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hebikage
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Post Posted: Mon Sep 01, 2008 12:00 am    Post subject: [Spoiler] Shards of Alara Reply with quote
A pleasant evening to all. It's time for meh to make that oh so-so thread bout the upcoming set in Magic. Shards of Alara.

Now for some general info:

Set Name Shards of Alara
Block Set 1 of 3 in the Shards of Alara block
Number of Cards: 249 (15 mythic, 53 rare, 60 uncommon, 101 common, 20 basic lands)
Release Date: October 3, 2008 (Note that it's one week after the prerelease ~~)
Launch Parties: October 3-5, 2008
Prerelease Tournaments: September 27-28, 2008
Previews start on magicthegathering.com: September 8, 2008

Some synopsis:

Alara was whole once. But that was millennia ago. Where once there was a plane, now there are five: the Shards.

The plane of Alara was a world rich with mana, a world in balance...until the Sundering. In a cataclysm of unimaginable proportions, Alara was rent asunder into five separate worlds, each a refraction of the others.

The cause of this cataclysm has been lost to time. Some ancient lore of the Shards suggest a being of godlike power forcibly split Alara to seize its mana for himself. Some believe it was caused by the titanic battle for the fate of Alara, waged by the archangel Asha and the demon Malfegor. But for most, only the dimmest cultural memories remain of a richer world that existed before their own.

Whatever the cause of the splitting, one thing is clear: The Shards have become very different places in the time since the Sundering. Each plane was all but severed from two of the five colors of mana. The Shard of Bant, for example, lost almost all its black and red mana, maintaining only white, blue, and green.

This mana imbalance caused the Shards to evolve in wildly distinct directions over the course of thousands of years. Now only hints of a common ancestor plane remain on the five worlds, and their environments and denizens could hardly differ more.

Some specs:

* Starting with Shards of Alara, every booster pack will have one rare (roughly one in eight packs replaced by a mythic rare, ouch for 1:8 ratio!), three uncommons, ten commons, and one basic land. This new rarity distribution will be applied to every core set and expansion (large and small) moving forward.
* Mythic rares have a new expansion symbol color (copper red)
* Mythic rares are expected to mean cards like Planeswalkers, most legends, and epic-feeling creatures and spells. They will not just be a list of each set's most powerful tournament-level cards.
* Mythic rares have premium (foil) versions as well
* The number of combined premium rares and premium mythic rares you will get starting with Shards of Alara is higher than the number of premium rares you currently get.
* The set is accompanied by the "Planeswalkers Guide to Alara", which looks like it's part style guide, part field guide.
* Only three colors of mana are functioning within each realm. All mana producers which produce mana of a different color will be used as colorless sources of mana.
* Bant has become a golden utopia. Its citizens have never seen fire magic, and have never seen necromancy. And you can imagine a world cut off from those colors for hundreds of years has evolved to be a very utopian society but also a very orderly society. Angels rule the realm with benevolence and grace. Humans and the birdfolk called aven resolve their conflicts with ritualized combat. When it does happen is very chivalrous and honorable and generally takes place between heroes from each side, and is very ceremonial. Duty and honor are the bedrock of this kingdom of light. So you have knights, you have castles, you have lions, you have rocs, you have a pretty peaceful society for the most part.
* Esper, the primarily blue world,that is cut off from from the chaos of red and green mana. Esper has become a magocracy. In this world of wind and wave, control is the guiding force. Enigmatic sphinxes counsel powerful wizards and seers. Everything here is observed and controlled. The forces of high magic rule supreme. The very orderly society is focused on measuring things, and preoccupied with knowledge and wisdom. Even the clouds are measured. Esper features a class structure with Mages at the upper end and Commoners at the lower end. There are also Assassins. The humans of Esper have an unusual physical characteristic called Filligree. This causes their bodies/limbs to take the form of twisted curving threads. The more magic an individual possesses, the more their body is composed of filligree.
* Grixis is totally cut off from green or white mana. So there is no access to life mana there in this dark wasteland. Its denizens desperately cling to its remaining lifeforce. Without the communal forces of white and green to bring life and compassion, it's every ghoul, demon, and necromancer for themselves. What few humans that are there eek out an existence where they are constantly on the run from necromancers that want to steal their life energy to fuel their spells. It is a world that is a horrible place to live if you are a human being because the land is almost like rotting flesh. It's just a world of decay. Grixis is filled with demons, vampires, goblins, skeletons... you name it, if it's horrible it lives in Grixis.
* Jund is the primarily red world, it's a world of chaos and fire. In the absence of white or blue mana, Jund has devolved into a roiling, primordial cesspit. Dragons top the food chain, at home in Jund's countless volcanoes. While dragons stalk the skies, humans, goblins, and the lizardfolk called viashino lie low in Jund's tar-spotted, vine-choked canyons. It's a very rough world to have to eek out an existence, so the humans there are very barbaric.
* Naya is the bountiful green world. Life, passion, community, and the wild—these are what flourish without the influence of black or blue mana. In this lush hedonistic land, life is celebrated. Instinct triumphs over machination. Here titanic predators (Beasts) are shown respect, while Aztecian humans, elves, and catfolk called leonin seek to revere and respect nature.
* Each shard has a mechanic that really reflects what's going on in that shard.

No Theme decks now! ~~

Starting with Shards of Alara, the theme decks are changing into a new product called "intro packs" aimed specifically at helping beginners get into the game.
Each intro pack contains:

* 1 premium rare
* 1 non-premium rare
* 7 uncommons
* 32 commons / lands
* 1 Shards of Alara booster pack

This means that not all precons would contain the same cards.

And if someone knew what's the fuzz bout the Dragon that they put in the Dragons Set this would be printed in Shards of Alara, it is...



And don't worry about the prerelase...you'll get...



And some spoilage cards:

http://forums.mtgsalvation.com/showthread.php?t=127211

Share some thoughts bout this ~~
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Q
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Post Posted: Mon Sep 01, 2008 1:22 am    Post subject: Reply with quote
Cool~! Colored artifacts. Is it just me or is WoTC forcing multicolor on us to boost sales? (3 out of the last 4 blocks, counting Shards, has some form of multicolor). After all, Invasion was their biggest selling block of all time.
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erwin
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Post Posted: Mon Sep 01, 2008 1:01 pm    Post subject: Reply with quote
Quote:
Rhox Warmonk GWU
Creature - Rhino Monk Uncommon
Lifelink
#188/249 3/4


OMG RHINO MONK!!! Shocked

Quote:
Goblin Assault 2R
Enchantment Rare
At the beginning of your upkeep, put a 1/1 red Goblin creature token with haste into play.
Goblin creatures attack each turn if able.


w.t.f.


Alright, battle mages!!! Hope they make good ones Very Happy
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BJ
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Post Posted: Mon Sep 01, 2008 1:22 pm    Post subject: Reply with quote
Ajani got angrier. Laughing
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Q
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Post Posted: Mon Sep 01, 2008 1:25 pm    Post subject: Reply with quote
Quote:
Goblin Assault 2R
Enchantment Rare
At the beginning of your upkeep, put a 1/1 red Goblin creature token with haste into play.
Goblin creatures attack each turn if able.


The new Bitterblossom? Must hoard. Razz
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hebikage
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Post Posted: Mon Sep 01, 2008 10:46 pm    Post subject: Reply with quote
Q wrote:
Quote:
Goblin Assault 2R
Enchantment Rare
At the beginning of your upkeep, put a 1/1 red Goblin creature token with haste into play.
Goblin creatures attack each turn if able.


The new Bitterblossom? Must hoard. Razz


Not reallyQ, it's not flying goblins ~~. At least, they had learned how bitterblossom really is bitter. ~~
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erwin
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Post Posted: Thu Sep 04, 2008 6:05 pm    Post subject: Reply with quote



Creature - Human Rogue
First Strike
Shroud
2/1



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Q
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Post Posted: Tue Sep 09, 2008 9:46 pm    Post subject: Reply with quote
Quote:
Sarkhan Vol (o2RG)
Planeswalker -- Sarkhan
(+1): Creatures you control get +1/+1 and gain haste until end of turn.
(-2): Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
(-6): Put five 4/4 red Dragon creature tokens with flying into play.
/4


The planeswalker for the bakbakan archetype. 2nd ability sucks IMO compared to Ajani V -- at least you can use the latter vs creatureless decks. Still, when fighting decks that can don't interact with planeswalkers, its a three-turn Dragonstorm...
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erwin
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Post Posted: Tue Sep 09, 2008 10:46 pm    Post subject: Reply with quote
Q wrote:
The planeswalker for the bakbakan archetype. 2nd ability sucks IMO compared to Ajani V -- at least you can use the latter vs creatureless decks. Still, when fighting decks that can don't interact with planeswalkers, its a three-turn Dragonstorm...


Yeah, that 3rd ability was "WTF", and pretty strong, though not borken.

Also, new spoilers are up.

New Keyword: Exalted
Here's rules for you:

Rulebook wrote:
502.83. Exalted

502.83a Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn."

502.83b A creature "attacks alone" if it's the only creature declared as an attacker in a given combat phase. See rule 306.5.

* If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
* Some cards with exalted abilities have other abilities that also trigger when a creature you control attacks alone. Each time a creature you control attacks alone, both the exalted ability and the other ability will trigger.
* If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won't trigger.
* Some effects put creatures into play attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
* Exalted abilities will resolve before blockers are declared.
* Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
* In a Two-Headed Giant game, a creature "attacks alone" if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.


Quote:
Crucible of Fire 3r
Enchantment Rare
Dragon creatures you control get +3/+3.


Luckily, changelings are dragons too Twisted Evil

Quote:
Lush Growth g
Enchantment - Aura Common
Enchant Land
Enchanted land is a Mountain, Forest and Plains.


Make your lands more than duals Cool

Quote:
Wild Nacatl g
Creature - Cat Warrior Common
Wild Nacatl gets +1/+1 as long as you control a Plains.
Wild Nacatl gets +1/+1 as long as you control a Mountain.
1/1

I hope this becomes a cycle.

Quote:
Jund Charm brg
Instant Uncommon
Choose one - Remove target player's graveyard from the game; or Jund Charm deals 2 damage to each creature; or put 2 +1/+1 counters on target creature.

Alright, charms!! a fine addition to my charm collection Very Happy


Quote:
Titanic Ultimatum rrgggww
Sorcery Rare
Until end of turn, creatures you control get +5/+5 and gain first strike, lifelink and trample.

WTF MANACOST!
I wonder if that will get a deck. I hope it becomes crap, then I'll make a deck out of it Twisted Evil Twisted Evil

Quote:
Lich's Mirror
5
Artifact Mythic Rare
If you would lose the game, instead shuffle your hand, your graveyard and all permanents you own into your library, then draw seven cards and your life total becomes 20.

WTF!! It's the new Plat Angel! (sort of)

And there are new lands as well.
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Q
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Post Posted: Wed Sep 10, 2008 1:37 am    Post subject: Reply with quote
Quote:
Relic of Progenitus o1
Artifact
{T}: Target player removes a card in his or her graveyard from the game.
1, Remove Relic of Progenitus from the game: Remove all graveyards from the game. Draw a card.


Farewell, Mannequin and Lark decks... Very Happy
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oghma
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Post Posted: Wed Sep 10, 2008 9:26 am    Post subject: Reply with quote
Sorry Q, it'll still be of use. The card's text says that the player removes a card, not target card. Laughing Most likely, mannequin and lark decks have a HUGE graveyard.
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boy_bakal
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Post Posted: Wed Sep 10, 2008 11:08 pm    Post subject: Reply with quote
Though it's 1 to cast, so in theory you can keep graveyards fairly empty.
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Q
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Post Posted: Thu Sep 11, 2008 11:07 am    Post subject: Reply with quote
oghma wrote:
Sorry Q, it'll still be of use. The card's text says that the player removes a card, not target card. Laughing Most likely, mannequin and lark decks have a HUGE graveyard.


Mannequin decks usually have 1-2 creatures in their graveyards by turn 4 (when they usually have mana for Mannequin). Assuming that you can lay this down by turn 1, you can empty out their graveyards before then. And note the second ability, it removes the entire graveyard from the game.

But you are right, I thought it was targeted... but still, this single common is a big deterrent to any graveyard reliant strategy.
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erwin
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Post Posted: Thu Sep 11, 2008 1:45 pm    Post subject: Reply with quote
It's a powered-up Tormod's Crypt, IMO.
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Q
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Post Posted: Mon Sep 15, 2008 6:07 pm    Post subject: Reply with quote
Quote:
Mycoloth o3GG
Creature -- Fungus
Devour 2 (As this creature comes into play, you may sacrifice any number of creatures. This creature comes into play with twice that many +1/+1 counters on it.)
At the beginning of your upkeep, put a 1/1 green Saproling token into play for each +1/+1 counter on Mycoloth.
4/4


All hail the new Toge Lord.
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Aur Ain Soph
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Post Posted: Mon Sep 15, 2008 6:29 pm    Post subject: Reply with quote
O_O And here we thought Ohgma was going to stop spreading his seed... :/
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boy_bakal
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Post Posted: Mon Sep 15, 2008 7:49 pm    Post subject: Reply with quote
I like the Bant Mythic Rare. It's the only mythic creature so far that I would even consider using.
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Post Posted: Mon Sep 15, 2008 8:28 pm    Post subject: Reply with quote
Quote:
Empyrial Archangel 4GWWU
Creature - Angel (Mythic Rare)
Flying, shroud
All damage that would be dealt to you is dealt to Empyrial Archangel instead.
?/?


b_b wrote:
I like the Bant Mythic Rare. It's the only mythic creature so far that I would even consider using.


Well, it depends on its power and toughness. Still unconfirmed, though rumored to be 6/6 to 7/7. And I agree, so far all Mythic Rares suck. Not worth the time digging through boxes to find one, though maybe the planeswalkers...

AAS wrote:
O_O And here we thought Oghma was going to stop spreading his seed... :/


Yeah... it seems the Toge deck lives on. Looks like the BRG shard is focusing on token decks.
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BJ
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Post Posted: Mon Sep 15, 2008 8:29 pm    Post subject: Reply with quote
Aur Ain Soph wrote:
O_O And here we thought Ohgma was going to stop spreading his seed... :/


To think it's called Mycoloth. Laughing
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boy_bakal
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Post Posted: Mon Sep 15, 2008 10:10 pm    Post subject: Reply with quote
Actually, I figure the Bant mythic can go as low as, say, 4/4 and still be effective. Note the colors; you'll generally have ways to protect yourself with gWu anyway. At worst you tap for 8 and skip an entire turn of damage to self. One could argue that's really just an expensive, sorcery-speed Dawn Charm, but if you're playing this way then you might wanna reconsider your strategy...
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Q
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Post Posted: Mon Sep 15, 2008 10:14 pm    Post subject: Reply with quote
Yeah, the only deck I see that card going in is in control... The only time you're going to be playing it is when you're winning.
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supertotoy
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Post Posted: Tue Sep 16, 2008 8:11 am    Post subject: Reply with quote
BJ wrote:
Aur Ain Soph wrote:
O_O And here we thought Ohgma was going to stop spreading his seed... :/


To think it's called Mycoloth. Laughing


Or is he now a world-famous seed scatterer? Laughing Laughing
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Q
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Post Posted: Tue Sep 16, 2008 8:38 pm    Post subject: Reply with quote
New cards!

Quote:
Empyrial Archangel 4gwwu
Creature - Angel Mythic Rare
Flying, shroud
All damage that would be dealt to you is dealt to Empyrial Archangel instead.
5/8

Naya Charm rgw
Instant Uncommon
Choose one - Naya Charm deals 3 damage to target creature; or return target card in your graveyard to your hand; or tap all creatures target player controls.

Mindlock Orb 4
Artifact Rare
Players can't search libraries.

Brilliant Ultimatum wwuuubb
Sorcery Rare
Remove the top five cards of your library from the game. An opponent separates those cards into two piles. Until end of turn, you may play cards in one pile as if they were in your hand without paying their mana cost.

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boy_bakal
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Post Posted: Tue Sep 16, 2008 8:46 pm    Post subject: Reply with quote
I like Cruel Ultimatum, myself. I mean if you follow the normal cost it's not going to make much difference, but if you land it just a bit early it'll be devastating.
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Post Posted: Tue Sep 16, 2008 10:55 pm    Post subject: Reply with quote
Quote:
Elspeth, Knight Errant2ww
Planeswalker - Elspeth Mythic Rare
+1: Put one 1/1 white Soldier token into play.
+1: Target creature gets +3/+3 and gains flying until end of turn.
-8: For the rest of the game, all your enchantments, artifacts, creatures, and land are indestructible.
4


The last planeswalker... and it still sucks. Razz Not quite sure if the second ability is a +1 or a -1, but even if it were, it still isn't worth it. Good luck surviving 5 turns to reach that ultimate.

Quote:
Manaplasm 1g
Creature - Ooze Rare
Whenever you play a spell, Manaplasm gets +X/+X until end of turn, where X is that spell's converted mana cost.
1/1


Could be powerful in the right deck. Thinking Mono-Green Beats.

Quote:
Knight of the White Orchid ww
Creature - Human Knight Uncommon
First Strike
When Knight of the White Orchid comes into play, if an opponent controls more lands than you, search you library for a plains card and put it into play. Then shuffle your library.
2/2


Mono-White Weenie Ramp, anyone? With Endless Horizons, this card provides the foundation for a decent White board control deck.
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erwin
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Post Posted: Wed Sep 17, 2008 12:54 pm    Post subject: Reply with quote
Q wrote:
Quote:
Manaplasm 1g
Creature - Ooze Rare
Whenever you play a spell, Manaplasm gets +X/+X until end of turn, where X is that spell's converted mana cost.
1/1


Could be powerful in the right deck. Thinking Mono-Green Beats.


Actually, more like thinking gBw control Twisted Evil
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boy_bakal
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Post Posted: Wed Sep 17, 2008 6:25 pm    Post subject: Reply with quote
White Orchid rocks my soul. Use it before land play to keep up with mana ramp and the like.
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dark_axis
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Post Posted: Thu Sep 18, 2008 12:29 am    Post subject: Reply with quote
BJ wrote:
Aur Ain Soph wrote:
O_O And here we thought Ohgma was going to stop spreading his seed... :/


To think it's called Mycoloth. Laughing


how do you pronounce this? [mike-kulot]. Laughing Laughing
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hebikage
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Post Posted: Thu Sep 18, 2008 10:21 pm    Post subject: Reply with quote
Confirmed Reprints:

Infest

Cancel

Oblivion Ring (again? T_T)

Goblin Mountaineer (I think it is a reprint)

Something for Counter Decks

Hindering Light
wu
Instant Common
Counter target spell that targets you or a permanent you control.
Draw a card.

Vectis Silencers*
wb
Artifact Creature - Human Wizard? ?
When Vectis Silencers comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game.
When Vectis Silencers leaves play, return the removed card to its owner's hand.

Castigate-ish creature? ~~

Cunning Lethemancer
2b
Creature - Human Wizard Rare
At the beginning of your upkeep each player discards a card.
#69/249 2/2

And the living Bottomless Pit.

And for Squire...

Akrasan Squire
w
Creature - Human Soldier Common
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
#1/249 1/1
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Q
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Post Posted: Wed Sep 24, 2008 6:28 pm    Post subject: Reply with quote
Full spoilers up. Check here.
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