Flamekin Spitfire 1R
Creature – Elemental Shaman 3R: Flamekin Spitfire deals 1 damage to target creature or player.
1/1
Uncommon
On his own, this guy would be a solid uncommon, on the same principle as the Onslaught block Invokers: a place to dump mana towards a concrete benefit at any stalled-out point in a limited game. He's much less efficient than Flamewave Invoker but he goes online at half the mana expenditure and targets creatures too.
As part of the mana-producing elemental tribe, though, he starts to look even better. We know of at least two mana-producing elementals who can help power this up...
Second, the red incarnation.
Hostility 3RRR
Haste
If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red elemental shaman creature token with haste into play for each 1 damage prevented this way.
When hostility is put into a graveyard from anywhere, shuffle it into its owner's library
6/6
Rare.
Whoa. That effect is crazy in conjunction with a burn-oriented strategy -- clear the decks by burning out your opponent's blockers, then transform each burn spell aimed at their dome into 3x the damage. He's an efficient 6/6 for 6 and he can come down for surprise beats.
While netdecking and testing VileHorror i thought about Biorhythm. Sure its really expensive, off-color and crappy but still you're always the one with creatures while playing VH. That made me think.
was going to rail on Hostility for being the worst of the elementals, but haste is actually pretty decent.
it's a pitty only spell damage gets converted into lightning elementals, but you'd get some crazyness otherwise (like infinite loops with pandamonium)
it's not amazing but a really cool idea. the problem is, of course, that, while it multiplies your burn to the face by 3, it actually gives your burn less reach. could work well with the clash incinerate (burn a creature, clash to get 3 elementals, attack for 9)
the elemental is a utility dork. not amazing by any means, but playable in limited. so far flamekin seem to be mostly composed of 1/2 mana weenie dorks.
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Hostility = Goodness in Red burn decks. Earthquake for 5, destroying everything on the table, then swing for 15? Seems ok. It's a nice fun, card. Note: it says spell, not ability, so no Stuffy Doll or pinging, or that new Goblin Enchantment.
EDIT: Okay, swing for 15 with tokens, 21 overall. Thanks Carrion. And thanks Xth edition voters for not putting in Earthquake. Green really needs that Hurricane effect now, with the new Flash Mini Hurricane guy, and Squall Line. [/sarcasm]
Oh god, that would be brutal in casual. I want to play R/G with Ardor (or whatever we're calling it now) and this guy with a deck full of Earthquakes, Fault Lines, Hurricanes, and Squall Lines. Think of the slaughter!
Hostility = Goodness in Red burn decks. Earthquake for 5, destroying everything on the table, then swing for 15? Seems ok. It's a nice fun, card. Note: it says spell, not ability, so no Stuffy Doll or pinging, or that new Goblin Enchantment.
No, attack for 21. Hostility would still be alive to attack.
So, is it for sure that the tokens don't die at the end of turn? Because that's insane.
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I dunno about Hostility. Wouldn't you rather just have the damage? Attacking with creatures is the worst way to win (I forget who I'm quoting here). Maybe as a 1-of sideboard if some Martyr deck is making FNMs unfun.
am i going nuts, or was there more than just smokeroller for elemental acceleration (and im not counting the guy who you have to activate that ability 3 times to add 8 mana). maybe it was a falsely spoiled card. as is, i dunno. if theres another elemental acceleration this guy will be amazing. ii love him
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck *********, then disembowel myself to escape the world that allowed something like to to occur and validate you.
My first look at hostility almost gave me a heart attack. For a second, i thought it triggered off of ANY damage to your opponent and not just spells. As it stands now, I could see it being used in a constructed deck along with those hideaway lands but other then that.... too expensive for most decks =\
Turn 1: Mountain
Turn 2: Mountain, Smokebraider
Turn 3: Mountain, Soulbright Flamekin
Turn 4: Tap the Smokebraider for 2, tap your lands for 4, give your guys trample from the Soulbright Flamekin, get RRRRRRRR back, throwdown Hostility, and give him trample too.
