Purity - 3WWW
Creature - Elemental Incarnation (R)
Flying
If a spell or ability would deal damage to you, prevent this damage. You gain life equal to the damage prevented this way.
When Purity is put into your graveyard from anywhere, shuffle it into its owners library.
6/6
Thorn of Amethyst - 2
Artifact (R)
Noncreature spells cost more to play.
Faerie Tauntings - 2B
Enchantment (U)
Whenever you play a spell during an opponent's turn, you may have each opponent lose 1 life.
Windbrisk Heights
Land (R)
Hideaway (This land comes into play tapped. When it does look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
:symtap:: Add W to your mana pool.
:symtap:: You may play the removed card without paying its mana cost if you attacked with 3 or more creatures this turn.
Thorn of Amethyst seems decent...but it's more suited to Aggro decks trying to slow down removal....but it crowds the 2 mana slot. Unlikely to see heavy play.
Faerie Tauntings is a decent reach card for a U-based Faerie deck. But most of the good aggro Faeries are in B, not U, which has all the Flash Faeries. Although if the B deck loaded up on instant speed spells, it would be good.
Windbrisk Heights is so much better than it's Green counterpart. Having 10 power worth of creatures is so much harder to do than merely attacking with 3 creatures (that don't even have to survive or deal damage)
Purity seems retarded good with effects like Pyrohemia. Too bad WWW and an endless requirement for R don't mesh too well.
Thorn of Amethyst is decent, may see some play. It's like a cross between Glowrider and Sphere of Reisistance. It would be a bit better if it cost 1 or increased the price by 2, but oh well.
The Faerie enchantment seems like it should be just that - A tribal enchantment -faerie. You sure this isn't a typo?
Windbrisk heights seems like it should have a W attached to that play activation, to synch up with the green one. Also seems rawksome with Militia's Pride.
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Are you sure Faerie Tauntings isn't a Tribal Enchantment with the type Faerie?
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I like the Thorn artifact (neo-Sphere of Resistance) very much. The White incarnation is not bad either. The rest of it isn't that bad. My favorite is still the Artifact though.
Edit: @ Bethebunny, if you get any Thorn artifacts, sell them to me at $1-2 a piece and I'll be happy
Yeah.. .pretty good cards. The white incarnation is a tad... scary for any deck that can't deal with it. O_o It's like Fortune Thief, with a card to kill body, and flying is one of the best abilities to have on a 6/6...
Thorn of Amethyst = type one rare for this block.
Agreed, my control decks just leapt for joy.
Would have liked to see more black love, but we got the Thoughtsieze, so I'm content for tonight. =)
I wonder, how do Purity and Hostility interact? They both prevent damage, so would the controller of Hostility have to play his burn during Purity's controller's turn for it to work? I'm not entirely sure how the Active Player/Non-Active Player thing applies here.
Anyway, Hostility still seems better. Hostility works with your own red cards, while Purity is much more reactive. Seems like it would be just a big flier versus, say, MGA. Turn 6 isn't exactly when you want to be playing your first anti-aggro measure vs. red anyway. Purity obviously is good against mono-red, but those decks tend to run Gargadon, which Purity doesn't stop with its ability.
Thorn of Amethyst doesn't seem particularly good, at least in the current meta. An aggro deck could be skipping its 2/3 drop to play this, but there's a good number of control decks with fair creature counts anyway.
Faerie Tauntings doesn't look like it does enough. Does nothing by itself, not a great win conditon for control, and doesn't look fast enough for aggro. Of course, we haven't seen a whole lot of the Faerie tribe yet, so this could change.
I'm not too sure about the Hideaway lands yet. This one looks at home in a Kithkin deck, which probably wouldn't have too many expensive spells. The whole Hideaway idea seems pretty "win-more".
Purity- A great white control finisher a 6/6 flyer for 6 is solid, add a damage prevention ability and the Serra Avatar reshuffle ability which allows it to come back from your Wrath or your opponents removal and you've got a great card. Limited bomb like the rest, constructed will see play.
Thorn of Amethyst- Something we hadn't even speculated on, improves his realism for me. Definitely a card aimed at the eternal formats.
Faerie Tauntings- It's an interesting idea, but it costs too much, if it had costed 1 or 2 and your could play it out and then sit back and counter/bounce/destroy during your opponents turn while slowly chipping away at they're life total it would have been okay, but a 3cc you won't be able to get it out early enough to have it make a real impact.
Windbrisk Heights- White Hideaway, nice card attacking with 3 creatures is easily done in an aggro deck although having a tap land is pretty painful in an aggro deck. Could be good in a control deck using tokens as a win condition(Mobilization etc.).
Yeah, I really like the Thorn. I am surprised to see the creature combat pushed this hard... And I like it! They've said for years making the game more creature-centric was their goal, and I think this set might finally accomplish it!
Purity - 3WWW
Creature - Elemental Incarnation (R)
Flying
If a spell or ability would deal damage to you, prevent this damage. You gain life equal to the damage prevented this way.
