Cards:
Ghastlord of Fugue(B/U)(B/U)(B/U)(B/U)(B/U)
Creature - Spirit Avatar (R)
~ is unblockable.
Whenever ~ deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.
"He is a ghost that has never known life." - The Seer's Parables 4/4 162/301
Sapseep Forest
Land - Forest (U)
~ comes into play tapped. GT: You gain 1 life. Play this ability only if you control two or more green permanents. 279?/301
Roughshod Mentor5G
Creature - Giant Warrior (U)
Green creatures you control have trample. He didn't hear the cries of the treefolk whose branches he snapped or the elves caught underfoot. He had eyes only for the path ahead.
5/4 128?/301
Boggart Arsonists2R
Creature - Goblin Rogue (C)
Plainswalk 2R, Sacrifice ~: destroy target Scarecrow or Plains. The Aurora transformed Nibb and Gyik from mischief-makers into feral marauders. They still don't know much about tool safety.
2/1
~ has persist as long as you control a black creature.
~ has haste as long as you control a red creature.
5/3 236?/301
Ghastly Discovery2U
Sorcery (C)
Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
Korrigans, spirits bound to sources of water, shriek when they come upon their own drowned corpses. 39/301
Flash "Parapet watchers patrol the outer edges of the doun, signaling to others who wait patiently in the shadow.
1/1 157/301
Safewright Quest(W/G)
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library. Elves search for sources of beauty in a nighted world. Meanwhile, the nighted world searches for the blood of elves.
Power of Fire1R
Enchantment - Aura (C)
Enchant Creature
Enchanted creature has "T: This creature deals 1 damage to target creature or player." The cinders believe their flame was stolen by one they call the Extinguisher. All who now wield fire draw their desperate wrath 101/301
~ can't be blocked by blue creatures. To reach the ravine of the Wanderbrine River, they were told to take the shortcut "through the mountains." They to the directions literally.
3/3 213/301
Enjoy
PS: The other 2 cards are known (Wilt-Leaf Cavaliers, Ballynock Cohort)
Compared to the other two Avatars, the U/B one is underwhelming. Still pretty good, but just not nearly as swingy. Probably because he doesn't have an immediate effect on the game.
A new untapper. Always fun to see those.
Conspire can be very interesting. Seems really good on this card. I bet they put it on a pump spell.
I like the uncommon land cycle. Kind of interesting. I'd like to see the others. Maybe their effects will be a bit more interesting. Though, 1 life in limited can be amazing.
Aaaaaaand... we have the new Plainswalker. Boggart Loggers got color/hate shifted. That's cool.
And the color-wannabe scarecrows are kind of interesting. Nothing too amazing, but not terrible. Limited fodder, obviously. -Jack
Can we call the cycle that Rattleblaze Scarecrow seems to be part of the Tek-crows? I know they're closer to Tribal Golem but they remind me of the dragon for some reason.
I like the reminder text on Wither. How would you guys prefer it to be done? Seems the most elegant way to word it.
Yes, only once per spell. The reminder text (and as such, I'm sure the comp rules) read it as a triggered ability, and just like Rings of Brighthearth, you can only pay the ability once.
I, too, hate the reminder text on wither. It seems like a terrible way to do it. -Jack
Whoa, that's some nice cardage. I too am a bit perplexed by the reminder text for Wither. Seems kinda odd for Magicese. It seems more magic-ish to say "Whenever ~ would deal damage to a creature, instead put that many -1/-1 counters on that creature.
Anyway, I owe someone a cookie for guessing Boggart Arsonists spot on. From all of the mirroring going on he assumed the Arsonists would reflect the Boggart Loggers.
I find it odd to see a Faerie. Must mean that with Faeries dipping into White, it's not too farfetched for Oona to be now.
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Conspire feels like it should have been made open ended, probably givn a number so they can make spells that require tapping different numbers of creatures at least. Still, nice to see a card with it after all of IM's "speculation."
