but they aren't common so you can't bet they'll have a useful one (and add to this most of them require certain situations to truly shine) unlike creatures or artifacts which are numerous.

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Re: Swell of Courage
I don't think it gets much more un-fair than that one.  Anyone who adds this is going to have some pretty short games... but that's cool if that's your thing.  We like long, epic ones where I come from.

I'm not gonna try it on out. It's plain unfair, even unfairer than mass discard. I don't play with firebreathers or direct X burn spells, we too prefer a long game. I know there are players out there who include all three of the above in their stacks, I just lightened up the card for them (they would discover it quickly anyway I believe, it's an uncommon).

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I think there are enough cards that will cause the game to slow down for "n00bs" so that this wouldn't matter much.
 

They're not in my stack Smile (just too many time consuming noobs, really)

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Deglamer   
Instant (C)
Choose target artifact or enchantment.
Its owner shuffles it into his or her library.

I forgot it can shuffle your own artifact or enchantment.

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The targeted discard spells in my stack are: Extortion, Void, Rare-B-Gone, Persecute and Castigate
The non-targeted discard spells I play: Muse Vessel, Mindstab (Suspend is freebie), Delirium Skeins, Crosis, the Purger, Three Tragedies, Myojin of night's Reach, Struggle for Sanity, Haunting Hymn, Recoil, Dismal Failure, Syphon Mind, Smallpox and Decree of Annihilation.
I would've preferred to take out the buyback cards than to include mass discard into my stack. The discard spells I have are much weaker than massive hand discards spell and they too have already been problematic a few times before (I should really write here sometime a story about a certain game involving persecute).

And here I forgot to add the phenomenal Venarian Glimmer (It's really amazing, the trick is to cast this only on spelled out players).

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So there's a few stand-out cards here and a large assortment of less exciting, but playable stuff.  At least we'll get a couple good cards in this set, but I think we've been spoiled a lot lately.  The last few sets had soo many good cards.

The worst set for type 4 since the times of Kamigawa block, maybe even earlier.

My final list of trial (from best to worst):

Mind Spring
Slithermuse
Knowledge Exploitation
Reveillark
Violet Pall
Negate
Deglamer
Offalsnout
Thieve's Fortune
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