When Purity is put into your graveyard from anywhere, shuffle it into its owners library.
6/6
Mmmmm, pretty meaty for white! I mean, it's tied for the biggest white creature in the game that has flying - with Akroma, Angel of Wrath and Silver Seraph which both cost :symw:. So already, this is a winner.
Thorn of Amethyst - 2
Artifact (R)
Noncreature spells cost more to play.
I would see this card as a possible plant for 11th, as well as a powerful sideboard card in Legacy/Vintage. Easily coming out first turn, it can set combo and control players back an entire turn or more. Nasty.
Windbrisk Heights
Land (R)
Hideaway (This land comes into play tapped. When it does look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
: Add W to your mana pool.
: You may play the removed card without paying its mana cost if you attacked with 3 or more creatures this turn.
Hummmm. I DO like the hideaway ability itself, letting you cheaply fiddle with your library like that. And of course, it taps for mana on the second and third turns, pumping out some weenies. On the fourth, you should be ready to activate the special ability, to..... put another weenie into play? Huh? Since when do white beatdown decks pack expensive spells that you need to play for free? In any case, still playable in the right deck. I'll probably try it out.
that treefolk "whenever player plays noncreature spell opponent draws". kithin "noncreature spells with cc 4 or greater cant be played" and now this artifact? was there so much noncreature hate in magic in the past?
land is nice it shouldn't be too hard to attack with three creatures...
ferie enchantment is too much mana
incarnation is...well it flies...
I was expecting a lot more interaction with the white incarnation. *sigh*
Still, a six/six for six with flying and a not useless ability is nice. The ability will (almost) never be used, but still...
Boring!
Dangit! I'm disappointed! I had totally hoped for LOTS more interaction. The other incarnations DO something. This one hoses red decks. Maybe black decks. It doesn't even protect your creatures!
And Dangit! I'm still going to play it, because it's a 6/6 flying creature for 6 in white!
Yes, yes I'm complaining. It's so uninteresting. Maybe, you could play Stuffy Doll choosing yourself? Nope, that's no good. Orcish Artillery? I suppose. Play it anyway, cause it's big and evasive, and sometimes good if your opponent has mountains? Yes. Dangit! Dangit!
Those little hideaway lands are going to make for at least one archetype. You mark my words. Spells for free are good. If the requirement seems ridiculous now, just wait until someone breaks it. I've already thought of some good surprises with those lands.
I wonder, how do Purity and Hostility interact? They both prevent damage, so would the controller of Hostility have to play his burn during Purity's controller's turn for it to work? I'm not entirely sure how the Active Player/Non-Active Player thing applies here.
If multiple replacement or prevention effects could apply to the same event, the affected player or the controller of the affected object (or its owner if it has no controller) chooses one to apply first and applies it, then chooses the next to apply if any can still be applied to the modified event, and so on.
In this case, the affected player is the player that would be dealt damage. So he can choose whether to gain life or let his opponent get tokens, regardless of whose turn it is.
I think that the owner of the spell choose which replacement effect will apply first... with the result... in this case that the second replacement couldn't be applied.
Incorrect. See above. Also:
419.9a If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate. If one or more of the applicable replacement effects is a self-replacement effect (see rule 419.6d), that effect is applied before any other replacement effects. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 103.4).
While everyone loves the idea of playing a huge fatty or some other high-cost, big-effect spell off Windbrisk Heights, it's not bad if you just get a weenie off it. After all, that's a weenie you didn't have to draw and only really cost you W. Card and tempo advantage ftw.
That said, I love the idea of Beacon of Destruction with these.
Too bad there won't be karoos around with which to abuse them. Oh well. Maybe in extended.
Speaking of extended, I don't think Thorn of Amethyst is going to auto-steal glowrider's spot in Noobstax. After all, it doesn't beat for two and, much of the time, will cost 3 because of your trinisphere.
You can easily use the other elementals in your deck or build a deck around it.
This requires your opponent to build a deck around it.
But I still might use it in multiplayer for that small chance that an opponent actually uses burn/burn effects.
On the other hand, they will burn Purity first, and then kill me.
If only it effected life loss instead of damage, I would certainly use it.
Ahhh Purity - I will resurrect my Revised edition Armageddon Clocks for at least one multiplayer game. The Incarnation seems more abusable, but Purity adds more aggression for its body size for White, than the red one does for red. The damage prevention ability is interesting, and aside from making painlands give you life (which might help to stall against aggro), and from turning the Armageddon Clock into God's clock. ... who knows what will happen when we stick it in decks with other stuff.:rolleyes:
Edit: Should have made that a question. Painlands are a triggered affect not an ability right?
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Creature - Elemental Incarnation (R)
Flying
If a spell or ability would deal damage to you, prevent this damage. You gain life equal to the damage prevented this way.
When Purity is put into your graveyard from anywhere, shuffle it into its owners library.
6/6
Thorn of Amethyst - 2
Artifact (R)
Noncreature spells cost more to play.
Faerie Tauntings - 2B
Enchantment (U)
Whenever you play a spell during an opponent's turn, you may have each opponent lose 1 life.
