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Messages - GoblinPiledriver

#1
GoblinPiledriver (4C-Blood)   vs   Payron (Izzet)
3:1


Game 1:
We both had a quick start me with a T1 Llanowar Elves T2 Kitchen Finks, and Payron with a T2 Spellskite T3 Dack Fayden, but I had Dromoka's Command for the double kill. Payron censored my hand with a Vendilion Clique while I had Karakas to clear the way for my Kitchen Finks. I drew another green Elf and Payron found the Arc Trail for for his double kill. He played Opt twice with Snapcaster Mage and had T5 Mystic Confluence for Card Draw bounce Snapcaster and Kitchen Finks, I responded by killing Snappy. Next my Kitchen Finks was countered but my Doran t.S.T came through. He had only 8 life, but he played Blood Moon, so I was out of the game with Doran as my only hope. The next turns he drew only once a Spellskite and I won.

Game 2:
Payron's Izzet was extremly aggressive with Young Pyromancer, Thing in the Ice and Goblin Rabblemaster till T4. Of course he had the spells for Titi and the Pyro. With Courser of Kruphix I stopped the Rabblemaster and with Arc Trail I killed the Pyro. As the Thing had only one Ice counter I found the Maelstrom Pulse. But he still had 2 1/1 tokens. I topdecked Lingering Souls, so that his flashed Sulfur Elemental can ridicule me. I killed this Elemental to slowly die against the tokens. I still had a few lifepoints but against Back to Basics the game was over.

Game 3:
This game began slow for both of us. He counters so I didn't had pressure, but again my Kitchen Finks came through. As I had Thalia, Heretic Cathar and a tapped Stirring Wildwood he played Thing in the Ice and Grim Lavamancer. Both can't block, he had 11 lifes and I fresh drew a Lightning Bolt. I played Nissa, Voice of Zendikar to produced two +1/1 counters which makes 8 damage(Thalia+Finks). The final spell Lightning Bolt was countered by Mental Misstep. Both 4/3 creatures were out of range for his Grim Lavamancer, he still shot one creature with Flame Slash and Nissa with the Lavamancer. But with the Stirring Wildwood I won on the next attack.

Game 4:
Turn 2 I topdecked the second black mana for Hymn to Tourach hiting Jace, Vryn's Prodigy and a land. I had Karakas in my hand so this wasn't lucky. I was flooded and so I played Courser of Kruphix to not drew additional lands, which didn't worked the turn I played the Courser. We traded a few spells, I played Tainted Pact to not drew another land but for finding an Arc Trail against his Goblin Rabblemaster  and a his Goblin token. As I played Tasigur t.G.F. he had a Ruination. Since I was flooded I still had lands. With 5 lands on the table and the Thing on 2 Ice counters he played Fact or Fiction, to find a land a cheap spell to activate the 7/8 bouncing Horror. He didn't had that luck. But I found a removal for the Thing. The next turn he chump blocked the Tasigur with a Vendilion Clique and shot the Courser with a Flame Slash. As he still had 3 cards on hand he was out of answers for the 4/5, and the game was over.



Random Thoughts:
Close games, this time 3:1 last time 1:2, which makes 4:3 combined.
4 games with 2 planeswalker total, but 2 Kitchen Finks, 2 Courser of Kruphix, 2 Goblin Rabblemaster, 2 Thing in the Ice.
I slowly doubt the efficiency of Courser of Kruphix and Thing in the Ice, all creatures which need time are problematic.
#2
I join.

The money is sent.
Code: aqdfuop5
#4
20:00 would be a good time.
#5
I'm online till 21:00 for our match.
#6
New Editions / Re: Eldritch Moon
09-07-2016, 07:12:22 PM
All the cards are out so it's time to complete the Review:


Grim Flayer              BG
Creature - Human Warrior
Trample
Whenever Grim Flayer deals combat damage to a player, look at the top three cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
Delirium - Grim Flayer gets +2/+2 as long as there are four or more card types among cards in your graveyard.
2/2
// This card has everything you need for a overpowered card, a 2 mana 4/4 Trample with an inbuild Sylvan Library. The last test with delirium cards proved that they were not so effective like I expected it, but this one is different because it builds it owns delirium.
Rating 5/5



Liliana, the Last Hope 1BB
Planeswalker - Liliana
[+1]: Up to one target creature gets -2/-1 until your next turn.
[-2]: Put the top two cards of your library into your graveyard, then you may return a creature card from your graveyard to your hand.
[-7]: You get an emblem with "At the beginning of your end step, put X 2/2 black Zombie creature tokens onto the battlefield, where X is two plus the number of Zombies you control."
[3]
// This card reminds me so of the flipped Jace, Vryn's Prodigy. They are so mirrored, both +1 abilitys give -2 power till your next turn, and both second abilitys let you play cards from your graveyard.
It also reminds of Chandra, Pyromaster both first abilitys kill X/1 creatures, both second ability let you play Cards for the full manacost, and both Ultimate's cost 7 counters and seems to be devastating.
Really all 3 mana Planeswalker/Flipwalker have seen play: Both Nissa, both Jace, both Liliana, Domri Rade, Ashiok and Ajani. So it's very probably that this Liliana will also see play.
Rating 4/5


Oath of Liliana         2B
Legendary Enchantment
When Oath of Liliana enters the battlefield, each opponent sacrifices a creature.
At the beginning of each end step, if a planeswalker entered the battlefield under your control this turn, put a 2/2 black Zombie creature token onto the battlefield.
// The CIP-Sacrifice ability normally cost 2 mana, so with 1 additional mana you can have the CIP-Planeswalker 2/2 Zombie ability. On the first glance this sounds promising for decks with 7+ Planeswalker.
Rating 4/5


