I don't believe this now, the split card is 1UW? Why would they make a split card with a Dissension guild when it is apparent that all of the split cards are from GPT and RAV guilds.
The split cards are from all 10 guilds. It's a cycle. It's only showing up in Dissension.
The split cards are from all 10 guilds. It's a cycle. It's only showing up in Dissension.
Yeah, that makes sense. The 14 known non-Dis costs would leave room for 3 more split cards (at two halves each, 2xUW, 2xUG, 2xBR.) That would satisfy // = 20 from the Orb, too. Goody, BR split cards.
Pretty sure that this is the way they're going to do it. It's possible that there's a third cycle of split cards that does something even wackier - like a GW/UB type of split - but I doubt it. They're just too annoying to play with.
It's possible that there's a third cycle of split cards that does something even wackier - like a GW/UB type of split - but I doubt it. They're just too annoying to play with.
Given that the orb lists // showing up 20 times in the set (// shows up twice per split card) we should only have 10 split cards.
Cytoplast Root-Kin 2GG
Rare
Creature Elemental Mutant
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it) When ~ Comes into play put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
2: Move a +1/+1 counter from target creature you control onto ~.
0/0
Everyone says it's a 4/4 for four, but isn't it actually a 5/5? It comes into play as a 4/4 and gets an extra +1/+1 counter as a result of its own cip ability. Or am I mistaken? If I'm right this is a baaad mothereffer.
so does anyone else think that it is possible to see a graft ability like a creature with 'graft flying' that can move 'flying counters' around like +1/+1 counters? maybe graft is more versitile than this one card is making it appear.
Not the way Graft is templated on that card, no. Graft X doesn't allow for much else in the way it's used, both in reminder text and in ability. Which sucks, honestly; Graft looks to be particularly boring.
Entropic Eidolon - 3B
Creature - Spirit (C) B, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.
2/2
A 2/2 for four is bad. The sacrifice ability isn't great, but it's not garbage either. The "return to hand" ability is alright, but doesn't make the card constructed playable, unless it can be abused in some kind of boundless combo. Fair for common.
Supply - XGW // Demand - 1WU
Sorcery (U)
Put X 1/1 gree Saprolings creature tokens into play.
//////////////
Sorcery (U)
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.
So, looks like there'll be 5 uncommon and 5 rare splits, eh? Nice! I love split cards. Supply looks like Goblin Offensive in terms of power level. Demand is Diabolic Tutor with a twist. In all, a good card.
Cytoplast Root-Kin - 2GG
Creature - Elemental Mutant (R)
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
When Cytoplast Root-Kin Comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it. 2: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
0/0
Zoinks! A 4/4 for 4 is tasty - this is no Erithizon! Graft is actually pretty cool, and IMO it opens up the possibility for lots of interesting design in the set. The "whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it" ability is very cool. In this card's case, it interacts really well with the other ability, which "refills" your other graft creatures with counters. It's another interesting spin on the "build your own beast" concept. Lastly, being able to pay to move counters onto this guy, as an instant, makes him an even bigger force during combat.
Still, I can't help but wonder if he'll be overlooked because of all that text. Sometimes people just want a Ravenous Baloth, even if there's something better (on paper) avaialable.
Mind you, you could do
Graft x:
Whenever you move a card onto a creature from ~ that creature also gains trample (//trample until EOT)
Thus making it give the "grows weirder" aspect of it.
Also.... 3 grafters in play, play a creature... that creature gets 3/3 but may costs you one or even all three of them. IT definately creates a very unstable sort of inter-related aspect. I'm reminded a lot of unstable mutation
Also.... 3 grafters in play, play a creature... that creature gets 3/3 but may costs you one or even all three of them. IT definately creates a very unstable sort of inter-related aspect. I'm reminded a lot of unstable mutation
The ability is 'may', not 'must'. You can choose to lose the creatures if you want, but you don't have to.
It looks boring because it's entirely sorcery speed - the graft ability only comes into play when you play creatures. This guy would be good without graft. Graft doesn't do a whole lot for him specifically. In general, creature-related special abilities don't do a whole lot for me, and this one is not even a creature-related ability in combat; it only matters on CiP. Sigh.