We also finally have the Duo cycle confirmed, and know what they do. I'm wondering if each color gets its own triger, each duo gets a +1/+1 trigger and another one, or each duo has completely different triggers. Normally I'd guess the first one, but blue being the color that gets +1/+1 doesn't make much sense, so it's probably the second.
I find it interesting that fairies have moved from black to white, even though flavorwise they're supposed to be the only tribe that hasn't really changed (it's still a rogue, too). Have they become more white (maybe more harmless mischief and less malevolence behind their pranks), or is it just relative to the rest of Shadowmoor (i.e. in Lorwyn, everything was so light that faeries were black in comparison to the other races, but in Shadowmoor what they are on the white end of the spectrum relative to everything else)?
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
Shouldn't that be:
Safewright Quest
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
??
The pictures from the links say I'm wright.
I really like the forest + ability. I'm guessing there'll be a full cycle of these. It's probably going to be worth picking up at least one of 'em for any deck with a way to fetch them (Treefolk Harbinger, Land Grant, fetchlands, etc).
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A sadly uninteresting booster. The avatar cycle is proving to be even more lackluster as it gets further spoiled, the land is boring, and the rest is limited fodder. Although I have to admit that I love the irony on the Silkbind Faerie. She untaps, but it's victim gets tapped down.
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"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
Oh I like I like! That Ghastlord of Fugue looks to be a potent card for my play style. Works right along with Extripate and others with tapping abilities very well. I cant wait to see the rest! I hope more cards are spoiled soon!
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R Explosive Doll R W Untouchable Knights W B No Sacrifice, No Victory! B
we also get the source of all those "duo" hits in the orb, and I think this is gonna be a really cool cycle, if not back-brakingly powerful. for those that don't understand the dual class, the card represents two individuals, each with a different class, and each providing a different boost when a certain colored spell is played.
oh yeah, remember that article about hypothetical strictly-better lands? the one that taps for 1 life with 17 mana? well, here it is, in real-card form. at first glance, it can't compete with treetop village, so I doubt it'll get played (more than 4 or 5 cipt lands per deck=bad).
I find interesting that the land is a Forest. Do you think that this will be the norm now or is that Wizards is desperate to give Treefolk a competitive edge?
Love the fact that Gravelgill Duo has two classes, first I believed that was a compliment to D&D but then It hitted me (yes I'm a little slow today) there are two creatures represented on the card, one is a warrior (and thus the +1/+1, the other is a Rogue) and thus the fear. I think that this is the same reason why the Drove of Elves have no class.
Then... a flashy kithkin? does he has the ring of power? ha ha.
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
Shouldn't that be:
Safewright Quest
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
??
The pictures from the links say I'm wright.
I really like the forest + ability. I'm guessing there'll be a full cycle of these. It's probably going to be worth picking up at least one of 'em for any deck with a way to fetch them (Treefolk Harbinger, Land Grant, fetchlands, etc).
Thank for pointing that out, I made a typo, now fixed it.
Overall:
I agree that the U/B avatar is a bit underwhelming, although not very bad because being unblockable means that his ability will trigger (almost) every attack.
The land will probably see limited play, but it's unlikely to show up in constructed.
The Roughshod Mentor's usability will depend greatly on how good green is in limited and constructed.
Arsonists: I'll definitely play this if on color in sealed, may be a fairly early pick in draft depending on how powerful the scarecrows are, not sure about constructed usability.
Scarecrow: seems like there might be a cycle with Wingrattle, once again not sure about how good it is.
Discovery: definitely a high pick in limited, and a very interesting card and mechanic in general.
Duo: not sure how good this is, although probably strong in limited.
Reaper: I like this card.
Faetie: A W/U faerie??? Nice card, but probably a bit slow/underpowered for current faerie decks (not sure).
W/U kithkin: high pick in limited.