Eldritch Evolution      1GG
Sorcery
As an additional cost to cast Eldritch Evolution, sacrifice a creature.
Search your library for a creature card with converted mana cost X or less, where X is 2 plus the sacrificed creature's converted mana cost. Put that card onto the battlefield, then shuffle your library. Exile Eldritch Evolution.
// Natural Order is back and this time it's balanced. This card is exactly a one mana more expensive green Transmute Artifact. Transmute Artifact wasn't overpowered and saw play so this card will also see play.
Rating 3/5


Tamiyo, Field Researcher 1GWU
Planeswalker - Tamiyo
+1: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card.
-2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step.
-7: Draw three cards. You get an emblem with "You may cast nonland cards from your hand without paying their mana costs."
[4]
// The first Bant-Planeswalker, and this one is a pure aggro walker. The +1 ability gives you the card draw which you normally lack in a aggro build. The -2 ability is also much better in aggro build, you tap the nonland permanents(especially creatures) and you can attack with your aggro creatures, then next turn the creatures don't untap and you can attack again (maybe with the +1 ability).
Playing this Walker in a defensive deck would make much less sense. The +1 ability wouldn't stop opposing creature, the -2 ability would stop them but this will shrink the Tamiyo fast.
The Ultimate is hardcore Omniscience + Concentrate, but you can't play a planeswalker just for the Ultimate.
Rating 3/5


Selfless Soul            1W
Creature - Spirit
Flying
Sacrifice Selfless Soul: Creatures you control gain indestructible until end of turn.
2/1
// The perfect White Weenie card which protects your creatures from Wrath of God, Rolling Earthquake and so on...
Rating 3/5


Spell Queller           1WU
Creature - Spirit
Flash
Flying
When Spell Queller enters the battlefield, exile target spell with converted mana cost 4 or less.
When Spell Queller leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
2/3
// A 3 mana 2/3 Flying spell delaying critter, in aggro or midrange this could easily see play.
Rating 3/5


Incendiary Flow          1R
Sorcery
Incendiary Flow deals 3 damage to target creature or player. If a creature deals 3 dealt damage this wAy would die this turn, exile it instead.
// Volcanic Hammer meets Pillar of Flame, both cards have seen play in RDW so this card will definetly see play there.
Rating 3/5


Curious Homunculus       1U
Creature - Homunculus
t: Add C to your mana pool. Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform Curious Homunculus.
1/1
----------
Voracious Reader
Creature - Eldrazi Homunculus
Prowess
Instant and Sorcery spells you cast cost 1 less to cast.
3/4
// Sounds like a UR-Control card for the Midgame, only there you have the needed amounts of Instant/Sorcery and there you need such a big creature for 2 mana.
Rating 3/5


Kessig Prowler            G
Creature - Werewolf Horror
4G: Transform Kessig Prowler.
2/1
------------
Sinuous Predator
Creature - Eldrazi Werewolf
Sinuous Predator can't be blocked by more than one creature.
4/4
// The best comparison for this is Figure of Destiny. It cost one mana less for having 2 Power and then it cost one mana more for having 4 Power(Figure=5 mana, Kessig=6 mana) with the Stalking Tiger ability.
Rating 3/5


Wharf Infiltrator         1U
Creature - Human Horror
Skulk
Whenever Wharf Infiltrator deals combat damage to a player, you may draw a card. If you do, discard a card.
Whenever you discard a creature card, you may pay 2. If you, put a 3/2 colorless Eldrazi Horror creature token onto the battlefield.
1/1
// Looter il-Kor meets token producer. You can filter cards and also produce a good board position. Sounds good at first glance, but the risk of facing 1/X creatures is relative high and 3/2 for 2 mana is very mediocre.
Rating 2/5


Imprisoned in the Moon   2U
Enchantment - Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "T: Add 1 to your mana pool" and loses all other card types and abilities.
// The new blue Songs of the Dryads, but it's weak against Enchantments/Artifacts. The Songs of the Dryads didn't see play, but this is blue maybe there is more need for this in blue.
Rating 2/5


Chaos Reveler           6RR
Creature - Devil
Chaos Reveler costs 1 mana less to cast for each instant or sorcery card in your graveyard.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Chaos Reveler enters the battlefield, discard your hand and draw three cards.
3/4
// On the first glance this looks like a red Treasure Cruise, 6 + RR for 3 cards and a 3/4. The problem is it only counts Instant/Sorcery and that will make this card much worse than Treasure Cruise. I can only image that this sees play in a pure burn deck, where you quickly empty your hand while having such amounts of Spells in your grave.
Rating 2/5


United Resistance        1RR
Sorcery
Escalate 1 (Pay this cost for each mode chosen beyond the first.)
Choose one or both -
* Target player discards all cards in his or her hand, then draws that many cards.
* United Resistance deals 4 damage to target creature.
* United Resistance deals 3 damage to target opponent.
// What a hard card to evaluate, it's a bad Tolarian Winds a bad Flame Slash and a bad Lava Spike. But it's all together, so isn't that good? Well maybe not, all these abilities doesn't compute. Tolarian Winds would be good in a control deck with much diverse cards where you can discard all the cards which don't need, and in this deck United Resistance should better be a Instant. Flame Slash is in every deck similar good, but paying 3-5 mana sounds too much. Lava Spike is definetly an aggro card so paying so much mana ...
Rating 2/5


Gisa and Geralf          2UB
Legendary Creature - Human Wizard
When Gisa and Geralf enters the battlefield, put the top four cards of your library into your graveyard.
During each of your turns, you may cast a Zombie creature card from your graveyard.
4/4
// That's maybe the best Zombie recursion ability (the best is the one of Gravecrawler).
With good Zombie creatures in the meta this could see play, but there are only a few good Zombies so this card will propably not see play.
Rating 1/5


