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Author Topic: T1 Cards in Darksteel  (Read 3944 times)
TheFram
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« on: January 22, 2004, 11:20:59 am »

The spoiler at MTGNews is pretty much complete, so I am going to attempt to pinpoint any cards that Vintage players might want to see.

@ Jacob. I was going to edit in more comments later, since i had a final to go take.

(in color order, then alphabetical order.)

White

Nothing interesting

Blue

Retract -  {U}
Instant (R)
Return all artifacts you control to owners' hands.
32/165

- Hurlkyl's Recall is clearly better, but in a dedicated combo deck is it worth 1 more mana ? Probably. I could see this being pretty nuts in an Academy style deck, but again, Rebuild and Hurlkyl's are probably much better.

Synod Artificer -  {2}{U}
Creature - Vedalken Artificer (R)
{X},{T} : Tap X target noncreature artifacts.
{X},{T} : Untap X target noncreature artifacts.
Menmarch gave the vedalken a taste of his power in exchange of their services. It's a debt which he intends to collect.
1/2
Illus. Mark Zug
34/165

Mind over Matter for artifacts only, in a creature? Interesting if not breakable. Likely not all that good, but something to look out for.

Vedalken Engineer -  {1}{U}
Creature - Vedalken Artificer (C)
{T}: Add 2 mana of any color to your mana pool. This mana may only be spent on artifacts and activated abilities of artifacts.
1/1
Illus. Lars Grant-West
35/165

Multicolored Workshop in a critter! Don't see it gong places, but worth the mention. Metal Worker makes alot more mana, the "of any color" clause does not make a functional difference. It might be a tool for budget.

Black

Scrounge - {2}{B}  
Sorcery (U)
Target opponent chooses an artifact card in his or her graveyard. Put that card into play under your control.
When leonin settlers abandon their homes to the nim, items of value are often left behind.
Illus. Pete Venters
53/165

Sui's help against Prison? It might be strong to steal an opponents Tangle Wire, but everything else, when in play on your side, would be just as good for them if it were in play on theirs. They also get to choose. I personally would just stick with the red splash to solve the Prison problem.

Red

Echoing Ruin - {1}{R}
Sorcery (C)
Destroy target artifact and all other artifacts with the same name as that artifact.
"A single misstep unleashes an avalanche of ruin."
Illus. Greg Staples
59/165

SB tech? Not wishable, and Rack and Ruin is better in most situations. I could see this getting alot more play if it were an instant. Again, definitely worth mentioning.

Shunt -  {1}{R}{R}
Instant (R)
Change the target of target spell with a single target.
"You need to work on your aim."
Illus. Greg Hildebrandt
68/165

Red now gets the misdirection mechanic. Maybe this means a good red Mis'd will come out. This card is not that though. It is much to stepp in casting cost for T1 red, but it may see some play in Standard/1.x sideboards.

Slobad, Goblin Tinkerer - {1}{R}  
Creature - Goblin Artificer Legend (R)
Sacrifice an artifact: Target artifact becomes indestructible until end of turn.
"I used to joke that he had been exiled for being too smart. Now I know why he never laughed."
- Glissa Sunseeker
1/2
Illus. Kev Walker
69/165

If he was not a legend this would be much more useful. However, it is purely reactive, and Welder protects against removal plenty well. Again, worth the mention.

Green

Oxidize -  {G}
Instant (U)
Destroy target artifact. It can't be regenerated.
"Ashes to ashes, rust to rust." --Viridian shaman
Illus. Kev Walker
79/165

Strictly better than Crumble 4L! Certainly a nice wishable/boardable in this new green resurgence. Stompy, Tog, Oath, Beatz, Gro, I could see this as the wishable of choice, especially since enchantments are not so scary at the moment.

Reap and Sow -  {3}{G}
Sorcery (C)
Choose one: Destroy target land; or search your library for a land card, put that land card into play, and then shuffle your library.
Entwine:  {1}{G}
81/165

Land search and LD in one. I think this is worth mentioning because of the recent land destruction thing going around. Additionally, the search effct does not have a built in CITP tapped, nor is it limited to searching basic lands. I could see this is a Mono-G LD/Beats deck with Gaea's Cradles for mana ramping.