Entropic Eidolon - :3mana::symb:
Creature - Spirit (C)
:symb:, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.
2/2
Good limited card. Damage on stack, I kill your creature, get a 2 point life swing, and get it back soon. Too high costed for constructed, but I like.
Supply - :xmana::symg::symw: // Demand - :1mana::symw::symu:
Sorcery (U)
Put X 1/1 gree Saprolings creature tokens into play.
//////////////
Sorcery (U)
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.
Hmmmm. GW urzatron? Looks like a nice card. It really depends on the deck you are playing, but the card will see block play, if not T2.
Cytoplast Root-Kin - :2mana::symg::symg:
Creature - Elemental Mutant (R)
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
When Cytoplast Root-Kin Comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
:2mana:: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
0/0
Wow. People are saying that Graft is boring and weak, but if there are a lot of cards like this one, Simic could be a very powerful mechanic. And 4/4's for 4 are never bad. In the right deck this is just as good as Loxodon Heirarch.
I don't understand the overall dussatisfaction with graft. I understand flavor-wise it doesn't inspire thought of frogs with batwings. But people seem to think the mechanic itself is under powered. Honestly this mechanic seems to be quite amazing, and particularly brutal in limited.
A few things to think about:
If this wording is correct:
"Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it"
then imagine having 2-3 graft critters out (obv there will be a 1/1 or 2/2) and dropping kodama of the north tree. The transfer ability isn't targeted, so you can cast an 8/6 or 9/7 kodama on turn 4 easily. Aside from wrath of god, that guy aint dying anytime soon. Equally scary if not more, is Solifuge. 6/3 hasty spider of unkillableness sounds amazing. And solifuge can fit in U/G easily.
Also, consider this Root-kin in specific. In a Graft deck, this guys can steal your other guys counters midcombat (before or after damage), making blocking quite a headache.
Also consider the abundance of removal in the form of pillory and faith's fetters. With graft,you just transfer your pilloried/fettersed guy's counters to whatever other creatures you play.
These are just a few examples since i have a presentation to work on and have been typing this with one hand while i eat.
One more random thought: otherworldly journey on one of your graft dude that is down to one counter!
Anyway, i look forward to smashing with 8/6 kodamas in the future.
quetzilla, I agree that the cytoplast is a good card, and he's a good card with things that produce or have +1/+1 counters. However, he's really good regardless of having graft. Do you really want to be taking counters away from him most of the time? Yeah, it can make big guys really big, but is that really that interesting of a mechanic? Graft is, IMO, a mechanic that really "Does what it says on the tin". There's not a whole lot of exploration of cool strategies or anything. It's not as usable as modular because it is entirely sorcery speed (barring playing instant-speed creatures); modular at least happened when things went to GY, which you can control in various ways. You can't use graft as a combat trick. You can't use graft to save creatures.
I was hoping that Graft would be a bit more evolving and more like Imprint, but it really appears to be this set's 'boring creature limited' ability, similar to bloodlust.
Now I feel the rumor season has finally come full fledged... let the ~ begin!
Eidolon - I'd wager this would be the best in Golgari decks. It is extremely versatile, and with Savra, it can bring back a life that you lost from saccing it in the first place. Awesome.
S//D - Broken my Johnny head ATM... but Demand to me looks more Dimir than Azorius.
Root-Kin - Hmm, graft. Ugly flavorwise, mechanicwise... but the overall punch it does is rather good. In a dedicated Simic deck, I can see the counters flowing... heck, this could even be good in Arcbound-like decks.
Well.
Congrats to the man who guessed right that the elemental's art is the one from the boosters. But well, the supposed champion cycle was already broken by Isperia.
Thanks a lot, the artworks are amazing
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Let this great clan rest in peace (2001-2011)
Yay, scans! Thanks! I kinda like the little multi-color theme going on. Demand's art is good, he looks like he's demanding something! And...if the Root-Kin isn't the Simic champ, what is??