Bloodhall Priest         2BR
Creature - Vampire Cleric
Whenever Bloodhall Priest enters the battlefield or attacks, if you have no cards in hand, Bloodhall Priest deals 2 damage to target creature or player.
Madness 1BR
4/4
// Hellbent meets Madness on a small Inferno Titan. Hellbent wasn't popular in highlander madness wasn't popular , so I don't see a real chnace for this card, maybe in future there will be more cards for such a theme.
Rating 1/5


Fortune's Favor          3U
Instant
Target opponent looks at the top four cards fo your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.
// The newest Version of Fact or Fiction, instead of 5 cards you only have 4 cards and instead of seeing your choices your opponent can trick you. So my guess is to not try this card.
Rating 1/5


Tree of Perdition        3B
Creature - Plant
Defender
T: Exchange target opponent's life total with Tree of Perdition's toughness.
0/13
// The perfect combo card with Triskaidekaphobia, a good "Sideboard" card against decks with perpetual lifegain.The best use would be in a hard control deck where you switch the opponents 20 life to 13 life and then have a 0/20 defender.
Rating 1/5


Soul Separator            3
Artifact
5, t, Sacrifice Soul Separator: Exile target creature card from your graveyard. Put a token onto the battlefield that's a copy of that card except it's 1/1, it's a Spirit in addition to its other types, and it has flying. Put a black Zombie creature token onto the battlefield with power equal to that card's power and toughness equal to that card's toughness.
// What a cool and flavorfull card, it's a pity that it's drasticly overcosted.
Rating 0/5


Ishkanah, Grafwidow      4G
Legendary Creature - Spider
Reach
Delirium - When Ishkanah, Grafwidow enters the battlefield, if there are four or more card types among cards in your graveyard, put three 1/2 green Spider creature tokens with reach onto the battlefield.
6B: Target opponent loses 1 life for each Spider you control.
3/5
// 5 Mana for 6 power doesn't sound too good, and you only get it if you have Delirium, that's even worse. Maybe there is a upside, so how about the 7 mana ability where your opponent loses 4 life. No? at least this a legendary Mythic, we need more of them.
Rating 0/5
#7
New Editions / Eldritch Moon
28-06-2016, 06:46:32 PM
Soon the new edition Eldritch Moon comes out, 32 cards are already released so it's time for a first review.


Here's the Rating which i use:
5: Clear Highlander Staple                   ( e.g. Swords to Plowshares, Brainstorm, Demonic Tutor, Lightning Bolt, Tarmogoyf, Lightning Helix, Wasteland)

4: Staple for several Archetypes             ( e.g. Restoration Angel, Counterspell, Bitterblossom, Young Pyromancer, Sylvan Caryatid, Kolaghan's Command, Maze of Ith)

3: Cards for only a few Archetypes           ( e.g. Porcelain Legionnaire, Muddle the Mixture, Hypnotic Specter, Stormblood Berserker, Flinthoof Boar, Jeskai Charm, Mishra's Factory)

2: Interesting Card Choice                   ( e.g. Wall of Omens, Impulse, Diabolic Intent, Reckless Charge, Rancor, Anax and Cymede, Barbarian Ring )

1: Worth Mentioning but more or less bad     ( e.g. Blind Obedience, Powersink, Smallpox, Mogg Flunkies, Sylvan Ranger, Silumgar's Command, Evolving Wilds)

0: unplayable in normal cases                ( e.g. Benevolent Bodyguard, Hidden Strings, Reassembling Skeleton, Threaten, Prey Upon, Decimate, Azorius Chancery)



Gisela, the Broken Blade  2WW
Legendary Creature - Angel Horror
Flying, first strike, lifelink
At the beginning of your end step, if you both own and control Gisela, the Broken Blade and a creature named Bruna, the Fading Light, exile them, then meld them into Brisela, Voice of Nightmares.
4/3
// The new and cheaper Baneslayer Angel, with 4 mana it swing for 8. The only handicap is the legendary weakness against Karakas.
Rating 4/5


Thalia, Heretic Cathar     2W
Legendary Creature - Human Soldier
First Strike
Creatures and non-basic lands your opponents control enter the battlefield tapped.
3/2
// Kismet meets Porcelain Legionnaire. With 3/2 First Strike it can beat most cheap creature and maybe it taps enough permanents to be worth the 3 mana investion. Again the worst part is the legendary handicap (and the small thoughness).
Rating 4/5


Hanweir Garrison           2R
Creature - Human Soldier
Whenever Hanweir Garrison attacks, put two 1/1 red Human creature tokens onto the battlefield tapped and attacking.
2/3
// A mixture of Goblin Rabblemaster and Brimaz, King of Oreskos. It's less aggresive than the Goblin and it's cheaper and has less thoughness than the Brimaz. Could see play in RDW, 4C-Blood(with Nisaa and Sorin) and of course in Token Decks.
Rating 3/5


Hanweir Battlements
Land
t: Add C to your mana pool.
R, t: Target creature gains haste until end of turn.
3RR, t: If you both own and control Hanweir Battlements and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township
-----
Hanweir, the Writhing Township
Legendary Creature - Eldrazi Ooze
Trample, haste
Whenever Hanweir, the Writhing Township attacks, put two 3/2 colorless Eldrazi Horror creature tokens onto the battlefield tapped and attacking.
7/4
// A cheap source for haste, but I can't imagine the Battlements + Garrison = Township combo sees play. The Battlements could see play in Reanimator or in Ramp decks, where haste is really needed.
Rating 3/5