So, is it for sure that the tokens don't die at the end of turn? Because that's insane.
Well, that's what I am thinking as well. Sparkspitter/Spark Elemental and Lightning Coils come to mind, and neither of those kept the creatures alive. But with these crazy incarnations, who knows...
Still, in red burn decks, this feels kinda like a win-more card, as sneaky said. By the time you are able to cast it (not counting the scenario above), you should already won. But that does not mean I am not gonna play it, if only for fun in my devious casual decks :evillol:.
I could be wrong, but Hostility really seems a winmore card.
Why would you point burn to the tome if you wouldn't be winning anyway?
its win more if youre playing it as a finisher, or as a big guy in an aggro deck. if youre playing aggro-combo its win, not win more. search him out, t2 smokeroller, get him out on t4, attack put them at 14, t5 incinerate and swing for 15. while you may say its more consistant to just win with aggro on t5 1) with the rotation of dark confidant and watchwolf and scabclan its not 2)this is more fun 3) with a broken draw in r/g you could win t4 4) its much harder to block these guys once you get it going 5) he shuffles back into your library which might not seem like amazingly important, but for all this counter decks that rely on dropping 1 win condition or decking u, u wont deck and u have an uncounterable molten disaster. so i think its actually a great card. my impression was i would think theyre all win more, but i dont.
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck *********, then disembowel myself to escape the world that allowed something like to to occur and validate you.
g/r painlands, Green/Red painlands, and coalition relic can get youto 6 on turn 3 somewhat reliably. Play this turn 3, swing, turn 4 play Sulfurous Blast or Molten Disaster(Hurricane from the side if they have flyers). Then you should have 3 little Ball Lightnings to swing at his dome with a hopefully cleared up board on turn 4.
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good limited cards, not constructed worthy. but it is filling in the set. keep em coming please (like say the big red burn spell that must be there)
Ahem... so a 6/6 hasty beater for six mana is not constructed worthy...
Strange, I guess I'll be the only one playing Hostility then. lol!
Great spoilage brother Charlequin, keep up the fantastic work... I just knew Hostility had to do something around damage prevention, who knew it would be so damned combolicious?
I was wondering to myself, why'd they bother with the "if it's in your graveyard, put it into your library" ability on these guys? Much of the time, that's actually a GOOD thing, so you can keep drawing him. When it's a drawback is when you're playing a reanimation deck. But seriously, why would you need to Beacon of Unrest a 6/6, when it only costs 6 in the first place? Aren't there FAR larger and more powerful targets than a 6/6?
Then I realized: It's BECAUSE these guys are 6/6 for 6 that they added that ability.
Huh?
Yeah. They didn't want to completely obsolete every other 6 mana creature printed in the past. Tidal Kraken feels so ashamed (if the 6/6 unblockable for 6 is correct). My opinion is that R&D didn't want anyone to be able to say "a 6/6 for 6 is now the minimum for card design". By tacking on what amounts to a very tiny drawback (sometimes), they have effectively not pushed card design too far in one direction, nor have they contributed to blatant power creep.
I'm convinced it has nothing to do with them being afraid someone is going to Dread Return a 6/6 on the fourth turn.
As for the cards...
Spitfire is a decent design, but definitely yet another card pandering to limited. The only constructed deck that might play this is one that combos out infinite red mana - and only then if it doesn't want to use one of the other 20 or 30 cards that say "if you have this in hand, and tons of mana, you win".
Hostility (cool name) is like the rest in the cycle (if they're correct as rumoured): solid! It gives you a choice of what to do with your burn. If you have a Shock, do you aim it at their creature, then attack for 6? Probably, yeah. But if they have no creatures (you burned them all out already!) go for the dome, and turn that 2 damage into 6, AND attack for another 6. Very interesting tension for an otherwise simple deck type ("I burn you!") Should be worth a few bucks, and trade well imo.
Hostility's ability is even pretty good even if you're not winning. All those 3+ toughness critters that your mittful of Shocks can't deal with efficiently? Aim them at your opponent instead, and get a bunch of chump blockers that have a better chance at taking crap out. Pretty fun.
