okay the block has no name yet, neither does the set, but it is highly inspired by aether
Blue Commons
Grip of Anger U
enchantment
Red creatures you control have summoning sickness
Grip of Decay U
Enchantment
Black creatures you control have summoning sickness
Grip of Life U
Enchantment
Green creatures you control have summoning sickness
Grip of Faith U
Enchantment
White creatures you control have summoning sickness
Aether Grasp U
instant
Target creature has summoning sickness
Blue aether cycle guy U
creature-wizard
When * goes to the graveyard, if it has summoning sickness, draw a card.
1/1
Vein charmer UU
creature-wizard
When * goes to the graveyard, target creature gets summoning sickness
1/2
UU
creature-?
flying
2/2
fading spirit U (might end up being black)
creature-spirit
When fading spirit goes to the graveyard, you may remove it from the game to return a card named fading spirit to play.
1/1
Aether flux UU
enchantment
creatures with summoning sickness have flying.
Grips - So basically these say: "[colour] creatures you controcan't attack and play activated abilities with :symtap:." With a continuous effect like that, the 'summoning sickness' doesn't wear off at end of turn. I won't be too happy to open too many of these in a booster either.
Blue Aether cycle guy - Mmmmeh. It might have some use as a first-turn blocker, but otherwise it's as good as a Figitive Wizard.
Aether Grasp - Not bad, at least it prevents a creature from attacking.
Vein Charmer - Unless you somehow sac this during an opponent's turn, I don't see this being useful.
2/2 flying for UU - Cheap flying creatures are white's part of the pie now, as in Leonin Skyhunter.
Fading Spirit - Nice.
Aether Flux - So.... flying blockers for a turn? I'd rather play with Wall of Air, thanks.
I'm sorry, but I don't really see the power in these cards. Or maybe I'm just missing something since it's already 4am here. These cards just seem underpowered.
What you're missing is the fact that blue cycle guy does something if he dies with summoning sickness. Shouldn't the fact that such a cycle exists imply something? The set is built around doing weird things with creatures that have summoning sickness, if I recall what he said earlier. Which he should probably have put at the start of his post. I can't really comment too much on these, since the cards aren't overly useful unless you know what else you can do with summoning sickness. The 2/2 flyer for blue is wrong for the aforementioned reason that white is now the cheap flyer, though.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Blue Commons
Grip of Anger U
enchantment
Red creatures you control have summoning sickness
Grip of Decay U
Enchantment
Black creatures you control have summoning sickness
Grip of Life U
Enchantment
Green creatures you control have summoning sickness
Grip of Faith U
Enchantment
White creatures you control have summoning sickness
Aether Grasp U
instant
Target creature has summoning sickness
Blue aether cycle guy U
creature-wizard
When * goes to the graveyard, if it has summoning sickness, draw a card.
1/1
Vein charmer UU
creature-wizard
When * goes to the graveyard, target creature gets summoning sickness
1/2
UU
creature-?
flying
2/2
fading spirit U (might end up being black)
creature-spirit
When fading spirit goes to the graveyard, you may remove it from the game to return a card named fading spirit to play.
1/1
Aether flux UU
enchantment
creatures with summoning sickness have flying.
Blue Aether cycle guy - Mmmmeh. It might have some use as a first-turn blocker, but otherwise it's as good as a Figitive Wizard.
Aether Grasp - Not bad, at least it prevents a creature from attacking.
Vein Charmer - Unless you somehow sac this during an opponent's turn, I don't see this being useful.
2/2 flying for UU - Cheap flying creatures are white's part of the pie now, as in Leonin Skyhunter.
Fading Spirit - Nice.
Aether Flux - So.... flying blockers for a turn? I'd rather play with Wall of Air, thanks.
I'm sorry, but I don't really see the power in these cards. Or maybe I'm just missing something since it's already 4am here. These cards just seem underpowered.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact