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Author Topic: 2007 - 2010 Rumors/Previews/mtg.com articles  (Read 237074 times)
BruiZar
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« Reply #1050 on: September 08, 2010, 04:38:00 am »

From Lotusheads site:

CHROME STEAD

According to Auriok myth, it collects scrap in order to reassemble its lost rider.

Illus. Jana Schirmer & Johannes Voss


DARE I SAY ASSEMBLERS AND CONTRAPTIONS? STOCK UP ON STEAMFLOGGER BOSS NOW

PS: That background looks like Glimmerpost to me.
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« Reply #1051 on: September 08, 2010, 10:27:05 am »

How does Platinum Emperion interact with "Pay 1 life: _____" ?  He seems better than Platinum Angel simply because he's fatter and your opponent can't reduce your life total to zero THEN bounce the critter.
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A link to the GitHub project where I store all of my Cockatrice decks.
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« Reply #1052 on: September 08, 2010, 12:26:28 pm »

How does Platinum Emperion interact with "Pay 1 life: _____" ?  He seems better than Platinum Angel simply because he's fatter and your opponent can't reduce your life total to zero THEN bounce the critter.
Read the card. It says in the reminder text "You can't pay any amount of life except 0."
« Last Edit: September 08, 2010, 12:30:12 pm by yawg07 » Logged

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« Reply #1053 on: September 08, 2010, 12:31:58 pm »

Sorry, the reminder text isn't on the spoiler and the image link wasn't up when I first saw it there.
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A link to the GitHub project where I store all of my Cockatrice decks.
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« Reply #1054 on: September 08, 2010, 01:42:29 pm »

How does Platinum Emperion interact with "Pay 1 life: _____" ?  He seems better than Platinum Angel simply because he's fatter and your opponent can't reduce your life total to zero THEN bounce the critter.
Read the card. It says in the reminder text "You can't pay any amount of life except 0."

That's a shame, and dumb. It would be SOOOOOOO good as a Tinekr target in TPS otherwise. Thsi way it's unplayable as it turns off your best engines.

Might be worth it as a Tinekr target in Ad Nauseum though. ROFL.

Aside: WHEN ARE WE GOING TO GET A DECENT EQUIPMENT THAT GRANTS FLYING!?!?!?!?!
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« Reply #1055 on: September 08, 2010, 02:15:19 pm »

ooh, Rusted Relic just got spoiled in the Rumor Mill Very Happy

Rusted Relic - 4
Artifact (U)
Metalcraft - Rusted Relic is a 5/5 artifact creature as long as you control three or more artifacts.

Interesting that it isn't a creature unless you have 3 artifacts in play.
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« Reply #1056 on: September 08, 2010, 02:56:10 pm »

ooh, Rusted Relic just got spoiled in the Rumor Mill Very Happy

Rusted Relic - 4
Artifact (U)
Metalcraft - Rusted Relic is a 5/5 artifact creature as long as you control three or more artifacts.

Interesting that it isn't a creature unless you have 3 artifacts in play.

Man, RnD must really have it out for Juggernaut.  Golem, Chimeric Mass, and thing are dancing around the same design space.
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« Reply #1057 on: September 08, 2010, 02:58:13 pm »

Thinking about it, I'm really glad they chose 3 for Metalcraft and not 4.
Especially for the things that ARE artifacts, 3 is so much easier to actually execute than 4.
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« Reply #1058 on: September 08, 2010, 04:30:04 pm »



I like it.
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BruiZar
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« Reply #1059 on: September 08, 2010, 05:14:56 pm »

@Myr Galvanizer: best flavortext of 2010. Goes straight into my casual deck with Coretapper and Magistrate's Scepter.
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« Reply #1060 on: September 08, 2010, 06:35:45 pm »

How does Platinum Emperion interact with "Pay 1 life: _____" ?  He seems better than Platinum Angel simply because he's fatter and your opponent can't reduce your life total to zero THEN bounce the critter.
Platinum Angel is a lot better at finishing the game since she has flying (it really is often relevant), she is better versus decking, and she has synergy with Pact of Negation. I think for the first reason alone, Angel wins, but time will tell.
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« Reply #1061 on: September 08, 2010, 07:37:44 pm »

