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Had our second M12 draft last night. One of my friends pulled two Garruks. Some people have all the luck I guess.

Oddly enough, the next biggest rare was a Sun Titan. It's only odd because those were the exact two big rares in our last draft.

I went white-black both times, focusing on creature devastation spells and weenie creatures with buff-enchantments. The first round I went 2-1, losing to the eventual winner who drafted the only red deck (his pick of cards was too strong). The second I went to the final 3-0, but ended up splitting a pair of games before we decided we were too tired to continue. My second deck was much stronger.

To chime in a bit on the Innistrad stuff, I'm not totally sold on the dual-sided cards, but we'll see where it goes. I started playing with plastics more these days, so it probably won't bug me too much.
 
The Demon guy is a beast in EDH. Repeatable revenge kills on a 6/6 flier for 6 mana? Yes, please!

The mentor will be sick, as if Timely Reinforcements wasn't beastly enough against Red, they now get to refill their hand too? Ouch.

I love the art for Silent Departure. Hope they release a wallpaper for it. Plus, a solid bounce spell of Limited.
 
Another thing-I've been doing some gauntlet testing for PT Philly to help a friend out and the current Modern format is in pretty bad shape. 12-post is a huge 'oops, we should have banned that too' sort of problem. It's a cesspool of combo and blazing aggro because 12-post kills anything remotely midrange and the lack of control decks lets people play whatever terrible combo they want to win with.

It'll produce more interesting decks than the results would have been in the new Extended format, but (as I was suspecting) Cloudpost is going to need to get the heave-ho if the format is going to be something that people are going to want to actually play. Midrange and board control decks are unplayable.
 
Regarding mentor of the meek, it's one colorless mana too expensive to be extremely useful but it's still a decent card. The fact you can draw off of tokens as well means there might be some interesting combos.

Silent Departure being a sorcery sucks but oh well.

I noticed theres a cheap green instant that transforms all humans, which helps. Spend two and turn all your humans into werewolves.

Also I like Spidery Grasp, seems like a good draft card, 3 mana instant to basically kill off an attacking creature or at worst prevent damage, which is overpriced if it was a black or white card, but a good deal for green. The untap aspect could also have some interesting functions on the right creature.


ooh, I didn't notice ghost quarter is back, thats kind of neat. And that creepy doll is great, I'll probably never use it but I love the flavor of it and it's been a while since we saw a coin flip card.
 
If I gain control of a creature with Act of Treason, does it count as having entered the battlefield for triggered abilities?
 
Leunam said:
If I gain control of a creature with Act of Treason, does it count as having entered the battlefield for triggered abilities?

Nope. It has summoning sickness though, but that's what the Haste is for.
 
Yeah I figured that's why Haste would be included, since I didn't control the creature at the beginning of my turn. Thanks for the clarification, it came up recently and I figured it didn't.
 
A) My opponent plays Oblivion Ring on a creature I control. I destroy the Oblivion Ring (figuratively, though I should have ripped it to shreds). My creature re-enters the battlefield due to this. Does it have summoning sickness, or can it attack straight away?

B) My creature that was Ring'd had an enchantment attached to it. Does the Oblivion Ring remove only the creature, leaving the enchantment behind to fizzle, or does the enchantment stay attached while the creature is removed from play?
 
OnPoint said:
A) My opponent plays Oblivion Ring on a creature I control. I destroy the Oblivion Ring (figuratively, though I should have ripped it to shreds). My creature re-enters the battlefield due to this. Does it have summoning sickness, or can it attack straight away?
Unless the creature has Haste somehow, or the Ring was destroyed on your opponents turn, the creature has Summoning Sickness. The creature has to be in play under your control continuously since the start of your turn.

B) My creature that was Ring'd had an enchantment attached to it. Does the Oblivion Ring remove only the creature, leaving the enchantment behind to fizzle, or does the enchantment stay attached while the creature is removed from play?
The enchantment is placed in its owner's graveyard. Hope this helps!
 
Keru_Shiri said:
Unless the creature has Haste somehow, or the Ring was destroyed on your opponents turn, the creature has Summoning Sickness. The creature has to be in play under your control continuously since the start of your turn.


The enchantment is placed in its owner's graveyard. Hope this helps!

Thanks! Both of those things help. Neither were what I wanted to hear. lol

Honestly, I thought the creature would be fine, but I was basing it on how phasing worked I guess (re-reading your post, your description would include phasing, nvm). They'd leave play and come back without summoning sickness, so I figured that only applied to freshly cast creatures. I'm a little disappointed, but oh well, rules are rules.
 
Fragamemnon said:
Another thing-I've been doing some gauntlet testing for PT Philly to help a friend out and the current Modern format is in pretty bad shape. 12-post is a huge 'oops, we should have banned that too' sort of problem. It's a cesspool of combo and blazing aggro because 12-post kills anything remotely midrange and the lack of control decks lets people play whatever terrible combo they want to win with.

It'll produce more interesting decks than the results would have been in the new Extended format, but (as I was suspecting) Cloudpost is going to need to get the heave-ho if the format is going to be something that people are going to want to actually play. Midrange and board control decks are unplayable.

That's similar to what we have found as well. I can't wait for the PT to pass so we get some real data on the format, hopefully leading to some corrections.
 
I got a feeling 12post is going to get the axe. Its kinda funny because I was lambasted on other Magic sites as soon as Modern was announced as a format initially and I built up a skeleton 12post modern deck.

The question is, what are you going to axe? If you just axe cloudpost it means that will kill the combos dead. Cut vesuva and you'll cut own a fun card that isn't broken in itself. I suppose if you cut the post then it'll open up more design on locus cards... I guess...

Honestly I feel cloudpost is easily hateable though. You have access to tec edges, ghost quarter, land destruction, discard/extraction, spreading seas.

Lets see how the metagame shifts. I'm kinda tired of seeing WoTC getting banhappy, which is something they rarely do, though I understand when they NEED to do it. I don't really think Cloudpost needs to get axed just yet.

Edit: there's a few online tournamenets that are recorded on Channelfireball or MTGOacademy. I haven't really seen anyone play 12post yet, but its pretty popular and we'll eventually see some matches.

Pros really aren't talking 12post, they're still pushing zoo.
 
Hey guys,

I was wondering how Magic has evolved over the last 10 years or so. It's been a hobby of mine since 1999 till 2003 or so and I'm looking to get back into it.

I only have the old design cards so I'm planning on buying new sets, anyone has some tips or pointers?

Thanks
 
Wimps said:
Hey guys,

I was wondering how Magic has evolved over the last 10 years or so. It's been a hobby of mine since 1999 till 2003 or so and I'm looking to get back into it.

I only have the old design cards so I'm planning on buying new sets, anyone has some tips or pointers?

Thanks
artifacts look white now.
 
Wimps said:
Hey guys,

I was wondering how Magic has evolved over the last 10 years or so. It's been a hobby of mine since 1999 till 2003 or so and I'm looking to get back into it.
Creatures are much more powerful, games aren't dominated by spells the way they sometimes used to.
Sets tend to be "better" designed, from a standpoint of overall cohesiveness and structure.
They tend to go for slightly more "wacky" things these days: see colored artifacts and double sided cards.
R&D still hates blue.
Mark Rosewater is still killing Magic.
 
Honestly I feel cloudpost is easily hateable though. You have access to tec edges, ghost quarter, land destruction, discard/extraction, spreading seas.

The quality of answers to cloudpost are what is the problem. There's no top-shelf answer to the card in the format. The kind of things that fight 12post / candelabra decks in Legacy-Hymn and Wasteland specifically-don't exist in Modern. The format just isn't equipped to fight the card.

Tec Edge and Ghost Quarter are GARBAGE GARBAGE GARBAGE and the casted LD is all too slow on the draw.

I think most of the pros know at this point that 12post is the deck to beat-that was clear a couple of weeks ago-so now the challenge is to find a deck that has a positivie matchups against 12post and Zoo, puts up a good game against combo, and flops over to any sort of control deck. That's where you want to be for this PT. It very well may be a very well tuned version of 12post to fight the mirror.
 
Fragamemnon said:
The quality of answers to cloudpost are what is the problem. There's no top-shelf answer to the card in the format. The kind of things that fight 12post / candelabra decks in Legacy-Hymn and Wasteland specifically-don't exist in Modern. The format just isn't equipped to fight the card.