Viridian Zealot -  {G}{G}
Creature - Elf (R)
{1}{G}, Sacrifice Tel-Jilad Zealot: Destroy target artifact or enchantment.
2/1
"I will fight only the way nature intended -- and nature intended us to win."
90/165

Likely one of the best cards in the set. Naturalize and little beater in one. This is like a green gorilla shaman, perfect for Stompy, R/G, Budget Gro SB, Etc. You don't even need to tap it to sac. It's a perfect aggro-control weenie, mirroring cards like Gorilla Shaman and Mogg Fanatic in its utility.

Artifact

Arcbound Bruiser -  {5}
Artifact Creature (C)
Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
Break in case of emergency.
0/0
Illus. Christopher Moeller
94/165

Spike for TnT? With welding these could start getting nuts. However, they rely on having multiple creatures in play, and they are much less agressively costed than the current TnT threats.

Arcbound Hybrid -  {4}
Artifact Creature (C)
Haste
Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
0/0
Illus. Alan Pollack
97/165

Haste in an artifact. Though the haste is not relevant to TnT in general, with other Modular critters like the ones below, this guy could get big fast.

Arcbound Overseer -  {8}
Artifact Creature - Golem (R)
At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control.
Modular 6
Illus. Carl Critchlow
99/165

Bigass Beater for TnT, you could probably make the deck all modular at this point. Not really amazing, since it relies on having another critter in play, but still decent.

Arcbound Slith -  {2}
Artifact Creature - Slith (U)
Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it.
Modular 1 (This comes into play with one +1/+1 counters on it. When it's put into the graveyard, you may put its +1/+1 counters on target artifact creature)
0/0
Illus. Vance Kovacs
102/165

At least as good a Slith Firewalker, since this will hit turn 1 and is modular. Notable for Slax and Budget TnT. This creature alone makes Slax the better choice in my mind than Pillar Sligh.

Darksteel Colossus - {11}
Artifact Creature (R)
Trample
Darksteel Colossus is indestructible ("Destroy" effects and lethal damage don't destroy it.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11/11
Illus. Carl Critchlow
109/165

JOHNNY LIKE BIIIIIG!!!. Indestructable might be worth something. Oath Maybe? Oathing this guy into play is a much faster clock than Morphling, and the only difference is that he is vulnerable to Plow, which oath can counter. However, invulnerability to plow is the reason Morphling is played, so im not sure how this will turn out.

Eater of Days -  {4}
Artifact Creature - Leviathan (R)
Flying, trample
When Eater of Days comes into play, you skip your next two turns.
When Mirrodin's varied civilizations developed ways to fight the levelers, Memnarch upped the stakes.
9/8
Illus. Mark Tedin
120/165

New mask Critter? Maybe, since 4 mana is fair, and unlike Lord of Tresserhorn, you could hard cast this (especially with greaves in the deck). Stax Beater? Unlikely. The loss of 2 turns is too situational, especially when it doesn't net you 8 cards like double meditate. Karn also kills faster.

Juggernaut -  {4}
Artifact Creature (U)
Juggernaut attacks each turn if able.
Juggernaut can’t be blocked by Walls.
5/3
125/165

Art better be good, I'd really like to get BB juggs, but if the arts not good I'm going to be upset.

Memnarch -  {7}
Artifact Creature - Wizard Legend (R)
{1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.)
{3}{U}: Gain control of target artifact. (This effect doesn't end at end of turn.)
"In the blur between metal and flesh, Memnarch found madness."
4/5
Illus. Carl Critchlow
129/165

With Gilded lotus, does this become artifact mirror tech? I could see slavery holding this guy in the board for the Slavery/Prison matches. With a gilded lotus down, this guy can steal all of the opponents relevant permanents. He also beats down, which is cool.

Panoptic Mirror -  {5}
Artifact
Imprint -- {X},{T} : You may remove an instant or sorcery card with converted mana cost X in your hand from the game. (That card is imprinted on this artifact.)
At the beginning of your upkeep, you may copy an imprinted instant or sorcery card and play the copy without paying its mana cost.
136/165

Imprint Time Walk, WIN THE PRIZE!!! Infinite turns for a deck that has the mana is no thing to laugh at. Then again, no one plays zvi turbo land in vintage, so maybe it is.

Serum Powder -  {3}
Artifact (R)
{T}: Add {1}  to your mana pool.
Any time you could mulligan and Serum Powder is in your hand, you may remove your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)
138/165

Interesting? Yes. Useful? Unlikely. I dont think wasting slots on a subpar mana accelerator is worth it in this format. What if your hand is good? you then have 6 good cards and this shit. Its notable for its new effect though, since it means WOTC might have more mulligan effects in the future.