Docent of Perfection      3UU
Creature - Insect Horror
Flying
Whenever you cast an instant or sorcery spell, put a 1/1 blue Human Wizard creature token onto the battlefield. Then, if you control three or more wizards, transform Docent of Perfection.
5/4
--------
Final Iteration
Creature - Eldrazi Insect
Flying
Wizards you control get +2/+1 and have Flying.
Whenever you cast an instant or sorcery spell, put a 1/1 blue Human Wizard creature token onto the battlefield.
6/5
// What a flairfull card, a giant Horror-Delver which breeds it's own Delver of Secrets. A mixture of Young Pyromancer and Thing in the Ice with a 5/4 Flying Body, the 5 mana makes this card really balanced so that I fear it won't see much play.
Rating 3/5


Emrakul, the Promised End   13
Legendary Creature - Eldrazi
Emrakul, the Promised End costs 1 less to cast for each card type among cards in your graveyard.
When you cast Emrakul, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
13/13
// Emrakul meets the Mindslaver, but without the turn loss for the opponent. With it's 9-13 mana it's strictly limited to Ramp decks.
Rating 2/5


Niblis of Frost           2UU
Creature - Spirit
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
3/3
// Dungeon Geists meets Monastery Swiftspear. You need to play every turn a Instant/Sorcery to be as good as Dungeon Geists, so I don't think that the Prowess ability(which differs this card form the D.Geist) is worth this risk.
Rating 1/5


Ulrich of the Krallenhorde 3RG
Legendary Creature - Human Werewolf
Whenever this creature enters the battlefield or transforms into Ulrich of the Krallenhorde, target creature gets +4/+4 until end of turn.
At the beginning of each upkeep, if no spells were cast last turn, transform Ulrich of the Krallenhorde.
4/4
------
Ulrich, Uncontested Alpha
Legendary Creature - Werewolf
Whenever this creature transforms into Ulrich, Uncontested Alpha, you may have it fight target non-Werewolf creature you don't control.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ulrich, Uncontested Alpha.
6/6
// The new 5 mana Huntmaster this time without lifegain, Wolf token, direct player damage and even without trample. But it has a giant pump spell and fights with a 6/6 Body other creatures. Even if you would like the abilities and Power/Thoughness 5 mana is still too much.
Rating 1/5
#8
GoblinPiledriver  (4C-Reanimator) vs Tazi  (Blue-Scapeshift)
Game1:
Turn 2 I played Tainted Pact for Oath of Druids, which resolved on my following turn. Tazi delayed my Oath trigger with Repeal Fire/Ice against theSpirit tokens till he Scapeshifted for 18 damage.

Game2:
I could play turn 2 Expedition Map for Bazaar of Baghdad turn 3 Reanimate for Rune-Scarred Demon while Tazi had Jace, Vryn's Prodigy outside. 2 turns later as he was tapped out I Zombify'd Dragonlord Atarka killing his Jace and had lethal damage on the Board. Tazi bounced the Dragon with Jace, the Mind Sculptor and played Fire/Ice on the Demon, I reanimated Thraximundar the same turn and he hasted to the win.

Game3:
Tazi played again turn 2 Jace, Vryn's Prodigy and I played Mulch but didn't find neither a land nor a creature. Next turn I didn't found a land again and my Demonic Tutor was countered by a Remand, then the following turn I found the third land but my Demonic Tutor was countered by a Mana Drain. On Tazi's turn he censored my hand with a Vendillion Clique and played Treasure Cruise. Then I topdecked a Moutain played Careful Study with Exhume on my Thraximundar which killed his Jace-Flipwalker and the Vendilion Clique. The next two turns Tazi didn't found Scapeshift even with the help of Izzet Charm and Electrolyze and I can assemble Rune-Scarred Demon next to the Thraximundar which searched Wasteland for his Maze.

Interesting in 2 games I had 2 Rune-Scarred Demon and 2 Thraximundar.
#11
After the review of the cards here is the rating.


5: Clear Highlander Staple                   ( e.g. Swords to Plowshares, Brainstorm, Demonic Tutor, Lightning Bolt, Tarmogoyf, Geist of Saint Traft, Wasteland)

4: Staple for several Archetypes             ( e.g. Restoration Angel, Counterspell, Bitterblossom, Young Pyromancer, Eternal Witness, Lightning Helix, Maze of Ith)

3: Cards for only a few Archetypes           ( e.g. Porcelain Legionnaire, Order of Succession, Raven's Crime, Bloodhall Ooze, Chord of Calling, Ghor-Clan Rampager, Mishra's Factory)

2: Interesting Card Choice                   ( e.g. Wall of Omens, Into the Roil, Diabolic Intent, Ember Hauler, Skinshifter, Sprouting Thrinax, Barbarian Ring )

1: Worth Mentioning but more or less bad     ( e.g. Blind Obedience, Anticipate, Triumph of Cruelty, Mogg Flunkies, Sylvan Ranger, Silumgar's Command, Evolving Wilds)

0: unplayable in normal cases                ( e.g. Benevolent Bodyguard, Hidden Strings, Reassembling Skeleton, Threaten, Prey Upon, Fieldmist Borderpost, Azorius Chancery)


Arlinn Kord                5/5

Nahiri, the Harbinger      4/5
Sin Prodder                4/5
Traverse the Ulvenwald     4/5
Inexorable Blob            4/5

Thing in the Ice           3/5
Declaration in Stone       3/5
Pack Guardian              3/5
Anguished Unmaking         3/5
Tireless Tracker           3/5
Relentless Dead            3/5
Village Messenger          3/5
Falkenrath Gorger          3/5
Asylum Visitor             3/5
Archangel Avacyn           3/5
Geier Reach Bandit         3/5
Skin Invasion              3/5
From Under the Floorboards 3/5
Behold the Beyond          3/5

Jace, Unraveler of Secrets 2/5
Prized Amalgam             2/5
Topplegeist                2/5
Goldnight Castigator       2/5
Olivia, Mobilized for War  2/5
Shamble Back               2/5
Breakneck Rider            2/5
Scourge Wolf               2/5
Heir of Falkenrath         2/5
Gibbering Fiend            2/5
Town Gossipmonger          2/5
Epiphany at the Drownyard  2/5
Sorin, Grim Nemesis        2/5
#12
All the cards are spoiled so it's time for giving Clues


Topplegeist            W
Creature - Spirit
Flying
When Topplegeist enters the battlefield, tap target creature an opponent controls.
Delirium - At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
1/1
// This card is a cheaper Dungeon Geist with lower Power/Thoughness, it works at the same time in the game effective like a Dungeon Geist would do.



Town Gossipmonger      W
Creature - Human
T, Tap an untapped creature you control: Transform Town Gossipmonger.
1/1
------
Incited Rabble
Creature - Human
Incited Rabble attacks each combat if able.
2: Incited Rabble gets +1/+0 until end of turn.
2/3
// A card clearly designed for White Weenie, you just tap the new played creatures which couldn't attack anyway. So this creatures has 2 turns of Summoning Sickness.


Archangel Avacyn      3WW
Legendary Creature - Angel
Flash, flying, vigilance
When Archangel Avacyn enters the battlefield, creatures you control gain indestructible until end of turn.
When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
4/4
-----
Avacyn, the Purifier
Legendary Creature - Angel
Flying
When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
6/5
// Just like Restoration Angel with higher Power/Thoughness, only with much more potential to influence the board with Indestuctible on the Dayside and Flamebreak on the Nightside. The problem is, as always, the higher mana cost so the future will show the true effectivness of this card.



Declaration in Stone   1W
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
// A extrem hard removal with a drawback which can be compared to Swords to Plowshares or Path to Exile. This card will see less play than these cards just for the fact that it cost double so much and is a sorcery, all other facts(like the clues) are minor.



Thing in the Ice      1U
Creature - Horror
Defender
Thing in the Ice enters the battlefield with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then, if it has no ice counters on it, transform it.
0/4
------
Awoken Horror
Creature - Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owner's hands.
7/8
// A pure control card, 4 Instant/Sorcery and you get a Evacuation with a 7/8 Horror Kraken. Really effective cards like Young Pyromancer works even without a specific Threshold. To lose all effectivness of a card, cause your are one ice counter low is a heavy drawback and a benchmark of 4 seems a real problem. If you can play this card effective is a matter of the format that you are in, if there are much small creatures(no 4C-Blood) which you can block with the 0/4 shell than it would work. It would be also be helpful if these decks are removal poor so you can counter their removal. This card looks promising but I doubt that it will see play too often, 4 Ice Counters are just too much to be real effective.



Epiphany at the Drownyard   XU
Instant
Reveal the top X plus one cards of your library and seperate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
// It looks like a more flexible Fact of Fiction but it's a flexible Steam Augury and this card had seen almost no play. It's just a too heavy drawback to not make the final choice.



Jace, Unraveler of Secrets  3UU
Planeswalker - Jace
+1: Scry 1, then draw a card.
-2: Return target creature to its owner's hand.
-8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell."
[5] Loyality
// It's a balanced Jace, the Mind Sculptor. Probably this card will see seldom play, one mana more is a world apart in Magic. The bounce effect with the -2 is allright and the not so perfect Preordain with only Scry one would be not a problem, but paying 5 mana these will be a problem.



Heir of Falkenrath           1B
Discard a card: Transform Heir of Falkenrath. Activate this ability only once each turn.
2/1
--------
Heir to the Night
Flying
3/2
// A pure black aggro card, 2 mana 3/2 Flying which you only need to discard one card. Of course you can think of Madness cards but there are really low amount of effective Madness cards.



Asylum Visitor             1B
Creature - Vampire Wizard
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness 1B
3/1
// Again a pure black aggro card 2 mana 3/1 is really aggressive and in Mono Black you have the highest chance for these Hellbent ability.



From Under the Floorboards  3BB
Sorcery
Madness XBB (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Put three 2/2 black Zombie creature tokens onto the battlefield tapped and you gain 3 life. If From Under the Floorboards madness cost was paid, instead put X of those tokens onto the battlefield tapped and you gain X life.
// 5 mana 3 * 2/2 Zombies and 3 life, these sound like a Mono Black Control card. 5 Mana 3 Zombies thats like having a Xenagos, the Reveler or Garruk Relentless for 3 turns. The only problem is again the 5 mana cost, most decks hesitate too play such expensive cards.



Behold the Beyond        5BB
Sorcery
Discard your hand. Search your library for three cards and put those cards into your hand. Then shuffle your library.
// A pure Combo Card, one spell and you have your combo plus protection. If you play this in a Dreamhalls Deck than you instantly win.



Shamble Back               B
Sorcery
Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield. You gain 2 life.
// This card is a mixture of Kitchen Finks and Unearth, it cost only a third of a Kitchen Finks and makes half of the life of a Kitchen Finks. A very straight forward card, in a format with much aggro decks(which aren't 4C-Blood) these card will be effective.



Relentless Dead           BB
Creature - Zombie
Menace (This creature can't be blocked except by two or more creatures.)
When Relentless Dead dies, you may pay B. If you do, return it to its owner's hand.
When Relentless Dead dies, you may pay X. If you do, return another target Zombie creature card with converted mana cost X from your graveyard to the battlefield.
2/2
// A pure mono black aggro card with amazing abilitys. Hard to block, hard to remove with a special bonus for other Zombies. The perfect card for this specific deck.