Tec Edge and Ghost Quarter are GARBAGE GARBAGE GARBAGE and the casted LD is all too slow on the draw.

I think most of the pros know at this point that 12post is the deck to beat-that was clear a couple of weeks ago-so now the challenge is to find a deck that has a positivie matchups against 12post and Zoo, puts up a good game against combo, and flops over to any sort of control deck. That's where you want to be for this PT. It very well may be a very well tuned version of 12post to fight the mirror.

Eh... I suppose I'll play my 12post then :p

I was thinking Vore cause right now nobody is talking about it and it comes out of nowhere. Just have to figure out path to exile. I suppose I could put some sort of counter package in it.



Wimps said:
Hey guys,

I was wondering how Magic has evolved over the last 10 years or so. It's been a hobby of mine since 1999 till 2003 or so and I'm looking to get back into it.

I only have the old design cards so I'm planning on buying new sets, anyone has some tips or pointers?

Thanks


It's changed quite a bit. The biggest thing you'll want to do is check the previous posts on the rules changes that came in last year. It's a change from Sixth. You can get a primer here.

Tl:dr is that Combat damage is no longer on the stack. You have to declare how blocking order is after blocks have been set, which applies damage per block order, except for Deathtouch because its "special".

Mana burn no longer applies.

Keywords have been cleaned up. RFG = Exiled. Creature goes to the graveyard = Dies. Playfield = Battlefield.

As for the game itself, Planeswalkers are a new card format. Sorta like WoW TCG's Heroes cards. They're like an enchantment that you can have multiple abilities assigned with them and they have "loyalty" counters that fuel their abilities. You gain loyalty by using an activated ability. You lose loyalty by using certain abilities and can also be lost by being attacked or direct damage to your dome (you can then choose to redirect damage to the planeswalker). Planeswalker typically have abilities as such:

1) +X Loyalty/minor effect
2) -X Loyalty/major effect
3) -X Loyalty (usually what you build your loyalty up for to just "win")/Ultimate Effect

Of course not all Planeswalkers follow this. Some have 4 abilities, one will have 5 coming up, some don't even have abilities that will allow you to gain loyalty.

Creatures are much, much, much more efficient now than ever. A 3/3 for 3 is considered Ho-Hum, which was wacky considering Gnarled Mass was jizzed upon by Mike Flores back in the day. Now you'll see insane crap like 3/3 for 2, 4/4 for 2 and so on.

This is of course all for nothing because Wizards keeps creating bonkers removal which pretty much shits all over creatures. Last set they created a removal spell that costs 1 colorless and makes the majority of creatures pointless.

Land destruction is pretty much dead. The best you can hope for is destroy target land for 4 Mana. It's been pushing blue control decks forever because of all the efficient creature hate and Ability to get away with casting big finishers blue likes.

Discard actually is better than ever now, depending on what you use discard for. Currently in standard which will change in October, you have 3 1-mana cost discard spells that pinpoint pretty much any problems you have early in a match. Mass discard is dead, but it never was good in the first place.

Local enchantments are called Aura's now. They still suck. Wizards keeps trying to push Aura's that are good but with its inherent card disadvantage they always will be bad. The only time they work is when it will win you the game or take advantage. One deck right now uses an aura, it allows for infinite hasted tokens.

Counterspells are more "fair". Counterspell itself has gone the way of the dinosaur, but the nature of the game has changed to where people really care about tempo and advantage from the board and the hand, so early counters and specific hard counters aren't really all that horrible. Instant draw still sucks balls though so don't think you'll ever play "Draw Go" again, thankfully.

Drafting is infinitely more fun now than ever. WoTC takes drafting into building a new set very heavily and its showing very well. There's rarely "one draft archetype" like you used to see in Core Sets (Hint: Always draft Blue/White back in the day or Black/Red in Mirage = Win). There's always a strategy that will fit your needs, except green still as always sucks.

Oh, Legend rule has changed. Instead of the First legend being the only Legend and anything else after it bites the dust, both Legends will cancel each other out and they both go to the graveyard. Sometimes playing the same legend is good "hate" tech towards that particular legend.

Mana Fixing is bonkers. Most sets will suit your mana fixing needs.