BTW, R_E, the blue one wasn't unblockable. It can be blocked, but only by three or more creatures. Which in a lot of circumstances is still pretty close.
Ahem... so a 6/6 hasty beater for six mana is not constructed worthy...
Strange, I guess I'll be the only one playing Hostility then. lol!
Great spoilage brother Charlequin, keep up the fantastic work... I just knew Hostility had to do something around damage prevention, who knew it would be so damned combolicious?
i could be wrong, but 6 for 6/6in a red deck should be very overkill.
a red deck should be on a very careful curve, almost always anything that costs more then 4 has no reason to be played. now if we are talking for fun, then maybe its a diffrent story, but not to win. for example tarfire, not because of the shock but beacuse it doubles as removal/direct damage and add 2 to tarmogoyf on the first turn.
the bladewhirl and the elemental searcher are only maybe cards right now unless we get another elemental to make them consistant (maybe this makes spark elemental playable)
all snap judgments of course need to be tested, and i cant really start testing untill the set is fully spoiled, so its a first impression, these 2 are just limited cards
On his own, this guy would be a solid uncommon, on the same principle as the Onslaught block Invokers: a place to dump mana towards a concrete benefit at any stalled-out point in a limited game. He's much less efficient than Flamewave Invoker but he goes online at half the mana expenditure and targets creatures too.
As part of the mana-producing elemental tribe, though, he starts to look even better. We know of at least two mana-producing elementals who can help power this up...
Second, the red incarnation.
Whoa. That effect is crazy in conjunction with a burn-oriented strategy -- clear the decks by burning out your opponent's blockers, then transform each burn spell aimed at their dome into 3x the damage. He's an efficient 6/6 for 6 and he can come down for surprise beats.
Enjoy!
Hostility is cool! I think I'd actually rather have it for one more than I would like to have Chandra out...
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Too bad there aren't that many burn spells in Lorwyn itself, so he won't really shine in limited.
it's a pitty only spell damage gets converted into lightning elementals, but you'd get some crazyness otherwise (like infinite loops with pandamonium)
it's not amazing but a really cool idea. the problem is, of course, that, while it multiplies your burn to the face by 3, it actually gives your burn less reach. could work well with the clash incinerate (burn a creature, clash to get 3 elementals, attack for 9)
the elemental is a utility dork. not amazing by any means, but playable in limited. so far flamekin seem to be mostly composed of 1/2 mana weenie dorks.
Yeah that incarnation has a kinda insane effect. An Incinerate to my opponent nets me 3 3/1s with haste? Ouch. Edit: Sanarthed.
But yeah, never would of though the Red would just overload like that. Geesh.
The pinger is nice to see, of course its around the other elementals that its playable outside of limited.
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—Venser[/card]
Blaze now reads..
Hostile Blaze - XR
Put X 3/1 red creatures into play with Haste.
That and you get a 6/6 haste creature ? This is a wicked card.
6 Mana is a lot but honestly this is one of those "worth it" spells.
Lots of elemental acceleration makes these cards really shine.
EDIT: Okay, swing for 15 with tokens, 21 overall. Thanks Carrion. And thanks Xth edition voters for not putting in Earthquake. Green really needs that Hurricane effect now, with the new Flash Mini Hurricane guy, and Squall Line. [/sarcasm]
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Tarfire is a shock and thats burn right??? ofcourse we dont have the entire spoiler yet so to say theres no burn is not entirely shure
Hostility is just insane. In multiplayer it gets silly with mass damage spells. But for being haste he might even see constructed play.
No, attack for 21. Hostility would still be alive to attack.
So, is it for sure that the tokens don't die at the end of turn? Because that's insane.
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Turn 1: Mountain
Turn 2: Mountain, Smokebraider
Turn 3: Mountain, Soulbright Flamekin
Turn 4: Tap the Smokebraider for 2, tap your lands for 4, give your guys trample from the Soulbright Flamekin, get RRRRRRRR back, throwdown Hostility, and give him trample too.
