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#1 |
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Ascended Mage
Join Date: Aug 2012
Posts: 243
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No clue as to the accuracy of this, but I am posting for info:-
http://blog.livedoor.jp/usafox1100/a.../51353804.html Blightwind Gust ![]() ![]() ![]() ![]() Sorcery (Rare) Choose one - Destroy all artifacts; or destroy all creatures; or destroy all enchantments. Scalp ![]() Sorcery (Uncommon) Target player discards a card. If you have contract with Rakdos, that player loses 2 life. Contract with Rakdos ![]() (You may reveal this card from your hand and pay its contract cost to contract with Rakdos. Contract only as a sorcery.)255 Spinewhip Punisher ![]() ![]() Creature - Zombie (Common) First strike As long as you have contract with Rakdos, Spinewhip Punisher has "Sacrifice a creature: Put a +1/+1 counter on Spinewhip Punisher." Contract with Rakdos ![]() (You may reveal this card from your hand and pay its contract cost to contract with Rakdos. Contract only as a sorcery.)3/3 Selectrician ![]() ![]() ![]() Creature - Human Wizard (Rare) :Counter target spell you controll. Selectrician deals X damage to target player, where X is that spell's converted mana cost.2/3 257 Jace, Adviser to the Firemind ![]() ![]() Planeswalker - Jace (Mythic Rare) +2: Put a card from your hand on top of your library. 0: Look at target player's hand. -7: You get an emblem with "Whenever you draw a card, Jace, Adviser to the Firemind deals 2 damage to target creature or player." Loyalty: 1 They look sort of plausible, especially the contract mechanic (given Krenko's backstory), I wonder if anyone else has better info? Last edited by Arcadic; 08-12-2012 at 10:02 AM. Reason: Learning to use mana symbols still! |
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#4 |
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Archmage Overlord
Join Date: May 2012
Location: Real life
Posts: 1,294
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"Contract with Rakdos" seems like a very bad name for a keyword. All abilities are designed to have a possibility of reusing it in the future, and that really can't be used anywhere but in a third Ravnica. There hasn't ever been a keyword with a specific name like that.
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#6 | |
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Ascended Mage
Join Date: Sep 2009
Location: Florence, AL
Posts: 310
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Jace's +2 seems good with miracles....and his emblem seems good. Pop it and you have no more than ten turns (barring Lifegain.) to win.
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#7 |
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Common Mage
Join Date: Dec 2008
Location: the Frozen North
Posts: 37
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Well, whenever there are good fakes around, there is allways a lot of discussion.
Given the source, this is nothing but gossip (not yet rumors) but nice to see one possible future for magic I really like the contract mechanic, though it sort of reminds me mildly about forecast. But this is a real bomb mechanic, the way rakdos like it. Synergy is amplified when multiplied, you need only push for one contract each turn, but might get multiple benefits. As for Jace. (or what's his (getting tired of his)face) Abilites seems plausible, especially the first one where he sacrifice options for power, and his ultimate is a nod over to Niv-Mizzet whom he shares a nice picture with. All in all, could be a bright doom ahead of us!
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#9 |
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Ascended Mage
Join Date: Mar 2007
Location: third star on the right, then straight on 'til morning
Posts: 183
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IF this is true, Jace's 1st ability is a perfect miracle enabler, second ability is meh, third is too hard to achieve... meh walker, unless there are some awesome izzet spells that helps him
edit: ooh well, jace + temporal mastery = time walk, so probably it's not that bad :P
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#10 |
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Ascended Mage
Join Date: Aug 2012
Posts: 243
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My very quick guess is that "contract" is not unique to Rakdos. We now have a world of wheeler dealers forever running errands between guilds that are very uneasy with each other.
Assuming these cards aren't total baloney that is. EDIT: As in you could have contract with several guilds at one time, that would make limited play quite interesting, as you would have to decide whether to play a card straight off, or wait until you have contract. Last edited by PiMan; 08-12-2012 at 04:45 AM. |
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#11 |
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Ascended Mage
Join Date: Oct 2009
Posts: 288
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I'm not sure but I thought the new mechanics were supposed to work well with the old guild mechanics, so how does Hellbent work well with contract? If anything contract seems to make hellbent harder to enable...or maybe I'm not understanding the mechanic.
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