Oh and there's a new rare type, called Mythic. Its a "rare" rare and it was pretty much created to sell more boosters being that they're harder to get. A lot of those cards are very costly and has made standard turn into an expensive constructed game. Some cards shot up to over 70 dollars in worth, which again, was unheard of in standard. It's had the inverse effect of driving the cost of regular rare cards down however, so its become a casual paradise.

Costs of cards are very different. Since we have access to the internet and databases and sales trends, you don't see a general spread in price of cards over a set like you used to. Money rares are less in number per set, but when you do get one, its worth a LOT. Its still nice because you can collect all kinds of fun rares to play with for cheap prices. Its very common to see rares worth less than 50 or 25 cents nowadays.

Anyway, the game is more alive than ever, more people play magic now than ever before and there's always something fun every few months with release schedules.

Welcome back! :)
 
Two more previews:
zot2f.jpg


wd4vZ.jpg
 
Not too hot on Fiend Hunter but Kruin Outlaw sounds like it can get pretty good. The only thing with these transformations are that it seems most requires that no spells are cast last turn so far. I assume that means the opponents turns. I would then think that every deck with transformation will have mana leaks and spell pierces and what not to prevent spells from being casted. That could limit the types of transformation decks out there.
 
y2dvd said:
Not too hot on Fiend Hunter but Kruin Outlaw sounds like it can get pretty good. The only thing with these transformations are that it seems most requires that no spells are cast last turn so far. I assume that means the opponents turns. I would then think that every deck with transformation will have mana leaks and spell pierces and what not to prevent spells from being casted. That could limit the types of transformation decks out there.


Fiend hunter is pretty damn good in limited. As for constructed, I'm pretty sure we'll get some decent sac outlets for it too. It'll be a great staple uncommon for white. Then again I don't remember Faceless Butcher making a big splash when it was time shifted. Still 3 mana for that effect is pretty awesome. Glimmerpoint stag is played nowadays, granted the effect is a little more utility, but imagine what this guy can do for Pod when Innistrad comes out.

The problem with transformations is tempo. Sure if you want to add countermagic to your werewolf deck by all means do so. However what are you going to do when you have a wolf transformed? Not cast anything ever again? I bring that up because your opponent can easily hose your wolf after you've successfully cast a creature by using his own instant. That's 2 spells, and now your powerful wolves are puny humans on his turn. Plus he's got a full untap phase to keep them human on your upkeep.

Werewolves seem so schizophrenic that its perfect that they're werewolves. They long to be aggro creatures, but you sacrifice so much tempo just to get them aggro. Once you're aggro you gotta watch what you cast, thus sacrificing more tempo just to keep them "good".
 
It's changed quite a bit. The biggest thing you'll want to do is check the previous posts on the rules changes that came in last year. It's a change from Sixth. You can get a primer here.

Anyway, the game is more alive than ever, more people play magic now than ever before and there's always something fun every few months with release schedules.

Welcome back! :)

Thanks for the explanation, reading those new rules right now.

Gonna try and get my friends back into it as well.
 
y2dvd said:
Not too hot on Fiend Hunter but Kruin Outlaw sounds like it can get pretty good. The only thing with these transformations are that it seems most requires that no spells are cast last turn so far. I assume that means the opponents turns. I would then think that every deck with transformation will have mana leaks and spell pierces and what not to prevent spells from being casted. That could limit the types of transformation decks out there.

Doesn't the spell already count as cast even if you counter it? And then your counterspell also counts as another spell being cast.
 
Chojin, I like that you are doing early theorycrafting already, but honestly, it just makes no sense.

Tempo is a nice word, but you cant just throw it around like that. Because we do not even know what the other cards will be for that. We do not know what the backbone will be for transformation-heavy decks. We do not even know the things they are against. Remember, Zendikar block is out.

And just a tiny thing: just the THREAT of having those units transform into a stronger, more scary unit will be enough against the majority of "control"-based decks. If you choose wisely what to mix those units in with, I think you will be golden anyway.
 
Also, once you get "aggro" with them, you will not wanna watch out for what you cast, but quite the opposite, you wanna push with your advantage if you have one (unit advantage, or power advantage, call it whatever that is), and buff the already strong transformed versions if they can get in the hit.
 