Skullclamp -  {1}
Artifact - Equipment (U)
Equipped creature gets +1/-1.
Whenever equipped creature is put in a graveyard from play, draw two cards.
Equip  {1}(: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Illus. Luca Zontini
140/165

Aggro draw engine, but likely not t1 caliber. In W/W (the only color with an instant speed quip effect) this wont even kill the creature (except for Savanah Lions). And really, if you got a threat to stick, do you want to kill it?

Sundering Titan -  {8}
Artifact Creature (R)
When Sundering Titan comes into play, choose a land of each basic land type, then destroy those lands.
When Sundering Titan leaves play, choose a land of each basic land type, then destroy those lands.
7/10
146/165

TnT LD? Against 3-4 color control this might be the SHIT. You can take out multiple lands every weld. Welding the titan in could end games against decks running 3+ colors. Its is also reasonably costed for a workshop deck.

Trinisphere -  {3}
Artifact (R)
As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost {1}{B} to play costs {2}{B} to play instead.)
154/165

Workshop gets a little stronger. So does Budget Mud and Slax. If played turn 1 trinisphere cuts of early mana development, and keeps opponents from casting key spells like Brainstorm, Fire/Ice, and STOP. In conjunction with chalice this could be a formidable way for Stacker3 or Slax to keep away removal while they beat down.

Well of Lost Dreams -  {4}
Artifact (R)
Whenever you gain life, you may pay {X} , where X is equal to or less than the amount of life you gain. If you do, draw X cards.
159/165

White Draw engine yes, but not very good. However, anything that say's I draw X cards has potential. This one deosn't have all that much though.

Land

Blinkmoth Nexus
Land (R)
{T}: Add {1}  to your mana pool.
{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
{1},{T} : Target Blinkmoth gets +1/+1 until end of turn.
Illus. Brian Snöddy
163/165

Flying mini factory. Likely not vintage material since it only taps for colorless and factory is better, but decent card nontheless. I could possibly see it creating an extended Land Still archetype though.

Darksteel Citadel
Artifact Land (C)
(This is not a spell.)
Indestructible
{T}: Add {1} to your mana pool.
Panopticon, forge of the Darksteel Eye, home of Mirrodin's keeper.
Illus. John Avon
164/165

Indestructable Artifact-Lands? MUD Material possibly? The old artifact lands were left out of post Mirrodin Mud because of the Gorilla Shaman problem. This has no such problem, and the Metalworker interaction is still there. However, it serves no other real goal (aside from wasteland immunity, which is not relevant since the wastes will hit workshop first anyway), so it is probably not going to see play.


Thats all I see folks. Most of them will probably be irrelevant, but at least the ones I listed are more relevant than the rest of the spoiler.

-TheFram
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SpencerForHire
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« Reply #1 on: January 22, 2004, 11:26:59 am »

Eater of days could probably see play in mask decks.

I could see viridian zealot in TnT.. in fact, I will probably run Viridian Zealot in TnT.
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« Reply #2 on: January 22, 2004, 11:36:26 am »

A couple of quick takes on the listing....


-Just a ton of playable cards for welder based decks.

-Trinisphere looks even stronger in that listing than I had previously imagined.

-If the metagame were more aggro dominant, Oath with the 11/11 indestructable creature would be strong.
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« Reply #3 on: January 22, 2004, 11:36:58 am »

yikes!
my bad.
i thought you didn't write it.
but anyway, my eye is fixed on trinisphere.
another prison deck tool..
hmmm....
is wotc trying to justify re-restriction of workshop?
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« Reply #4 on: January 22, 2004, 11:40:30 am »

Not enough discussion--you basically just pasted a bunch of cards from the spoiler. Moved to Newbie.
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« Reply #5 on: January 22, 2004, 03:34:23 pm »

I am kinda excited with this new set. It would be pretty good if I was actually playing or planning to make a TnT, Welder Mud or a Stax deck.
So many new artifacts to abuse like the Modular creatures and the Trinisphere. Another card to make Ancestral Recall, Time Walk, AK and all the jewelry to cost more. Hoses the P9 players.
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« Reply #6 on: January 22, 2004, 10:27:10 pm »

The problem with the Leviathan is that it is still dependent on the fragile Mask combo.  While it may be a good backup for the Dreadnaught, it is still just as bad on its own.