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
so does anyone else think that it is possible to see a graft ability like a creature with 'graft flying' that can move 'flying counters' around like +1/+1 counters? maybe graft is more versitile than this one card is making it appear.
If Wizards is smart and they wanted Graft to represent attaching all kinds of things to different creatures, they'll be printing Graft creatures with the following kinds of phrases:
"All creatures you control with +1/+1 counters gain flying."
That's an elegant way of letting a Graft creature throw keyword abilities around to your other creatures without creating a complex bookkeeping situation. It's not perfect, obviously, but I do think it'll play in an interesting way that's very distinct from Spikes etc.
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with the lose of the "cycle" of tuors like mystical and enlightned tutor
basioclly we were only left with basic tutoring liek the 1G search for legendary creature
with this new black tutor which still is worse then demonic and vampric we once again have a sort of viable black tutor
with this new WU we have abnother tutor however, it isn;t MONO color and can only be used for multicolor cards
hopefully one day we will get back to better tutors we still aren;t there one of the OK semi good tutors was muddle the mixture but this very limited
Yeah, that makes sense. The 14 known non-Dis costs would leave room for 3 more split cards (at two halves each, 2xUW, 2xUG, 2xBR.) That would satisfy // = 20 from the Orb, too. Goody, BR split cards.
Enemy colors (rare):
RW//WB (W)
BG//WB (B)
RW//UR (R)
UR//GU (U)
GU//BG (G)
Allied colors (uncommon):
GW//WU (W)
BR//UB (B)
BR//RG (R)
UB//WU (U)
GW//RG (G)
Pretty sure that this is the way they're going to do it. It's possible that there's a third cycle of split cards that does something even wackier - like a GW/UB type of split - but I doubt it. They're just too annoying to play with.
Given that the orb lists // showing up 20 times in the set (// shows up twice per split card) we should only have 10 split cards.
Rare
Creature Elemental Mutant
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it)
When ~ Comes into play put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
2: Move a +1/+1 counter from target creature you control onto ~.
0/0
Everyone says it's a 4/4 for four, but isn't it actually a 5/5? It comes into play as a 4/4 and gets an extra +1/+1 counter as a result of its own cip ability. Or am I mistaken? If I'm right this is a baaad mothereffer.
ferr, good point - I had missed that part.
~
UG
If ~ has a +1/+1 counter it has 'Flying'.
2/2
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Creature - Spirit (C)
B, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.
2/2
A 2/2 for four is bad. The sacrifice ability isn't great, but it's not garbage either. The "return to hand" ability is alright, but doesn't make the card constructed playable, unless it can be abused in some kind of boundless combo. Fair for common.
Supply - XGW // Demand - 1WU
Sorcery (U)
Put X 1/1 gree Saprolings creature tokens into play.
//////////////
Sorcery (U)
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.
So, looks like there'll be 5 uncommon and 5 rare splits, eh? Nice! I love split cards. Supply looks like Goblin Offensive in terms of power level. Demand is Diabolic Tutor with a twist. In all, a good card.
Cytoplast Root-Kin - 2GG
Creature - Elemental Mutant (R)
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
When Cytoplast Root-Kin Comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
2: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
0/0
Zoinks! A 4/4 for 4 is tasty - this is no Erithizon! Graft is actually pretty cool, and IMO it opens up the possibility for lots of interesting design in the set. The "whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it" ability is very cool. In this card's case, it interacts really well with the other ability, which "refills" your other graft creatures with counters. It's another interesting spin on the "build your own beast" concept. Lastly, being able to pay to move counters onto this guy, as an instant, makes him an even bigger force during combat.
Still, I can't help but wonder if he'll be overlooked because of all that text. Sometimes people just want a Ravenous Baloth, even if there's something better (on paper) avaialable.
Can't wait to see the scans!
.
Graft x:
Whenever you move a card onto a creature from ~ that creature also gains trample (//trample until EOT)
Thus making it give the "grows weirder" aspect of it.
Also.... 3 grafters in play, play a creature... that creature gets 3/3 but may costs you one or even all three of them. IT definately creates a very unstable sort of inter-related aspect. I'm reminded a lot of unstable mutation
It looks boring because it's entirely sorcery speed - the graft ability only comes into play when you play creatures. This guy would be good without graft. Graft doesn't do a whole lot for him specifically. In general, creature-related special abilities don't do a whole lot for me, and this one is not even a creature-related ability in combat; it only matters on CiP. Sigh.
But you're right, sorcery speed p/t games aren't all that interesting. Especially not in the current wackiness.
Creature - Spirit (C)
:symb:, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.
2/2
Good limited card. Damage on stack, I kill your creature, get a 2 point life swing, and get it back soon. Too high costed for constructed, but I like.
Supply - :xmana::symg::symw: // Demand - :1mana::symw::symu:
Sorcery (U)
Put X 1/1 gree Saprolings creature tokens into play.
//////////////
Sorcery (U)
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.
Hmmmm. GW urzatron? Looks like a nice card. It really depends on the deck you are playing, but the card will see block play, if not T2.
Cytoplast Root-Kin - :2mana::symg::symg:
Creature - Elemental Mutant (R)
Graft 4 (This creature comes into play with 4 +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
When Cytoplast Root-Kin Comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
:2mana:: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
0/0
Wow. People are saying that Graft is boring and weak, but if there are a lot of cards like this one, Simic could be a very powerful mechanic. And 4/4's for 4 are never bad. In the right deck this is just as good as Loxodon Heirarch.
Cool cards, once again I'm impressed.
A few things to think about:
If this wording is correct:
"Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it"
then imagine having 2-3 graft critters out (obv there will be a 1/1 or 2/2) and dropping kodama of the north tree. The transfer ability isn't targeted, so you can cast an 8/6 or 9/7 kodama on turn 4 easily. Aside from wrath of god, that guy aint dying anytime soon. Equally scary if not more, is Solifuge. 6/3 hasty spider of unkillableness sounds amazing. And solifuge can fit in U/G easily.
Also, consider this Root-kin in specific. In a Graft deck, this guys can steal your other guys counters midcombat (before or after damage), making blocking quite a headache.
Also consider the abundance of removal in the form of pillory and faith's fetters. With graft,you just transfer your pilloried/fettersed guy's counters to whatever other creatures you play.
These are just a few examples since i have a presentation to work on and have been typing this with one hand while i eat.
One more random thought: otherworldly journey on one of your graft dude that is down to one counter!
Anyway, i look forward to smashing with 8/6 kodamas in the future.
Althought I don't like keywords that much, I'll try to build a deck around it combined with at least 4 doublins seasons, and 4 copy enchantments
(Ally 1) (Contral Color) // (Central Color) (Ally 2)
And the rares replacing ally with enemy.
I was hoping that Graft would be a bit more evolving and more like Imprint, but it really appears to be this set's 'boring creature limited' ability, similar to bloodlust.
Now I feel the rumor season has finally come full fledged... let the ~ begin!
Eidolon - I'd wager this would be the best in Golgari decks. It is extremely versatile, and with Savra, it can bring back a life that you lost from saccing it in the first place. Awesome.
S//D - Broken my Johnny head ATM... but Demand to me looks more Dimir than Azorius.
Root-Kin - Hmm, graft. Ugly flavorwise, mechanicwise... but the overall punch it does is rather good. In a dedicated Simic deck, I can see the counters flowing... heck, this could even be good in Arcbound-like decks.
Well.
Congrats to the man who guessed right that the elemental's art is the one from the boosters. But well, the supposed champion cycle was already broken by Isperia.
Thanks a lot, the artworks are amazing
Let this great clan rest in peace (2001-2011)
Guildmaster Jarad
If Wizards is smart and they wanted Graft to represent attaching all kinds of things to different creatures, they'll be printing Graft creatures with the following kinds of phrases:
"All creatures you control with +1/+1 counters gain flying."
That's an elegant way of letting a Graft creature throw keyword abilities around to your other creatures without creating a complex bookkeeping situation. It's not perfect, obviously, but I do think it'll play in an interesting way that's very distinct from Spikes etc.