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PostPosted: Thu Jul 07, 2016 7:06 am 
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Sjokwaave wrote:
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"Working Together"
1WW
Sorcery
Escalate: Tap an untapped creature you control

*Destroy target creature with power 4 or greater

*Destroy target enchantment

*Put a +1/+1 counters on each creature target player controls

Ah, finally! The annoyed and saddened Gideon card. Seen the full art for this for some time now and it has always been funny imagining just how annoyed he is over needing to lead a bunch of zombies.
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Mausoleum Wanderer
U
Creature - Spirit
Flying

Whenever a Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until the end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays X, where X is Mausoleum Wanderer's power.
1/1


Looks like Spirits is getting closer to being a thing, me like.

Interesting spirit, hope there's more to come so they actually become very good. Reminding me of that faerie deck in one of the past Duels of the planeswalkers.

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PostPosted: Thu Jul 07, 2016 7:46 am 
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Got bored and looked at the number crunch
We should be missing three rares, most likely a multicolored card(single missing slot in the middle of the section,maybethat GW knight from the duel ad?), a red or green rare(6+the land for now,while the others have 8 and green has 6+the missing double faced card) and a double faced green card( only color without one)


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PostPosted: Thu Jul 07, 2016 8:37 am 
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Haven_pt wrote:
* another spirit enters the battlefield under your control,I think.
The second ability sure is wordy but judge's familiar become playable after a blue deck desperably needed an aggressive 1 drop so it might be enough.

Its one of those... Oops, I forgot about that damn Spirit and tapped out, now I just got my sweeper countered for not paying attention!
Definitely an anti tempo card, makes your opponent cast everything one turn later (on curve) or risk having them counntered.
Also a way to counter 2 drops, currently unavailable to blue in duels.
EDIT: I have to pay attention and read the cards properly... It only counters instants and sorceries, so its a Lets see if our opponent is distracted card. Still not bad for a 1 drop, better than the Faeries in a spirit deck (especially with flash)


Plus flash spirit can pump it and then it can cost 2 more, giving some ways to **** with sweepers.

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PostPosted: Thu Jul 07, 2016 9:33 am 
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Holy s**t.

EDIT: Also wasn't this the card in that duels post that nobody could figure out (non full art version)? Selesnya and Bant humans looking real strong.

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PostPosted: Thu Jul 07, 2016 9:39 am 
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Sjokwaave wrote:
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Holy s**t.

EDIT: Also wasn't this the card in that duels post that nobody could figure out (non full art version)? Selesnya and Bant humans looking real strong.

Oh damn and yeah this looks like the horse card in that duels laptop, which means even more flash fun for GW Humans.
Yeah, here's the non-promo version:
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Last edited by WrightJustice on Thu Jul 07, 2016 9:41 am, edited 1 time in total.

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PostPosted: Thu Jul 07, 2016 9:40 am 
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Hmmm.

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PostPosted: Thu Jul 07, 2016 9:47 am 
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Hmmm.

Love it, please give it to duels!

Also here are all the promos and tokens:
http://magic.wizards.com/en/articles/ar ... 2016-07-07

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PostPosted: Thu Jul 07, 2016 9:52 am 
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More human tech.

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PostPosted: Thu Jul 07, 2016 9:58 am 
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More Human tech. Btw looks like the card on one of the spoiler images.

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PostPosted: Thu Jul 07, 2016 10:15 am 
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Mausoleum Wanderer
U
Creature - Spirit
Flying

Whenever a Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until the end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays X, where X is Mausoleum Wanderer's power.
1/1


Looks like Spirits is getting closer to being a thing, me like.


The irony is that if you make it a powerful enough threat to counter, like with Thunderclap Wyvern or Always Watching or so on (which I cite because they're cards in my current WU Spirit deck - so maybe this takes the place of Topplegeist for example), then you might not want to sac something that strong to counter a spell.

I feel like every spirit card would be far more interesting if Rattlechains was a common.


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PostPosted: Thu Jul 07, 2016 10:16 am 
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Hmmm.


The downside is that you're helping them ramp with an extra , but I think that's justifiable. I still want black to have a direct way to kill Planswalkers, but this card makes Esper/Azourious even better.

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Last edited by zzmorg82 on Thu Jul 07, 2016 10:21 am, edited 1 time in total.

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PostPosted: Thu Jul 07, 2016 10:17 am 
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I don't get that enchantment at all, can someone explain it to me?

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PostPosted: Thu Jul 07, 2016 10:21 am 
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I don't get that enchantment at all, can someone explain it to me?


The blue one? You enchant something, it becomes a colorless land. Looses other abilities.

The white one? Auras and equipment get flash.

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PostPosted: Thu Jul 07, 2016 10:23 am 
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I don't get that enchantment at all, can someone explain it to me?


Think suppression bonds, but they can tap the enchanted permanent for :c:

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PostPosted: Thu Jul 07, 2016 10:24 am 
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Great. Another strong human.

I really like Imprisoned in the Moon though.

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PostPosted: Thu Jul 07, 2016 10:26 am 
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Ah I see, was getting confused on whether it stayed a creature/planeswalker or not, didn't read the "loses all card types" bit Thanks!

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PostPosted: Thu Jul 07, 2016 10:30 am 
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zzmorg82 wrote:
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Hmmm.


The downside is that you're helping them ramp with an extra , but I think that's justifiable. I still want black to have a direct way to kill Planswalkers, but this card makes Esper/Azourious even better.


If they ramped enough to get a planeswalker out, is that extra mana a big concern? Maybe for a few rare cases, but we're not exactly drowning in X burn spells in this format.

I'm more interested in the idea of land ruining. (Can't say "destruction" but similar.) This could be a mess for multicolor decks - I guess three expansions is long enough to wait before frustrating all those Converge cards. Does a good number on the lone Abbey as a win condition, too.

Actually, upon further review, this card is a serious threat to most of the decks that run only a slight few specific win conditions. Building up nothing but ramp to Ulamog? Sorry, he'll sit in the moon. What else you got?


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PostPosted: Thu Jul 07, 2016 10:40 am 
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Hmmm.


This plus Suppression Bonds means Azorius is the planeswalker removal color combination. Add Sigarda's Blessing for instant speed shenanigans and Sigil of the Empty Throne for value. Heliod's Pilgrim fetches the auras and we can add some spirits (the flash ones and the counterspell ones in particular, plus Blessed Spirits for enchantment synergy and Bygone Bishop for hand refilling) and a liberal sprinkling of white removal and we have ourselves a nice deck.

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PostPosted: Thu Jul 07, 2016 10:45 am 
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I don't get that enchantment at all, can someone explain it to me?

Suppression Bonds meets Utopia Vow in blue.

Doesn't shut down artifacts or enchantments, but does shut down man lands.

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PostPosted: Thu Jul 07, 2016 10:48 am 
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Kinda crowded at that 2-drop spot for RB Vamps tbh. Maybe a better outlet than Ravenous Bloodseeker tho

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