Sundering Titan is interesting, but if your opponent doesn't have and Forests or Mountains (assuming you're playing TnT), you could lose a couple of lands.
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« Reply #7 on: January 23, 2004, 11:19:34 am »

Note that with Scrounge, the opponent decides what to give you. You may as well get a previously weldered Mox instead of that Tangle Wire.
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« Reply #8 on: January 23, 2004, 12:01:47 pm »

Darksteel Pendant (Potential)
CC: 2 (Common)
Artifact
Darksteel Pendant is indestructible.
1, Tap: look at the top card of your library. You may put that card on the bottom of your library.

T%his looks interesting . A Soldevi Digger without a color commitment and indestuctible to boot. It might see play in some decks.
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« Reply #9 on: January 23, 2004, 02:16:30 pm »

I dont really feel this set shines as a Type 1 set, especially given the cards the last few sets have added to the pool.  Mid-block sets, as a whole, kinda tend to suck tho.
Quote from: TheFram

Blue

Retract -  {U}
Instant (R)
Return all artifacts you control to owners' hands.
32/165

- Hurlkyl's Recall is clearly better, but in a dedicated combo deck is it worth 1 more mana ? Probably. I could see this being pretty nuts in an Academy style deck, but again, Rebuild and Hurlkyl's are probably much better.



I think this card would be great in any storm deck, but in all reality, Hurkyls is just a better card, as it can be used two ways.

Quote


Green

Oxidize -  {G}
Instant (U)
Destroy target artifact. It can't be regenerated.
"Ashes to ashes, rust to rust." --Viridian shaman
Illus. Kev Walker
79/165

Strictly better than Crumble 4L! Certainly a nice wishable/boardable in this new green resurgence. Stompy, Tog, Oath, Beatz, Gro, I could see this as the wishable of choice, especially since enchantments are not so scary at the moment.

Viridian Zealot -  {G}{G}
Creature - Elf (R)
{1}{G}, Sacrifice Tel-Jilad Zealot: Destroy target artifact or enchantment.
2/1
"I will fight only the way nature intended -- and nature intended us to win."
90/165

Likely one of the best cards in the set. Naturalize and little beater in one. This is like a green gorilla shaman, perfect for Stompy, R/G, Budget Gro SB, Etc. You don't even need to tap it to sac. It's a perfect aggro-control weenie, mirroring cards like Gorilla Shaman and Mogg Fanatic in its utility.


Green in my eyes got some really strong cards in this set.  Nothing that will fundamentally change the format like the storm mechanic etc.  Oxadizde is strong, cheap, wishable, and has a cool name.  Hard to ignore a card like that.  I would play it in any wish-board.

The zealot is a great creature.  The thing I really like about him is not having to sac for his ability.  But, if you dont see the strengths of this card, go buy some 8th edition.


Quote

Artifact

Darksteel Colossus - {11}
Artifact Creature (R)
Trample
Darksteel Colossus is indestructible ("Destroy" effects and lethal damage don't destroy it.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11/11
Illus. Carl Critchlow
109/165

JOHNNY LIKE BIIIIIG!!!. Indestructable might be worth something. Oath Maybe? Oathing this guy into play is a much faster clock than Morphling, and the only difference is that he is vulnerable to Plow, which oath can counter. However, invulnerability to plow is the reason Morphling is played, so im not sure how this will turn out.


This guy would be good in Stax, if it needed a better win condition.  It doesnt.  Sorry buddy.  Maybe in Extended Oath.....oh, whoops.
Quote

Eater of Days -  {4}
Artifact Creature - Leviathan (R)
Flying, trample
When Eater of Days comes into play, you skip your next two turns.
When Mirrodin's varied civilizations developed ways to fight the levelers, Memnarch upped the stakes.
9/8
Illus. Mark Tedin
120/165

New mask Critter? Maybe, since 4 mana is fair, and unlike Lord of Tresserhorn, you could hard cast this (especially with greaves in the deck). Stax Beater? Unlikely. The loss of 2 turns is too situational, especially when it doesn't net you 8 cards like double meditate. Karn also kills faster.


