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Scars of Mirrodin
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boy_bakal
Lord of Pwnage

Joined: 30 Nov 2006
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Post Posted: Mon Aug 30, 2010 2:00 pm    Post subject: Scars of Mirrodin Reply with quote
(Very partial) Spoiler is up.

Memoricide - Thought Hemorrhage without the red.
Sword of Body and Mind - lol, cute.

All discussion, speculation, etc. follows.
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erwin
Master of None

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Post Posted: Mon Aug 30, 2010 7:38 pm    Post subject: Reply with quote
Scars of Mirrodin spoiler

Kemba's Skyguard is a flying Venerable Monk Laughing
Contagion Clasp has hew ability, Proliferate. And with the way it's worded, it looks like players can get tokens O_O
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Xtian
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Post Posted: Mon Sep 06, 2010 3:23 am    Post subject: Reply with quote
More spoilers up. Smile

Let discuss Venser

First off.. how is he used to his maximum potential? and wth is emblem?
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boy_bakal
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Post Posted: Mon Sep 06, 2010 2:14 pm    Post subject: Reply with quote
Mechanics [http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/107]here[/url]. That doesn't discuss emblems but you guys might want to see what's new with the set.

I'll go over this ability by ability.

+2: Pretty typical of WU, "blink" effects always do well with creatures that have etb effects. Incremental card advantage, increasing board position, etc. This is great in that during the late game there's no additional mana investment (remember Mistmeadow Witch had a blink effect that cost 2WU to use in addition to her 1W/U cc, whereas Venser has but a one-time payment of 3WU), but otoh it suffers in that you're restricted to sorcery speed, so that actually leaves you open to removal tricks.

-1: A bit strange in that WU isn't exactly fightan colors. You'd normally want to see this kind of ability in black or red, because they will generally have those creatures with punish effects. Of course blue does have ophidian effects aplenty, and white is well-known for its ability to mass a considerable force of dudes, so I suppose it could work.

-8: We can't really assess this accurately right now since we don't really know what an emblem is. My guess is it's some kind of counter or permanent that gets attached to you, so it's advantageous in that there's really no way to remove it specifically. If it is a counter, this will be an insane ability because of the proliferate mechanic. Otherwise it'll be fairly strong (as opposed to BAH-ROKEN) for its battlefield control, coupled with the fact that SoM has many low-cost spells.

To sum: I see Venser being used in Infect decks, and possibly allies. Get a lot of guys out who deal poison damage, drop Venser and swing ftw. Allies has plenty of etb effects to utilize (Kabira Evangel, etc.), and everyone else just gets progressively bigger.

On the whole there are quite a few interesting cards out already. I like that poison is back Very Happy I'd be really tempted to make an Infect deck then.
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boy_bakal
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Post Posted: Wed Sep 08, 2010 10:54 am    Post subject: Reply with quote
REPRINTS: Trinket Mage and Mindslaver. As yet unconfirmed, but both cards are very, very exciting and it's great to see them in the Standard format Smile

EDIT: Emblems explained here. Apparently just a rules templating fix.
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boy_bakal
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Post Posted: Tue Sep 21, 2010 1:53 pm    Post subject: Reply with quote
Three words: Genesis Wave.

Insane.

Cast it for some hueg number and plop an army of dudes/lands onto the battlefield. They don't etb tapped, either! So if you could somehow give them haste (Bushwhacker won't work, so some other thing) and mass pump (optional) you could swing ftw. Works great with Valakut tricks (OH LOOK 20 MOUNTAINS TAKE 60 PSSSSH), plop down an Emrakul or other Eldrazi giant (decent odds to flip at least one by the time you get to 18 mana), etc. etc.

This is the sort of card that fun and innovative decks are built around. I expect to see several usable lists in the future Very Happy
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erwin
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Post Posted: Thu Sep 23, 2010 4:59 pm    Post subject: Reply with quote
Spoiler is complete.

I might build a cheap infect deck, as it looks like it's the most prominent and easiest to build.

Wormcoil Engine will probably see play, as it can 'survive' DoJ.
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boy_bakal
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Post Posted: Thu Sep 23, 2010 7:54 pm    Post subject: Reply with quote
Infect looks like it'll be fun. Cheap pump and equips are the way to go, plus Infect lord. Though from a Spike standpoint, I dunno. It doesn't really have that much support yet, is the thing.
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Athanasia Kitty
Old Dragon

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Post Posted: Thu Sep 23, 2010 9:30 pm    Post subject: Reply with quote
Fufufufufu.. Time for my Infect deck to.. Well.. Infect. -__-
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driza
Young Dragon

Joined: 20 Sep 2010
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Post Posted: Sat Sep 25, 2010 10:11 pm    Post subject: Reply with quote
I see a problem with infect decks. They have little late game power. You're stuck with 1/1s and 2/2s while your opponents play bombs like Wurmcoil Engine. Nice in limited though.
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boy_bakal
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Post Posted: Sun Sep 26, 2010 11:59 am    Post subject: Reply with quote
I think there are two ways to mitigate that:
1) Infect Lord and/or Proliferate. There's no way to remove Poison counters that we know of, so in theory you would only need one Poison counter on your opponent. Everything else can be left up to Proliferate. The Infect lord, on the other hand, is just great for the late game (similar to red burn).
2) Creature pump. Because each point of damage is tantamount to one poison counter, each pump spell you play will have additional value to it. Mass pump especially; that horde of flyers is going to look mighty huge with something as simple as a Goblin Bushwhacker.

Of course, time will tell whether or not Infect is viable.
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driza
Young Dragon

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Post Posted: Sun Sep 26, 2010 5:44 pm    Post subject: Reply with quote
Though there exists an infect lord, I think it isn't enough to face off with dedicated creature decks in combat. Though pump effects are generally good, most are 1 time effects and I think it's better to use those effects to deal the final points of infect rather than save a creature in combat. Evasion is still the best way for these creatures.

I think the best plan is to overwhelm the opponent fast enough before they stabilize their board position and/or force them to sweep early.

I also think that splashing red for bushwhacker is bad.
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boy_bakal
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Post Posted: Tue Sep 28, 2010 3:27 pm    Post subject: Reply with quote
That's exactly the point; you use up a pump spell for quick damage. With something like a giant growth your opponent could be halfway to a loss already, especially if they aren't prepared.

Of course I don't really intend to use Bushwhacker in Infect decks, that was just an example. If you have a big enough creature in play, you're actually better off with something like Overwhelming Stampede. Sometimes you'd cast Overrun and swing to just shy of the win (but do it anyway, then pray for burn or something hasty), but with Infect there's no way that'll happen.
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