The_Technomancer said:
She may not be very splashy but at three mana she's incredibly playable, and her effects are (IMO) better then normal Jace

She's 1000000% going into my tribal rat deck :p

Every stage is pure sex with it.

Ability 1 and 2) Fuels Graverobber and Shortfang.
Ability 2) Fuels Ink eyes and Patron of the Nezumi as well as allow my ratfinks to go all Ninjutsu.
Ability 3) Makes Patron of the Nezumi almost instawin.

I'm drooling at yay here.


V_Arnold said:
Chojin, I like that you are doing early theorycrafting already, but honestly, it just makes no sense.

Tempo is a nice word, but you cant just throw it around like that. Because we do not even know what the other cards will be for that. We do not know what the backbone will be for transformation-heavy decks. We do not even know the things they are against. Remember, Zendikar block is out.

And just a tiny thing: just the THREAT of having those units transform into a stronger, more scary unit will be enough against the majority of "control"-based decks. If you choose wisely what to mix those units in with, I think you will be golden anyway.

There's really no "threat" of a transformation though. Simply that the onus of the transformation is on your opponent, not you. Its the same reason why Book Burning and Browbeat are awful, awful cards. Naturally its not in the literal sense, but its very much akin to that. In fact I'm not even sure what you're referencing "threat" as. The opponent overextending? How is doing something normal, like casting a spell on his own turn, overextending his hand?

Tempo is a nice word. Tempo isn't something I'm just throwing out there. Name a strategy where you choose not to cast anything instead of can't cast anything. Last time I checked that was control. Which two colors hate the word "control?" Its simple. Green and Red by virtue of their colors have better creatures because they don't need to rely on you not casting anything for a full turn.

Theorycraft has every side. Some people look at the "yay" possibilities, I look at the "Well waitaminute" possibilities. And of course I'm speculating on what we know, naturally my opinions will change as more and more is revealed. I know I sound like a party-pooper but I'm just trying to see all sides of whats been presented. I'm a tribal whore and I'll probably play wolves in one form or the other. But right now there's nothing that's really pulling me in that direction.


V_Arnold said:
Also, once you get "aggro" with them, you will not wanna watch out for what you cast, but quite the opposite, you wanna push with your advantage if you have one (unit advantage, or power advantage, call it whatever that is), and buff the already strong transformed versions if they can get in the hit.

Again I'm not sure what you're referencing. I'll be specific in my example, please be in yours:

You have a transformed wolf. Its your phase, he's untapped and ready to go! He's the only wolf you got out there, you're just going to rely on one creature to win? No, you're going to cast another creature. Uh oh... that's one spell already. Oh whats that? The opponent casted removal or a billion other instants out there? Crap, your wolf is now a puny human. On his turn... and he now gets to untap. Looks like he's still going to be human again on your turn.

How is that Theorycrafting? Its just plain ol' logic.

As I said before, I'm HOPING there are more cards like the one that will let you instantly transform your humans into wolves. For wolves to work, its gotta actually have something you can directly control, not the other way around.

Also, Ratchet Bomb says hello. That's going to be a big kink. Hell, I'll even let you transform into a "threat" if I can just plop that sucker down.

Edit edit: also I can't read. A player needs to cast two spells. Not two spells were casted that turn.

I'll concede that the transformation back is a bit tougher. But then again... removal. I'd still rather just cast a creature, next turn attack, cast another creature than cast a creature, next turn attack, do not follow up with any other spells, have him flip and still be be removed on my opponents turn. Thats two turns of it being the weaker human until it actually transforms. That's an eternity.
 
Chojin said:
She's 1000000% going into my tribal rat deck :p
Yeah, the first Liliana was a fantastic centerpiece for a B/G ramp/dredge thing I built specifically around her. I'm still working out how to use LoV. I think she'll be more situational in Limited where that first ability is going to bite more, but I'll be very curious to see where she shows up in Constructed.
 
The_Technomancer said:
Yeah, the first Liliana was a fantastic centerpiece for a B/G ramp/dredge thing I built specifically around her. I'm still working out how to use LoV. I think she'll be more situational in Limited where that first ability is going to bite more, but I'll be very curious to see where she shows up in Constructed.