Well said

Quote


Panoptic Mirror -  {5}
Artifact
Imprint -- {X},{T} : You may remove an instant or sorcery card with converted mana cost X in your hand from the game. (That card is imprinted on this artifact.)
At the beginning of your upkeep, you may copy an imprinted instant or sorcery card and play the copy without paying its mana cost.
136/165

Imprint Time Walk, WIN THE PRIZE!!! Infinite turns for a deck that has the mana is no thing to laugh at. Then again, no one plays zvi turbo land in vintage, so maybe it is.

I really really like this card.  I dont have a way to break it (Im sure some of you do) but when it hits, it will be game.  Remeber that you can imprint a new card every turn (or more than 1 if you can untap it).  Thinking of this in a welder based deck makes me cry.  Alot.
Quote


Sundering Titan -  {8}
Artifact Creature (R)
When Sundering Titan comes into play, choose a land of each basic land type, then destroy those lands.
When Sundering Titan leaves play, choose a land of each basic land type, then destroy those lands.
7/10
146/165

TnT LD? Against 3-4 color control this might be the SHIT. You can take out multiple lands every weld. Welding the titan in could end games against decks running 3+ colors. Its is also reasonably costed for a workshop deck.

The thing that really sucks about this guy is the potential for it to bite you in the ass.

I think this could be good, but really not needed in workshop/welder based decks.  Prove me wrong Very Happy

Quote

Trinisphere -  {3}
Artifact (R)
As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost {1}{B} to play costs {2}{B} to play instead.)
154/165

Workshop gets a little stronger. So does Budget Mud and Slax. If played turn 1 trinisphere cuts of early mana development, and keeps opponents from casting key spells like Brainstorm, Fire/Ice, and STOP. In conjunction with chalice this could be a formidable way for Stacker3 or Slax to keep away removal while they beat down.


One of, if not my favorite cards in the set.  I will begin testing to break the symmetry with this card ASAP; as it has lots and lots of potential.  From workshop based decks to an effective sligh hoser for keeper, to actually making land D viable....who knows?

Quote
Land

Blinkmoth Nexus
Land (R)
{T}: Add {1}  to your mana pool.
{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
{1},{T} : Target Blinkmoth gets +1/+1 until end of turn.
Illus. Brian Snöddy
163/165

Flying mini factory. Likely not vintage material since it only taps for colorless and factory is better, but decent card nontheless. I could possibly see it creating an extended Land Still archetype though.


Overall not spectacular, but I think thats a good thing; we need time to fully test all the cards Mirrodin has given us.  

Thanks for listening.

C
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« Reply #10 on: January 23, 2004, 02:39:21 pm »

>>The zealot is a great creature. The thing I really like about him is not having to sac for his ability.

Did you not read the card? O_o


I'm looking forward to 'breaking' Panoptic Mirror in control.
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« Reply #11 on: January 23, 2004, 02:44:03 pm »

Quote from: Razer51
Quote
Artifact

Darksteel Colossus - {11}
Artifact Creature (R)
Trample
Darksteel Colossus is indestructible ("Destroy" effects and lethal damage don't destroy it.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11/11
Illus. Carl Critchlow
109/165

JOHNNY LIKE BIIIIIG!!!. Indestructable might be worth something. Oath Maybe? Oathing this guy into play is a much faster clock than Morphling, and the only difference is that he is vulnerable to Plow, which oath can counter. However, invulnerability to plow is the reason Morphling is played, so im not sure how this will turn out.


This guy would be good in Stax, if it needed a better win condition.  It doesnt.  Sorry buddy.  Maybe in Extended Oath.....oh, whoops.


It's not even weldable.  Makes it much more difficult to use in TnT.  Stax can't weld it either; it is strictly just a hard-castable beatstick.
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« Reply #12 on: January 23, 2004, 02:45:55 pm »

I can see where sundering titan could be used in TnT, just destroy all lands except your workshops.  I am not sure if it is actually worth a spot but it looks intresting.
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« Reply #13 on: January 23, 2004, 05:08:55 pm »

Quote
It's not even weldable. Makes it much more difficult to use in TnT. Stax can't weld it either; it is strictly just a hard-castable beatstick.


It's a Tinker-target as well.
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« Reply #14 on: January 23, 2004, 05:41:08 pm »

Quote from: Tristal
>>The zealot is a great creature. The thing I really like about him is not having to sac for his ability.
Did you not read the card? O_o

I assume he meant tap, not sac.
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« Reply #15 on: January 26, 2004, 04:48:05 pm »

I kind of like reshape, between that, tinker and transmute artifact a Type I tinker deck could be viable. Just a thought though
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