How does Platinum Emperion interact with "Pay 1 life: _____" ?  He seems better than Platinum Angel simply because he's fatter and your opponent can't reduce your life total to zero THEN bounce the critter.
Platinum Angel is a lot better at finishing the game since she has flying (it really is often relevant), she is better versus decking, and she has synergy with Pact of Negation. I think for the first reason alone, Angel wins, but time will tell.
If the opponent doesn't have a ton of chump blockers or Inkwell/Colossus, Emperion also gives them less turns to find an answer card, which is probably a pretty big deal.
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« Reply #1062 on: September 09, 2010, 01:21:18 am »

Note that having a fixed life total and not losing the game aren't entirely the same. You can still get milled to death or Jaced out of the game with this new fellow. Also, Poison counters are still effective.
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« Reply #1063 on: September 09, 2010, 01:34:58 am »

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brianpk80
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« Reply #1064 on: September 09, 2010, 02:45:48 am »

Card Picture

I don't play MUD or Stax but that Tinker-maker is pretty good, yeah?  It makes me think that Goblin/Dredge match-ups are a lot easier when you can bring out a Platinum Angel/Sphinx during the opponent's turn.  Colorless Tinker.  Possessed Portal.  Whoa. 
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« Reply #1065 on: September 09, 2010, 12:23:31 pm »

It might end up being really poweful, but at first evaluation the summoning sickness looks problematic.  I wonder if just :sac: was too good and :tap: might just be a hair slow.  It looks like another card to try out with workshop.  The running tally so far seems to be about 3 or 4.
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« Reply #1066 on: September 09, 2010, 12:27:35 pm »

It might end up being really poweful, but at first evaluation the summoning sickness looks problematic.  I wonder if just :sac: was too good and :tap: might just be a hair slow.  It looks like another card to try out with workshop.  The running tally so far seems to be about 3 or 4.

We don't worry about Juggernaut not being able to do 5 damage the turn it comes into play.  We don't worry about Smokestack not being able to destroy something the turn it comes into play.  We don't worry about Welder or Metalworker not being able to activate the turn they come into play (okay, actually, we do, but still these cards get played).  Tinkermaker is along the same lines as these cards- potentially.  I'm not bothered he can't activate the turn he comes into paly b/c when he does activate, it could seal up the game.
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« Reply #1067 on: September 09, 2010, 01:08:27 pm »

It might end up being really poweful, but at first evaluation the summoning sickness looks problematic.  I wonder if just :sac: was too good and :tap: might just be a hair slow.  It looks like another card to try out with workshop.  The running tally so far seems to be about 3 or 4.

We don't worry about Juggernaut not being able to do 5 damage the turn it comes into play.  We don't worry about Smokestack not being able to destroy something the turn it comes into play.  We don't worry about Welder or Metalworker not being able to activate the turn they come into play (okay, actually, we do, but still these cards get played).  Tinkermaker is along the same lines as these cards- potentially.  I'm not bothered he can't activate the turn he comes into paly b/c when he does activate, it could seal up the game.
Welder and Metalworker don't have drawbacks.  At all.  They don't necessitate running dead cards (depending on one's opinion of Staff of Domination/Mountains).
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #1068 on: September 09, 2010, 01:20:34 pm »

It might end up being really poweful, but at first evaluation the summoning sickness looks problematic.  I wonder if just :sac: was too good and :tap: might just be a hair slow.  It looks like another card to try out with workshop.  The running tally so far seems to be about 3 or 4.

We don't worry about Juggernaut not being able to do 5 damage the turn it comes into play.  We don't worry about Smokestack not being able to destroy something the turn it comes into play.  We don't worry about Welder or Metalworker not being able to activate the turn they come into play (okay, actually, we do, but still these cards get played).  Tinkermaker is along the same lines as these cards- potentially.  I'm not bothered he can't activate the turn he comes into paly b/c when he does activate, it could seal up the game.
Welder and Metalworker don't have drawbacks.  At all.  They don't necessitate running dead cards (depending on one's opinion of Staff of Domination/Mountains).

Why yes they do!  Welder makes you give up an artifact you have in play and Metalworker makes you keep artifacts in your hand.  They both have summoning sickness.  They both have a low toughness.  C'mon, no drawbacks?  They have drawbacks.  We've just learned to mitigate them. 
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« Reply #1069 on: September 09, 2010, 01:43:34 pm »


I think this guy is completely amazing.

In shops, he's like a turn slower than Tezzeret once in play, but gets cast off Workshop mana, can be welded in, and doesn't die to creature beats. EOT, you go find Vault and then find Key on your turn. He can also kill a turn earlier if you have active Welder on the board and six other artifacts, since you can get Key, untap him, then get Vault by sacking Key, then weld Key back in and untap Vault ftw.