Well, Dismember aside, the stars seem to be aligning for MBC. This is yet another weapon for that arsenal. I just wish her loyalty was just one more. Being able to edict consecutively in two of your turns is pretty awesome. I bet you it only cost -1 in testing, but then Jace happened. . .

Edit: as for wolves. Moar wolflords would be nice and freshmeat wouldn't be too bad to throw in there. Green gets kicked around like a piece of crap. But even freshmeat is a bit reactive. Maybe sword of body and mind will be played regularly again.

We don't know :p I HOPE there's some yay in there. I'm fairly certain there's going to be more wolf beneficial cards out there in the form of spells. But as they exist from what we know? I'm still not convinced I'd run them as is opposed to other red and green creatures.

Also, anyone notice a Lack of Goblins so far? THANKFULLY. I mean they just wouldn't fit thematically but man... so tired of gobbos.
 
Chojin said:
Also, Ratchet Bomb says hello. That's going to be a big kink. Hell, I'll even let you transform into a "threat" if I can just plop that sucker down.

Oh yeah, if those become 0 casting cost creatures after transforming, then they'd suck even further.
 
Totakeke said:
Oh yeah, if those become 0 casting cost creatures after transforming, then they'd suck even further.

Forsythe in his twitter already confirmed that after being flipped, werewolves in play have 0-Cmc. The only new ruling is that they never have 0-Cmc in any other zone. Think as if the flipped side never exists except for being able to see it when you search through the owner of the cards zones/library/graveyard and such until it actually flips.

But yeah... as I said earlier, due to ratchet bomb, the deck is pretty much DOA.

But again, I don't know all the cards yet!!!!@#!@# Surely there will be something to hose a 1 mana artifact that can be cast before any of your own transformation cards and just sit there waiting for you to flip that will blow up all your werewolves! I mean its ridiculous, as the opponent if you're playing the "control deck" that quakes in fear of the werewolves you can drawgo and force the flip to happen on your own terms and blow up the darned werewolves.


The_Technomancer said:
Yeah, the first Liliana was a fantastic centerpiece for a B/G ramp/dredge thing I built specifically around her. I'm still working out how to use LoV. I think she'll be more situational in Limited where that first ability is going to bite more, but I'll be very curious to see where she shows up in Constructed.


I just thought of something else: Squee and Her are hellbent on being starcrossed lovers ;) It's madness I tell you. Flashback to awesome red/black control. Good times. Also no Rule 34 on Squee x Liliana kthnkz
 
Chojin said:
Forsythe in his twitter already confirmed that after being flipped, werewolves in play have 0-Cmc. The only new ruling is that they never have 0-Cmc in any other zone. Think as if the flipped side never exists except for being able to see it when you search through the owner of the cards zones/library/graveyard and such until it actually flips.

But yeah... as I said earlier, due to ratchet bomb, the deck is pretty much DOA.

But again, I don't know all the cards yet!!!!@#!@# Surely there will be something to hose a 1 mana artifact that can be cast before any of your own transformation cards and just sit there waiting for you to flip that will blow up all your werewolves! I mean its ridiculous, as the opponent if you're playing the "control deck" that quakes in fear of the werewolves you can drawgo and force the flip to happen on your own terms and blow up the darned werewolves.

Well I mentioned earlier, green has a 2 cost instant that transforms all humans, so I assume there will be a similar instant that transforms them back.
 
siddx said:
Well I mentioned earlier, green has a 2 cost instant that transforms all humans, so I assume there will be a similar instant that transforms them back.

It would be a start, but then you have the problem of having to transform them back to werewolves again ;p Plus if you do that in reaction to the bomb you've also boned your don't cast a spell this turn stragem in one shot.

I say just plop down a Tempered Steel be done with it and kill your prey instead of getting frisky with furries.

Edit:
Also, if a card like that exists. Well... there's your werewolves hoser for the opponent too :D

Edit: oh gawd... I just had a brainfart with the following exchange:

Me: Okay I attack with my werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves

Next upkeep: Yeah... I meant humans :|

Also, Changelings love werewolf lords ;D
 
Chojin said:
It would be a start, but then you have the problem of having to transform them back to werewolves again ;p Plus if you do that in reaction to the bomb you've also boned your don't cast a spell this turn stragem in one shot.

I say just plop down a Tempered Steel be done with it and kill your prey instead of getting frisky with furries.

Edit:
Also, if a card like that exists. Well... there's your werewolves hoser for the opponent too :D

Edit: oh gawd... I just had a brainfart with the following exchange:

Me: Okay I attack with my werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves
Opponent: Casts instant, you mean humans
Me: Casts instant, I mean werewolves

Next upkeep: Yeah... I meant humans :|

Also, Changelings love werewolf lords ;D

lol I expect some similar exchanges on release day.

The only transform creature I could see possibly using in a deck so far is that mayor of avabruck, for his +1/+1 ability.
It's too bad, the creature Kruin Outlaw transforms into is a nasty card, 3/3 doublestrike that can only be blocked by two or more creatures is fantastic, but as you've pointed out, it's also too weak in the knees to rely on since it's so easy to kill em all.
 
siddx said:
lol I expect some similar exchanges on release day.

The only transform creature I could see possibly using in a deck so far is that mayor of avabruck, for his +1/+1 ability.
It's too bad, the creature Kruin Outlaw
transforms into is a nasty card, 3/3 doublestrike that can only be blocked by two or more creatures is fantastic, but as you've pointed out, it's also too weak in the knees to rely on since it's so easy to kill em all.

I'll admit, she's pretty sexy. On her own thats pretty much 6 damage a turn if unanswered, if you get some buddies? Holy crap. Remember she makes all your werewolves only be able to be blocked by 2 or more . She's a start in the right direction for a werewolf tribe. What we need is a 1 cmc werewolf of any sort but as far as I know all werewolves are transforming, at least whats been spoiled so far. Maybe there's some that are just always werewolves? I dunno how that fits thematically.

Remember your tags. Spoilers are still spoilers ;)

Edit: nevermind, people keep plastering the cards all over the thread. So much for that hahaha :p
 
Chojin said:
You have a transformed wolf. Its your phase, he's untapped and ready to go! He's the only wolf you got out there, you're just going to rely on one creature to win? No, you're going to cast another creature. Uh oh... that's one spell already. Oh whats that? The opponent casted removal or a billion other instants out there? Crap, your wolf is now a puny human. On his turn... and he now gets to untap. Looks like he's still going to be human again on your turn.

How is that Theorycrafting? Its just plain ol' logic.

As I said before, I'm HOPING there are more cards like the one that will let you instantly transform your humans into wolves. For wolves to work, its gotta actually have something you can directly control, not the other way around.

Alright, here is my version for this.

I pick a red/black deck.
I have an artifact with an ability that can be activated for x mana and does something like discard/draw/deal x damage to opponent/creature.
I played a Liliana PW (the new) on turn 3.
It is turn 4-5, and I play that nasty red creature.

Now, you do in your turn whatever you wanna do. The creature of mine will stay human, right.
Then here I am, I have an artifact to spend mana on. I use Liliana's discard ability as I used it on previous turn also. Maybe I drop one more card thanks to the artfifact OR damage your creature on the field, maybe even killing it. That is a sandbox part in my theory, but still. Your turn comes again.

You have most likely 2-3 cards, one that might be a reactionary card with no time to use right now, a land, and a weak creature. My THREAT is that if you do not play that weak creature, my creature will be a wolf. If you do, I will kill it anyway with other means, and still do some damage.

Now, I have a trap which forces you to play out more and more spells, but in the same time, I already have tools to deal with them. Of course, this whole setup could be intuitively countered by a "magic-only, no creatures" build, but that can really be said against any creature-based deck, imho.

This is where my positivity comes from.
 
Yours is a lot of ifs and in a specific situation. Can a good deck be built out of the werewolves using some discard/denial or some unknown card yet to be revealed? Maybe. Do they stand alone as good cards? Not at all. It's kinda equivalent of that giant fatty creature. You win IF you get to cast it, most of the time you won't get there. Maybe there's some crazy combo you can make to cast that giant fatty early and wreck the board super fast? Sure, why not in the future.
 
V_Arnold said:
Alright, here is my version for this.

I pick a red/black deck.
I have an artifact with an ability that can be activated for x mana and does something like discard/draw/deal x damage to opponent/creature.
I played a Liliana PW (the new) on turn 3.
It is turn 4-5, and I play that nasty red creature.