Safewright Quest: definitely a usable card in limited, not sure about constructed.
Power of Fire: nice Q enabler.
R/G goblin: I like this card, but probably mostly limited.
I find interesting that the land is a Forest. Do you think that this will be the norm now or is that Wizards is desperate to give Treefolk a competitive edge?
I'm guessing this is a cycle. Given that there are Corrupt-style cards, it makes sense to make a monocolor-encouraging land that also has its appropriate basic land type.
I'm interested to see the rest of the cycle. Unless there is a variable cost (in terms of mana or in terms of the number of permanents required), it's going to be tough to find effects that are "weak" enough to be on these lands. I mean, what compares to 1 life? The blue one could be something functionally similar to scry 1 (or sensei's divining top for 2). The white could be 1 damage to an attacking creature. But black and red are a little tricky. Maybe "target creature gets +1/+0 until end of turn" for red. Each player loses 1 life for black?
Edit @ Waffles: The reason the land is exciting is that it has a basic land type, but does something more than just make mana. This means, late in the game, if you topdeck something like Wood Elves, or the land searcher here, instead of just finding a useless forest, you can find a card that has an actual effect on the game. Any deck that runs land-type specific searchers should run one, just so they have that option.
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It seems 5 FNMs got Shadowmoor boosters tonight, let's wait for the other 4 to come in also.
Cards:
http://bp3.blogger.com/_WPMfSuUCfRI/R_bJtLej9fI/AAAAAAAAABs/v47YyN1nfpI/s1600-h/myriad_shadowmoor_preview_2.jpg
http://bp0.blogger.com/_WPMfSuUCfRI/R_bJtbej9gI/AAAAAAAAAB0/d0A6M4H0_-c/s1600-h/myriad_shadowmoor_preview_3.jpg
Info:
http://bp0.blogger.com/_WPMfSuUCfRI/R_bJrbej9eI/AAAAAAAAABk/Fzo5lIOMEzI/s1600-h/myriad_shadowmoor_preview_1.jpg
http://myriadgames.blogspot.com/
Cards:
Ghastlord of Fugue (B/U)(B/U)(B/U)(B/U)(B/U)
Creature - Spirit Avatar (R)
~ is unblockable.
Whenever ~ deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.
"He is a ghost that has never known life."
- The Seer's Parables 4/4
162/301
Sapseep Forest
Land - Forest (U)
~ comes into play tapped.
GT: You gain 1 life. Play this ability only if you control two or more green permanents.
279?/301
Roughshod Mentor 5G
Creature - Giant Warrior (U)
Green creatures you control have trample.
He didn't hear the cries of the treefolk whose branches he snapped or the elves caught underfoot. He had eyes only for the path ahead.
5/4
128?/301
Boggart Arsonists 2R
Creature - Goblin Rogue (C)
Plainswalk
2R, Sacrifice ~: destroy target Scarecrow or Plains.
The Aurora transformed Nibb and Gyik from mischief-makers into feral marauders. They still don't know much about tool safety.
2/1
Rattleblaze Scarecrow 6
Artifact Creature - Scarecrow (C)
~ has persist as long as you control a black creature.
~ has haste as long as you control a red creature.
5/3
236?/301
Ghastly Discovery 2U
Sorcery (C)
Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
Korrigans, spirits bound to sources of water, shriek when they come upon their own drowned corpses.
39/301
Gravegill Duo 2(U/B)
Creature - Merfolk Rogue Warrior (C)
Whenever you play a blue spell ~ gets +1/+1 until end of turn.
Whenever you play a black spell ~ gains fear until end of turn.
2/1
Sickle Reaper 1B
Creature - Elemental Warrior (C)
Wither
His sickle was forged in the heat of another cinder's funeral pyre
2/1
77?/301
Silkbind Faerie 2(W/U)
Creature - Faerie Rogue (C)
Flying
1(W/U), :symbq: : Tap target creature.