Also, he can get rid of extra stuff for bombs in the mirror.
Multiple Duplicants versus Oath? Goddamn.
Double Sundering Titan? Shit dawg.
« Last Edit: September 09, 2010, 01:48:55 pm by TopSecret » Logged

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« Reply #1070 on: September 09, 2010, 01:52:56 pm »

Yeah, I think the doubters will be eating their words with this guy. Here are the awesome things he can do:

1. Search up Vault/Key and win or EOT search up both (if you have 5 other artifacts in play bec. You can use key to untap him)

2. Search up Possessed Portal if you have Crucible in play and win in most board states

3. Search up Staff/Worker combo if your deck supports them.

4. Search up Helm if you play Leyline.

5. Search up any Giant Robot.

6. Be a 3/5 to block trade with many critters or attack a Jace.

Honestly, This guy's toolbox nature opens up all sorts of new design space for MUD that did not exist before. This guy allows for the successful inclusion of 1-ofs and that is dangerous when your deck is already playing lock-pieces on the first 1-2 turns of the game. This guy might push me over the edge into playing MUD.

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« Reply #1071 on: September 09, 2010, 02:22:00 pm »

The thing I found most interesting with new TinkerBot is that he makes Mindslaver.dec possible for MUD.

Ofc he is also amazing with Time Vault search obv.

Something stupid along the lines of:

4 grim monolith
4 voltaic Key
4 TinkerSearch Bot
1 x Time Vault
1 x Sundering Titan
1 x Defense Grid (old school tech ftw)
1 x Mindslaver
4 x Welder
 etc etc etc.

It negates the tutor effects every blue and black deck has against MUD while MUD is drawing its 1 card and turn, and hoping its cards don't get countered/bounced.

With grim monolith Unrestricted I see this card very very viable.
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« Reply #1072 on: September 09, 2010, 02:39:21 pm »

It might end up being really poweful, but at first evaluation the summoning sickness looks problematic.  I wonder if just :sac: was too good and :tap: might just be a hair slow.  It looks like another card to try out with workshop.  The running tally so far seems to be about 3 or 4.

We don't worry about Juggernaut not being able to do 5 damage the turn it comes into play.  We don't worry about Smokestack not being able to destroy something the turn it comes into play.  We don't worry about Welder or Metalworker not being able to activate the turn they come into play (okay, actually, we do, but still these cards get played).  Tinkermaker is along the same lines as these cards- potentially.  I'm not bothered he can't activate the turn he comes into paly b/c when he does activate, it could seal up the game.
Welder and Metalworker don't have drawbacks.  At all.  They don't necessitate running dead cards (depending on one's opinion of Staff of Domination/Mountains).

Why yes they do!  Welder makes you give up an artifact you have in play and Metalworker makes you keep artifacts in your hand.  They both have summoning sickness.  They both have a low toughness.  C'mon, no drawbacks?  They have drawbacks.  We've just learned to mitigate them. 
Didn't you yourself mention Tangle Wire that's faded as something you want to sac to Forgemaster?  That seems like a good thing to weld out too....  Or welding in order to re-set a Smokestack....  Swapping artifacts without a net loss in permanents just isn't a drawback, it's a limitation.  What about the other best thing ever, Wurmcoil Engine?  Welding that seems pretty good.

I want to see this Stax deck that wants to throw away permanents in order to find particular artifacts.  And then I will kill those individual 'powerful' artifacts with Nature's Claim or Ancient Grudge etc.  Probably the best thing to get with this guy is Memory Jar in order to recoup the loss in permanent count.

Yeah, I think the doubters will be eating their words with this guy. Here are the awesome things he can do:

1. Search up Vault/Key and win or EOT search up both (if you have 5 other artifacts in play bec. You can use key to untap him).  Then stare helplessly from the graveyard as a single Nature's Claim becomes a 6 for 1 because you sac'd a non-zero number of lock pieces in order to pull that off.

2. Search up Possessed Portal if you have Crucible in play and win in most board states.  Until you realize Karn in that situation wins the game a turn sooner because you apparently have Crucible and 5 mana to spare, without the need to sac permanents.  And that with Karn there's 0% chance of drawing Possessed Portal when you don't want to.

3. Search up Staff/Worker combo if your deck supports them.  And what, has infinite turns already because you sac'd six artifacts and apparently have enough more in hand to combo out with Metalworker?