Falkenrath Gorger        R
Creature - Vampire Warrior
Each vampire creature card you own that isn't on the battlefield has Madness. Its Madness cost is equal to its mana cost. (If you discard a card with Madness, you may play it for its madness cost instead of putting it into your graveyard.)
2/1
//
A Jackal Pup without a Drawback and whithout a relevant ability, most RDW have only Stromkirk Noble as a Vampire in it and only 1 or 2 discard card. A pure RDW card.



Goldnight Castigator    2RR
Creature - Angel
Flying, haste
If a source would deal damage to you, it deals double that damage to your instead.
If a source would deal damage to Goldnight Castigator, it deals double that damage to Goldnight Castigator instead.
4/9
// A pure RDW card,Furnance of Rath against yourself for a 4 Mana 4/5 Flying haste creature. A Archwing Dragon or Hell's Thunder which stays on the battlefield, but I think the drawback is much too risky. Even in RDW the risk of losing the game because of this ability outweights the benefit from this card.



Village Messenger         R
Creature - Human Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Village Messenger
1/1
------------
Moonrise Intruder
Creature - Werewolf
Menace (This creature can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonrise Intruder.
2/2
// Another pure RDW card, it really combines the strenghts of Reckless Waif, Raging Goblin and Goblin Glory Chaser. I really see this card together with Falkenrath Gorger and Sin Prodder as new staples in RDW.



Gibbering Fiend          1R
Creature - Devil
When Gibbering Fiend enters the battlefield, it deals 1 damage to each opponent.
Delirium - At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, Gibbering Fiend deals 1 damage to that player.
2/1
// A red aggro card for decks with Fetchlands, without Fetchlands this card won't work.



Sin Prodder               2R
Creature - Devil
Menace
At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's converted mana cost. Otherwise, put that card into your hand.
3/2
// The new Dark Confidant but without a risky ability. With these BOB you hope to topdeck expensive cards and no lands, just opposite to the original Confidant. So around 50% this card will make nearly no damage, and in the other case your opponent has the final word. But I still think this card is the big deal, Red needs a card like this and Menace together with the 3/2 Body will be big enough. Nearly all red non-Control non-Combodecks where 1-2 extra damage per turn is enough would want to play this card.



Skin Invasion             R
Enchantment - Aura
Enchant creature
Enchanted creature attacks each combat if able.
When enchanted creature dies, return Skin Invasion to the battlefield transformed under your control.
----------
Skin Shedder
Creature - Insect
3/4
// Another RDW card, this edition is full of these cards. This is basicly a combo card first you play this on an opponents creature and then you burn it away. So it's not a card for the 1 Drop Section.



Scourge Wolf              RR   
Creature - Wolf Horror
Delirium - Scourge Wolf has double strike as long as there are four or more card types among cards in your graveyard.
2/2
// Just like the Gibbering Fiend only this is better against opposing creatures. But you definetly need Fetchlands to get the 4 types together.



Geier Reach Bandit       2R
Creature - Human Rogue Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
3/2
---------
Vildin-Pack Alpha
Creature - Werewolf
Whenever a Werewolf enters the battlefield under your control, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
4/3
// The Oxxida Golem is back with a +1/+1 ability on the night side. The special ability with the quick transforimg will nearly never work in RDW, you only play Reckless Waif(not seen for a long time) and soon the Village Messenger.



Breakneck Rider         1RR
Creature - Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.
3/3
Neck Breaker
Creature - Werewolf
Attacking creatures you control get +1/+0 and have trample.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.
4/3
// Just like the Geier Reach Bandit without haste and with little better Power/Thoughness on both sides. The flavour and the artwork is of course amazing, it's a pitty this will almost never see play.



Pack Guardian            2GG
Creature - Wolf Spirit
Flash (You may cast this spell any time you could cast an instant.)
When Pack Guardian enters the battlefield, you may discard a land card. If you do, put a 2/2 green Wolf creature token onto the battlefield.
4/3
// A card perfect for UG+X Aggrocontrol decks where you only needs 4 lands. 4 Mana 6 power with flash that sounds extremly promising. The only problem is that such decks are very rare in the format.      



Traverse the Ulvenwald     G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Delirium - If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.
// This card looks like the big deal, the constant stream of Dig Through Time and Treasure Cruise show that you can easily play such cards. The gag is of course the specific threshold in this card. But I think both abilitys are worth it, fetching basiclands is a important ability(seen every time when playing Green Sun's Zneith for 1 or Nissa,Vastwood Seer), and having a card which is cheaper than Eladamri's Call(which helps a lot) while having the ability of an Sylvan Scrying which searches a Wasteland that sound hardcore.



Inexorable Blob          2G
Creature - Ooze
Delirium - Whenever Inexorable Mass attacks and there are at least four card types among cards in your graveyard, put a 3/3 green Ooze creature token onto the battlefield tapped and attacking.
3/3
// If you have Delirium than this card is as effective as an Hero of Bladehold but much cheaper. That sounds very promising. The MKM price with 25 Cents says of course the opposite, but I will test this Ooze.



Tireless Tracker         2G
Creature - Human Scout
Whenever a land enters the battlefield under your control, investigate. (Put a colorless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
3/2
// That's a long game card where you can make card advantage like a Courser of Kruphix while builing up the Scout himself. If you play these card and immediatly drop a land then it could be effective, being 4/3 at the very first attack and cycled itself. My feeling is that we will see these card very seldom, sacrificing a Clue for 2 mana sounds too much for a quick environment.



Anguished Unmaking       1WB
Instant
Exile target nonland permanent. You lose 3 life.
// Sounds like the perfect removal, a Instant Maelstrom Pulse which exiles. The problem is the 3 life, Lightning Helix wouldn't be a so popular card if life wouldn't matter. My prediction is what we will see this card in aggro decks only.



Nahiri, the Harbinger    2RW
Planeswalker - Nahiri
+2: You may discard a card. If you do, draw a card.
-2: Exile target enchantment, tapped artifact, or tapped creature.
-8: Search your library for an artifact or creature card, put it onto the battlefield, then shuffle your library. It gains haste. Return it to your hand at the beginning of the next end step.
[4] Loyality
// The new Ajani Vengeant which grows quicker, it's strong against attacking creatures(if Nahiri surives). Additionally Nahiri cycles unnecessary cards. The ultimate is also special and comes rather quick, combining the strenght of Sneak Attack and Eladamri's Call in one effect. This card looks promising I believe we will see this card often in the future(but it will not replace Ajani Vengeant).



Arlinn Kord             2RG
Planeswalker - Arlinn
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste.
0: Put a 2/2 green Wolf creature token onto the battlefield. Transform Arlinn Kord.
[3]
---
Arlinn, Embraced by the Moon
Planeswalker - Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn.
-1: Arlinn, Embraced by the Moon deals 3 damage to target creature or player. Transform Arlinn, Embraced by the Moon.
-6: You get an emblem with "Creatures you control have haste and 't: This creature deals damage equal to its power to target creature or player.'"
// This card is the big deal, producing every turn a 2/2 or a Lightning Bolt alternating with a +2/+2 haste/vigilance or a small stampede. What do you want more? A good ultimate, well it's not on this card.



Olivia, Mobilized for War   1BR
Legendary Creature - Vampire Knight
Flying
Whenever another creature enters the battlefield under your control, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a vampire in addition to its other types.
3/3
// Sounds like a good package, but you will quickly ran out of cards so it's only a card for aggro decks.



Prized Amalgam             1UB
Creature - Zombie
Whenever a creature enters the battlefield, if it entered from your graveyard or you cast it from your graveyard, return Prized Amalgam from your graveyard to the battlefield tapped at the beginning of the next end step.
3/3
// A perfect card for a graveyard shenanigans deck.



Sorin, Grim Nemesis        4WB
Planeswalker - Sorin
+1: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its converted mana cost.
-X: Sorin, Grim Nemesis deals X damage to target creature or planeswalker and you gain X life.
-9: Put a number of 1/1 black Vampire Knight creature tokens with lifelink onto the battlefield equal to the highest life total among all players.
[6] Loyality
// Just like Chandra Nalaar for one mana more with a much better plus ability. The biggest problem with the Chandra Nalaar was the missing good plus ability, but now this card cost 6 mana and that's critical.

#13
Goblin Piledriver (Abzan)  vs  Peddy Frost (Blue Mardu)    1:2

Game 1:
I won the dice roll so I could cast turn 2 Tarmogyof, turn 3 I couldn't resolve Qasali Pridemage against a Remand, turn 4 I couldn't resolve Desecration Demon against a Force of Will. Peddy's next plays were Treasure Cruise and Goblin Rabblemaster which I answered with a Thrun. On the next attack Peddy fell to 3 life and I play Noble Hierach (as a chump blocker just for the case) and be ready to flash a Restoration Angel in. Peddy's last play was a Jace, tMS which wanted to bounce my Tramogyof.

Game 2:
Peddy started extrem quick with a turn 1 Delver which flipped immediately, turn 2 Thoughtseize, turn 3 Inquisition. I stopped his adavance with turn 2 Lotus Cobra and turn 3 Council's Jugment + Fauna Shaman. Next turn a Mantis Rider hasted in my face where I were left with 10 lifepoints. My only removal for his Mantis Rider was a Parallax Wave, eot he searched with Mystical Tutor a Bonfire of the Damned so I had to sacrifice the Wave which gave Peddy his Mantis Rider back. The next semiremoval I had for the Mantis Rider was Unexpectedly Absent for 3, but he topdecked True-Name Nemesis were I had only 7 lifes left. My last topdeck was Painful Truths where I found the truth which was very painful that I didn't had the right cards to rescue the situation.

Game 3:
Peddy started this game dominant with turn 1 S.D.Top turn 2 he had Izzet Charm against my Bird which I had searched with the green Zenith, turn 3 he played Inquisition and suspended Ancestral Vision. In the middle game I could land a few small creatures with Aven Mindcensor, Bitterblossom and Avacyn's Pilgrim, in this phase I couldn't resolve Doran against a Force of Will. So i made a few damage I even countered his Warleader's Helix with Dromoka's Command. This phase ended instantly by his Entreat the Angels for X=2 were I attacked him and lost my biggest creatures. I had rather enough mana except a second black mana and a second green mana for my Yavimaya Hollow. As I had found the second black mana for a Desecration Demon he had allready a Monastery Mentor which brought him enough Monks to stop my Demon from being effective. My last effective play Elspeth, Knight-Errant was blocked by his flyers while my life were low cause I had slowly fallen low due to Painful Truths, Bitterblossom and Horizon Canopy (since the beginning)so I lost against his Angels and a new played Aven Mindcensor.
#14
Reports / Re: JK-Store League 2016
19-02-2016, 01:14:06 PM
It's Option 3. The whole report is a reconstruction of the whole tournament and I never had a good memory.

As I think about it, it looks like games 1 and game 2 appeared one week earlier at the Highlander FNM, against a Mono Blue Aggro Player. I really swaped memory with these two mono blue decks.
#15
Reports / JK-Store League 2016
19-02-2016, 12:42:19 AM
13.02.2016



RankName  PointsArchetype OMW%
1Korbel, Jochen15 Dimir-Scapeshift61,3
2Sinner,Denis12Esper-Aggro Control53,3
3Hittel, Matthias10Esper-Artifact Combo51,9
4Huther, Nils10Mono Black Aggro42,6
5Gredel, Maximilian9BUG Control62,6
6Müller, Tobias9Abzan-Pattern Rector61,3
7Schäffer, Dirk8Azorius-Control49,3
8Lavaud-Canonne, Olivier84C-Reanimator46,6
9Keller, Steffen7Mono G-Eldrazi Ramp45,3
10Zimmermann, Martin6Mono Blue-Control62,6
11Deutscher, Markus6Jeskai-Twin Combo58,7
12Kannegiesser, Thomas6RDW42,5
13Heimann, Jan5Mono Black-Aggro42,6
14Smeltz, Christopher4Dimir-Tempo47,8
15Jaafari, Nor4Jeskai46,6
16Knötgen, Tobias3Jeskai-Control59,9
17Groh, Sebastian1Bant-Midrange46,5
18Farnung, Benjamin0BUG-Control35,4


Match 1: Martin Zimmermann with Mono Blue Control  2-1

Game 1: Don't remember anything

Game 2: Don't remember anything

Game 3: This game took nearly for ever trading cards(especially card draw spells) and counters. Later in the game I could cast True-Name Nemesis and held his Batterskull at bay. By holding his Batterskull with my True-Name I still couldn't attack several turn. As the path for attacking was free the time was nearly over. In the second last extra time turn Martin cast Bribery for my Glen Elendra Archmage. In the last turn I had Bring to Light for the Glen Elendra and had enough man land for the win.


Match 1: Matthias Hittel with Esper-Artifact Combo  2-1

Game 1: Turn 4 Mathias had 4 artifacts: Staff of Domination, Rings of Brighthearth, Darksteel Citadel and a random Talisman. Additionally he layed Tolarian Academy turn 4, so I fetched with a few tutors my Wasteland and tapped out this way. Turn 5 Mathias played Tezzeret, Agent of Bolas and made his indestructible Darksteel Citadel 5/5. So my lifepoints fall quickly especially against the Tezzeret ability combined with the Rings. I could stay alive with Titania, Protector of Argoth, but next turn I miscalculated(not the card) my mana need with Scapeshift and had to pass the turn, Which lead to my defeat.

Game 2: In this game I countered Matthias big artifacts spell and won with a just a few creatures, especially with Nissa, Vastwood Seer.

Game 3: I kept a hand with 2 lands,Spell Pierce, Spell Snare, Remand, Inquisition of Kozilek and a Preordain, so I had not enough lands and no critter. In the game I countered everything and drew lands and 2 creatures, which was enough for the win.


Match3: Maximilian Gredel with Sultai-Control  2-0

Game 1: I could cast Dack Fayden and Jace, the Mind Sculptor against resitance, while Maximilian had Liliana of the Veil and a few creatures like Hooting Mandrills. With my 2 planeswalker I had enough solution while he ran out of cards, especially because of the +1 Liliana ability.

Game 2: Early in the game I had a Wasteland for Maximilian's only blue source, the other lands he had were black/green and 2 colorless lands including Blighted Fen. As the game was allready over he found his blue mana source.


Match 4: Denis, Sinner with Esper-Aggro Control  2-0

Game 1: Early in the game I played a Inquisition onto Denis leaving him Venser,Shaper Savant, Treachery, Fact or Fiction and 2 lands. Later in the game I played Baleful Strix(as the only creature) which got taken by the Treachery, I had Dack Fayden to retake the Strix and prevent my Dack from the Venser. With the Dack Fayden I had the right cards for the game.

Game 2: We both traded cards and spells for a rather long time. Denis played his Venser, Shaper Savant twice by using Unburial Rites. In the follwing turn I draw the Scavenging Ooze which removed the Unburial Rites + the other used up creatures. Again the game took a while but I won with my 5/5 Ooze.


Match 5: Tobias Müller with Abzan-Pattern Rector  2-0

Game 1: My Opponent started quick with turn 1 LLanowar Elves , turn 2 Fauna Shaman  and turn 3 Liliana, Heretical Healer. While I had Nissa, Vastwood Seer and Jace, the Mind Sculptor to bounce his Liliana. Instead of replaying Liliana and attacking Jace with the Fauna Shaman which would had cost me either Nisaa or Jace, which would had flip the Liliana for reanimating the Shaman + 2/2 Zombie token, he used the Fauna Shaman for searching Courser of Kruphix. With the Jace I found enough solutions including a Lightning Bolt for the 2/3 Liliana. The game took a while but I could prevent him from making relevant plays.

Game 2: Tobias started this game with turn 1 Noble Hierach, so I know this will be hard. On my first turn I played a Shockland into Preordain finding a Fetchland and Mystic Confluence, I decided to keep both cards and try to survive till turn 5 so that I can cast the Confluence and stop the early game pressure. Tobias had several creatures including Tidehollow Sculler which took my Electroylze away. Till turn 5 I went down to 10 lifepoints, cast the Confluence for 2 bounce and 1 Mana Leak where he had 3 mana. 2 turns later I could cast Bring to Light for the final Scapeshift.



Next Ladder-Tournaments in the JK-Store: http://pmtg-forum.de/wbb2/thread.php?threadid=11242

05.03. Highlander Liga
Anmeldung: 11.00 Uhr
Beginn: 12.00 Uhr
Teilnahme: 7 Euro
Preise nach Swiss: Produktgutscheine, je nach Teilnehmerzahl.

19.03. Highlander Liga
Anmeldung: 11.00 Uhr
Beginn: 12.00 Uhr
Teilnahme: 7 Euro
Preise nach Swiss: Produktgutscheine, je nach Teilnehmerzahl.