"The bigger they are the more fun it is to watch them fall flat on their faces."
1/3
148/301
Zealous Guardian (W/U)
Creature - Kithkin Soldier (C)
Flash
"Parapet watchers patrol the outer edges of the doun, signaling to others who wait patiently in the shadow.
1/1
157/301
Safewright Quest (W/G)
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
Elves search for sources of beauty in a nighted world. Meanwhile, the nighted world searches for the blood of elves.
Power of Fire 1R
Enchantment - Aura (C)
Enchant Creature
Enchanted creature has "T: This creature deals 1 damage to target creature or player."
The cinders believe their flame was stolen by one they call the Extinguisher. All who now wield fire draw their desperate wrath
101/301
Mudbrawler Raiders 2(R/G)(R/G)
Creature - Goblin Warrior (C)
~ can't be blocked by blue creatures.
To reach the ravine of the Wanderbrine River, they were told to take the shortcut "through the mountains." They to the directions literally.
3/3
213/301
Enjoy
PS: The other 2 cards are known (Wilt-Leaf Cavaliers, Ballynock Cohort)
DCI Level 2 Judge
so conspiracy was a mechanic eh
great info tnx a lot
Conspiracy - once per spell only?
Is it just me or does that Faerie look kinda changelingy?
Power of Fire - haven't I seen this effect with other abilities before? - Core set plant, I'd guess
U/B Avatar - kinda nice, a decent size/ability for the cost. Could be a good finisher to "seal the deal"
Looks like a cycle of ability basic lands to me (basic land types that is)
Holy crap plainswalk!!!
looks like scarecrows are getting their abilities set by colors (i.e. black/red and black/blue have the same ability)
Conspire is a meh mechanic unless it's on a more backbreaking spell.
Impressed overall.
A new untapper. Always fun to see those.
Conspire can be very interesting. Seems really good on this card. I bet they put it on a pump spell.
I like the uncommon land cycle. Kind of interesting. I'd like to see the others. Maybe their effects will be a bit more interesting. Though, 1 life in limited can be amazing.
Aaaaaaand... we have the new Plainswalker. Boggart Loggers got color/hate shifted. That's cool.
And the color-wannabe scarecrows are kind of interesting. Nothing too amazing, but not terrible. Limited fodder, obviously. -Jack
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Augustin, Rasputin, Bruna, Brago, Ojutai
the kithkin flash seems very weird
OMG the conspire! Good synergy with the Q.
special thanks to sentimentgx4 for the sig
Pourquoi?
I like the reminder text on Wither. How would you guys prefer it to be done? Seems the most elegant way to word it.
I, too, hate the reminder text on wither. It seems like a terrible way to do it. -Jack Yes, only once per spell. The reminder text (and as such, I'm sure the comp rules) read it as a triggered ability, and just like Rings of Brighthearth, you can only pay the ability once.
Want a cool banner like mine?
Go to Heroes of the Plane Studios!
Vizzerdrix Count = 183, 3 in Italian, 2 Foil
Anyway, I owe someone a cookie for guessing Boggart Arsonists spot on. From all of the mirroring going on he assumed the Arsonists would reflect the Boggart Loggers.
I find it odd to see a Faerie. Must mean that with Faeries dipping into White, it's not too farfetched for Oona to be now.
Drop by my Helpdesk if you have any questions/concerns on the Limited forum.
Excited for M13 Limited? What do you think the format will look like? Head over to the limited forum and let us know what you think.
does this mean that oona will be....?:rolleyes:
ChibiSwan! YOU ROCK!
...........Shin on the textless Cryptic Command
that seems really odd to me...
We also finally have the Duo cycle confirmed, and know what they do. I'm wondering if each color gets its own triger, each duo gets a +1/+1 trigger and another one, or each duo has completely different triggers. Normally I'd guess the first one, but blue being the color that gets +1/+1 doesn't make much sense, so it's probably the second.
I find it interesting that fairies have moved from black to white, even though flavorwise they're supposed to be the only tribe that hasn't really changed (it's still a rogue, too). Have they become more white (maybe more harmless mischief and less malevolence behind their pranks), or is it just relative to the rest of Shadowmoor (i.e. in Lorwyn, everything was so light that faeries were black in comparison to the other races, but in Shadowmoor what they are on the white end of the spectrum relative to everything else)?
I think the idea is that there's two of them. The rogue gets fear from black spells, and the warrior gets +1/+1 from blue spells.
-Douglas Adams
Safewright Quest
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
Shouldn't that be:
Safewright Quest
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
??
The pictures from the links say I'm wright.
I really like the forest + ability. I'm guessing there'll be a full cycle of these. It's probably going to be worth picking up at least one of 'em for any deck with a way to fetch them (Treefolk Harbinger, Land Grant, fetchlands, etc).
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
__________________
Thanks Mr. Stuff. for my awesome banner and avatar!
Playing these In T2! Hippy created!
R Explosive Doll R
W Untouchable Knights W
B No Sacrifice, No Victory! B
oh yeah, remember that article about hypothetical strictly-better lands? the one that taps for 1 life with 17 mana? well, here it is, in real-card form. at first glance, it can't compete with treetop village, so I doubt it'll get played (more than 4 or 5 cipt lands per deck=bad).
Love the fact that Gravelgill Duo has two classes, first I believed that was a compliment to D&D but then It hitted me (yes I'm a little slow today) there are two creatures represented on the card, one is a warrior (and thus the +1/+1, the other is a Rogue) and thus the fear. I think that this is the same reason why the Drove of Elves have no class.
Then... a flashy kithkin? does he has the ring of power? ha ha.
Ok, that's my two cents for now
Thank for pointing that out, I made a typo, now fixed it.
Overall:
I agree that the U/B avatar is a bit underwhelming, although not very bad because being unblockable means that his ability will trigger (almost) every attack.
The land will probably see limited play, but it's unlikely to show up in constructed.
The Roughshod Mentor's usability will depend greatly on how good green is in limited and constructed.
Arsonists: I'll definitely play this if on color in sealed, may be a fairly early pick in draft depending on how powerful the scarecrows are, not sure about constructed usability.
Scarecrow: seems like there might be a cycle with Wingrattle, once again not sure about how good it is.
Discovery: definitely a high pick in limited, and a very interesting card and mechanic in general.
Duo: not sure how good this is, although probably strong in limited.
Reaper: I like this card.
Faetie: A W/U faerie??? Nice card, but probably a bit slow/underpowered for current faerie decks (not sure).
W/U kithkin: high pick in limited.
Safewright Quest: definitely a usable card in limited, not sure about constructed.
Power of Fire: nice Q enabler.
R/G goblin: I like this card, but probably mostly limited.
PS: thanks to Myriad Games for the initial link.
DCI Level 2 Judge
I'm guessing this is a cycle. Given that there are Corrupt-style cards, it makes sense to make a monocolor-encouraging land that also has its appropriate basic land type.
I'm interested to see the rest of the cycle. Unless there is a variable cost (in terms of mana or in terms of the number of permanents required), it's going to be tough to find effects that are "weak" enough to be on these lands. I mean, what compares to 1 life? The blue one could be something functionally similar to scry 1 (or sensei's divining top for 2). The white could be 1 damage to an attacking creature. But black and red are a little tricky. Maybe "target creature gets +1/+0 until end of turn" for red. Each player loses 1 life for black?
Edit @ Waffles: The reason the land is exciting is that it has a basic land type, but does something more than just make mana. This means, late in the game, if you topdeck something like Wood Elves, or the land searcher here, instead of just finding a useless forest, you can find a card that has an actual effect on the game. Any deck that runs land-type specific searchers should run one, just so they have that option.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
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