Sounds like fun!
Well, that's what I am thinking as well. Sparkspitter/Spark Elemental and Lightning Coils come to mind, and neither of those kept the creatures alive. But with these crazy incarnations, who knows...
Still, in red burn decks, this feels kinda like a win-more card, as sneaky said. By the time you are able to cast it (not counting the scenario above), you should already won. But that does not mean I am not gonna play it, if only for fun in my devious casual decks :evillol:.
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its win more if youre playing it as a finisher, or as a big guy in an aggro deck. if youre playing aggro-combo its win, not win more. search him out, t2 smokeroller, get him out on t4, attack put them at 14, t5 incinerate and swing for 15. while you may say its more consistant to just win with aggro on t5 1) with the rotation of dark confidant and watchwolf and scabclan its not 2)this is more fun 3) with a broken draw in r/g you could win t4 4) its much harder to block these guys once you get it going 5) he shuffles back into your library which might not seem like amazingly important, but for all this counter decks that rely on dropping 1 win condition or decking u, u wont deck and u have an uncounterable molten disaster. so i think its actually a great card. my impression was i would think theyre all win more, but i dont.
Ahem... so a 6/6 hasty beater for six mana is not constructed worthy...
Strange, I guess I'll be the only one playing Hostility then. lol!
Great spoilage brother Charlequin, keep up the fantastic work... I just knew Hostility had to do something around damage prevention, who knew it would be so damned combolicious?
I was wondering to myself, why'd they bother with the "if it's in your graveyard, put it into your library" ability on these guys? Much of the time, that's actually a GOOD thing, so you can keep drawing him. When it's a drawback is when you're playing a reanimation deck. But seriously, why would you need to Beacon of Unrest a 6/6, when it only costs 6 in the first place? Aren't there FAR larger and more powerful targets than a 6/6?
Then I realized: It's BECAUSE these guys are 6/6 for 6 that they added that ability.
Huh?
Yeah. They didn't want to completely obsolete every other 6 mana creature printed in the past. Tidal Kraken feels so ashamed (if the 6/6 unblockable for 6 is correct). My opinion is that R&D didn't want anyone to be able to say "a 6/6 for 6 is now the minimum for card design". By tacking on what amounts to a very tiny drawback (sometimes), they have effectively not pushed card design too far in one direction, nor have they contributed to blatant power creep.
I'm convinced it has nothing to do with them being afraid someone is going to Dread Return a 6/6 on the fourth turn.
As for the cards...
Spitfire is a decent design, but definitely yet another card pandering to limited. The only constructed deck that might play this is one that combos out infinite red mana - and only then if it doesn't want to use one of the other 20 or 30 cards that say "if you have this in hand, and tons of mana, you win".
Hostility (cool name) is like the rest in the cycle (if they're correct as rumoured): solid! It gives you a choice of what to do with your burn. If you have a Shock, do you aim it at their creature, then attack for 6? Probably, yeah. But if they have no creatures (you burned them all out already!) go for the dome, and turn that 2 damage into 6, AND attack for another 6. Very interesting tension for an otherwise simple deck type ("I burn you!") Should be worth a few bucks, and trade well imo.
.
BTW, R_E, the blue one wasn't unblockable. It can be blocked, but only by three or more creatures. Which in a lot of circumstances is still pretty close.
i could be wrong, but 6 for 6/6in a red deck should be very overkill.
a red deck should be on a very careful curve, almost always anything that costs more then 4 has no reason to be played. now if we are talking for fun, then maybe its a diffrent story, but not to win. for example tarfire, not because of the shock but beacuse it doubles as removal/direct damage and add 2 to tarmogoyf on the first turn.
the bladewhirl and the elemental searcher are only maybe cards right now unless we get another elemental to make them consistant (maybe this makes spark elemental playable)
all snap judgments of course need to be tested, and i cant really start testing untill the set is fully spoiled, so its a first impression, these 2 are just limited cards
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