4. Search up Helm if you play Leyline.  Okay, that's fair.

5. Search up any Giant Robot.  Why aren't you just actually playing Tinker in 5c or  {U} stax?  At least then you'd get the robot right away.

6. Be a 3/5 to block trade with many critters or attack a Jace.  And get bounced by Jace or flown over and killed by Trygon.  And not protect itself like Lodestone Golem.

This guy is nice, and will see play, but it's nowhere near the power level of Lodestone Golem.
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« Reply #1073 on: September 09, 2010, 05:45:05 pm »

When I look at the plans that people have for this guy it makes me think about how horribly bad it makes your entire deck to null rod.  Now it shuts off 8ish artifact mana, multiple copys of this guy, plus almost all of the combos mentioned.  Not to mention if you are running trike, karn, staff, metal worker, etc.

If he is being used it had better be to win the game and that means through an artifact destruction spell your opponent may or may not have.  Or set the opponent back far enough that it might not matter...maybe sundering titan?.

Edit -> for the deck it might end up: 4 welders + 3 bazaars in order to filter trash and gain resilience.
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« Reply #1074 on: September 09, 2010, 09:11:38 pm »

Didn't you yourself mention Tangle Wire that's faded as something you want to sac to Forgemaster?  That seems like a good thing to weld out too....  Or welding in order to re-set a Smokestack....  Swapping artifacts without a net loss in permanents just isn't a drawback, it's a limitation. 

Tinkermaker opens up an entirely new design space for Workshop that would produce decks thriving outside the orthodoxy of permanent counting.  You're bringing in an artifact to win the game and doing so takes the focus away from permanent count attrition. 

Quote
This guy is nice, and will see play, but it's nowhere near the power level of Lodestone Golem.

Apples and oranges.  Like comparing Metalworker to Tangle Wire.  They do two totally different things. 
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« Reply #1075 on: September 09, 2010, 11:12:41 pm »



I will most certainly be getting 4 of these for 5c Shops.

Hello, These, Glowriders, Thorns, Lodestone Golems, Aven Mindsensors, Chalice, fun fun fun...
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« Reply #1076 on: September 09, 2010, 11:16:32 pm »

I was about to post the arbiter. Wow, I LOVE it! How disruptive!
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« Reply #1077 on: September 09, 2010, 11:30:19 pm »

Yea i posted that in the other thread as well. I agree, i Like it in some Fish builds as well, will be interested to see what home it finds.
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« Reply #1078 on: September 10, 2010, 06:53:55 am »

Didn't you yourself mention Tangle Wire that's faded as something you want to sac to Forgemaster?  That seems like a good thing to weld out too....  Or welding in order to re-set a Smokestack....  Swapping artifacts without a net loss in permanents just isn't a drawback, it's a limitation. 

Tinkermaker opens up an entirely new design space for Workshop that would produce decks thriving outside the orthodoxy of permanent counting.  You're bringing in an artifact to win the game and doing so takes the focus away from permanent count attrition. 
Which makes Forgemaster decks less disruptive, and easier to disrupt.  Not a good space for Shop decks.  Also, relying more on particular cards makes the deck much worse when it doesn't draw those cards.

Quote
Quote
This guy is nice, and will see play, but it's nowhere near the power level of Lodestone Golem.

Apples and oranges.  Like comparing Metalworker to Tangle Wire.  They do two totally different things. 
Yes, one disrupts while he pressures the opponent, and one threatens scary actions in the future without impacting the board at all.
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #1079 on: September 10, 2010, 07:17:16 am »

Didn't you yourself mention Tangle Wire that's faded as something you want to sac to Forgemaster?  That seems like a good thing to weld out too....  Or welding in order to re-set a Smokestack....  Swapping artifacts without a net loss in permanents just isn't a drawback, it's a limitation. 

Tinkermaker opens up an entirely new design space for Workshop that would produce decks thriving outside the orthodoxy of permanent counting.  You're bringing in an artifact to win the game and doing so takes the focus away from permanent count attrition. 
Which makes Forgemaster decks less disruptive, and easier to disrupt.  Not a good space for Shop decks.  Also, relying more on particular cards makes the deck much worse when it doesn't draw those cards.

Quote
Quote
This guy is nice, and will see play, but it's nowhere near the power level of Lodestone Golem.

Apples and oranges.  Like comparing Metalworker to Tangle Wire.  They do two totally different things. 
Yes, one disrupts while he pressures the opponent, and one threatens scary actions in the future without impacting the board at all.

A 3/5 blocker impacts the board right away.
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