Now, you do in your turn whatever you wanna do. The creature of mine will stay human, right.
Then here I am, I have an artifact to spend mana on. I use Liliana's discard ability as I used it on previous turn also. Maybe I drop one more card thanks to the artfifact OR damage your creature on the field, maybe even killing it. That is a sandbox part in my theory, but still. Your turn comes again.

You have most likely 2-3 cards, one that might be a reactionary card with no time to use right now, a land, and a weak creature. My THREAT is that if you do not play that weak creature, my creature will be a wolf. If you do, I will kill it anyway with other means, and still do some damage.

Now, I have a trap which forces you to play out more and more spells, but in the same time, I already have tools to deal with them. Of course, this whole setup could be intuitively countered by a "magic-only, no creatures" build, but that can really be said against any creature-based deck, imho.

This is where my positivity comes from.

So essentially you're playing a control build. So here's my question. Why don't you use a billion other creatures that are better on their own?

You're essentially trying to make the spoiled cards into finishers for Control? Don't you see the werewolf mechanic for what it is? Why do you think the werewolves all change at the same time? Its not just to avoid confusion between change cycles. They're synergistic. They're tribal. They're friggan Red/Green the most aggressive colors in the game. They're meant to smash face with. Not build some convoluted "trap" using cute tricks like Wand of Denial in hopes by turn 5 your little werewolf investment will somehow pay off. If you're actually plopping down a werewolf on turn five the earliest. I'm sorry... why didn't you just play something better on turn 5?

I'm completely failing to see any reasoning behind this. You're essentially saying... "Werewolves are GREAT! If a. connects to b. connects to c. connects to d. connects to e and my opponent doesn't interact with me at all!

Again, I ask, why don't you just cut out the middleman, and if you're going to build a controllish discard/removal deck, use an actual finisher instead of a marginally okay 2/2 first striker?

Also, if you're using Liliana's new ability to attack my hand, what about your hand?

Honestly, if werewolves are going to be played, its going to be an aggro g/r deck with moonmist as an alpha strike. There's no way around it. The problem is, its not really that great of an aggro deck. It makes for an awful control deck because there's nothing, as of yet, that shows a control werewolf that's just going to win after you've "discarded" my hand and "forced me to drop" weak creatures.
 
Simply because I do not think we have seen all transform cards yet :)

And besides, I love the idea of deluding myself into the thought that there is ANOTHER way to be "control"-ish, without being a dumb-blue/whatever deck owner when all I say is "no, denied." "no, that neither". "nah, counter". :D
 
V_Arnold said:
Simply because I do not think we have seen all transform cards yet :)

And besides, I love the idea of deluding myself into the thought that there is ANOTHER way to be "control"-ish, without being a dumb-blue/whatever deck owner when all I say is "no, denied." "no, that neither". "nah, counter". :D

There's plenty of control decks that don't require your magical as of yet seen werewolf. MBC is something that could be a possibility. Personally I'm a blue mage but oddly enough I haaaaaate counterspells simply because they are reactive. I prefer the new style tap out control. If anything thats been spoiled so far, Black/White might be a force to be reckoned with, you have all the elements coming together. Liliana can drop Vengeful Pharaoh turn shoring up creature removal, Fiend Hunter slamming others along the way. I can even see dropping down Dearly Departed while still improving the quality of your creatures on the board. Sun Titans reanimating your humans/zombies. Grave Titan just winning the game. What I'm waiting on is more humans in black. That remains to be seen. It'll probably be blue but I like the idea of manipulating the graveyard.

There might be an actual good controlish transform card, but I can bet you a billion donuts and a quadrillion cupcakes it ain't going to be a werewolf. Think about the word "control", look at the other transform cards. Notice something about the control cards revealed so far that AREN'T werewolves? They activate on YOUR terms, not on anyone elses. I could see Civilized Scholar actually doing something, though pitching your own creature seems kinda awful. But yeah, its NOT going to be a werewolf, I'll eat an eggplant before that happens. And I hate eggplant.
 
I hate counterspells because I hate defensive players. I love seeing two decks that are full out aggro or even just offensive minded go smashing into each other without people holding onto counters and bounce and control. But thats just my impatient self wanting games that are either full of action or over quickly so I can go to the bar between rounds.
 
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