Windbrisk Heights
Land (R)
Hideaway (This land comes into play tapped. When it does look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
:symtap:: Add W to your mana pool.
:symtap:: You may play the removed card without paying its mana cost if you attacked with 3 or more creatures this turn.
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Thorn of Amethyst seems decent...but it's more suited to Aggro decks trying to slow down removal....but it crowds the 2 mana slot. Unlikely to see heavy play.
Faerie Tauntings is a decent reach card for a U-based Faerie deck. But most of the good aggro Faeries are in B, not U, which has all the Flash Faeries. Although if the B deck loaded up on instant speed spells, it would be good.
Windbrisk Heights is so much better than it's Green counterpart. Having 10 power worth of creatures is so much harder to do than merely attacking with 3 creatures (that don't even have to survive or deal damage)
The land seems to be a quick way to pop out purity or just give ww an extra card.
Good stuff overall.
Thorn of Amethyst is decent, may see some play. It's like a cross between Glowrider and Sphere of Reisistance. It would be a bit better if it cost 1 or increased the price by 2, but oh well.
The Faerie enchantment seems like it should be just that - A tribal enchantment -faerie. You sure this isn't a typo?
Windbrisk heights seems like it should have a W attached to that play activation, to synch up with the green one. Also seems rawksome with Militia's Pride.
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Faerie Tauntings looks fun, if not good I'll definitely be working on building it into decks.
The rest of the stuff looks kinda meh, 1-2$ rares, but thanks for the info!
Thanks IM
Edit: @ Bethebunny, if you get any Thorn artifacts, sell them to me at $1-2 a piece and I'll be happy
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Agreed, my control decks just leapt for joy.
Would have liked to see more black love, but we got the Thoughtsieze, so I'm content for tonight. =)
Thanks man, hope you get an A+ on the HW.
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Anyway, Hostility still seems better. Hostility works with your own red cards, while Purity is much more reactive. Seems like it would be just a big flier versus, say, MGA. Turn 6 isn't exactly when you want to be playing your first anti-aggro measure vs. red anyway. Purity obviously is good against mono-red, but those decks tend to run Gargadon, which Purity doesn't stop with its ability.
Thorn of Amethyst doesn't seem particularly good, at least in the current meta. An aggro deck could be skipping its 2/3 drop to play this, but there's a good number of control decks with fair creature counts anyway.
Faerie Tauntings doesn't look like it does enough. Does nothing by itself, not a great win conditon for control, and doesn't look fast enough for aggro. Of course, we haven't seen a whole lot of the Faerie tribe yet, so this could change.
I'm not too sure about the Hideaway lands yet. This one looks at home in a Kithkin deck, which probably wouldn't have too many expensive spells. The whole Hideaway idea seems pretty "win-more".
Thorn of Amethyst- Something we hadn't even speculated on, improves his realism for me. Definitely a card aimed at the eternal formats.
Faerie Tauntings- It's an interesting idea, but it costs too much, if it had costed 1 or 2 and your could play it out and then sit back and counter/bounce/destroy during your opponents turn while slowly chipping away at they're life total it would have been okay, but a 3cc you won't be able to get it out early enough to have it make a real impact.
Windbrisk Heights- White Hideaway, nice card attacking with 3 creatures is easily done in an aggro deck although having a tap land is pretty painful in an aggro deck. Could be good in a control deck using tokens as a win condition(Mobilization etc.).
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Yeah, I really like the Thorn. I am surprised to see the creature combat pushed this hard... And I like it! They've said for years making the game more creature-centric was their goal, and I think this set might finally accomplish it!
Mmmmm, pretty meaty for white! I mean, it's tied for the biggest white creature in the game that has flying - with Akroma, Angel of Wrath and Silver Seraph which both cost :symw:. So already, this is a winner.
I would see this card as a possible plant for 11th, as well as a powerful sideboard card in Legacy/Vintage. Easily coming out first turn, it can set combo and control players back an entire turn or more. Nasty.
Maybe in some block faerie deck? Meh. At least it's not a tribal.
Hummmm. I DO like the hideaway ability itself, letting you cheaply fiddle with your library like that. And of course, it taps for mana on the second and third turns, pumping out some weenies. On the fourth, you should be ready to activate the special ability, to..... put another weenie into play? Huh? Since when do white beatdown decks pack expensive spells that you need to play for free? In any case, still playable in the right deck. I'll probably try it out.
.
land is nice it shouldn't be too hard to attack with three creatures...
ferie enchantment is too much mana
incarnation is...well it flies...
Still, a six/six for six with flying and a not useless ability is nice. The ability will (almost) never be used, but still...
Boring!
Dangit! I'm disappointed! I had totally hoped for LOTS more interaction. The other incarnations DO something. This one hoses red decks. Maybe black decks. It doesn't even protect your creatures!
And Dangit! I'm still going to play it, because it's a 6/6 flying creature for 6 in white!
Yes, yes I'm complaining. It's so uninteresting. Maybe, you could play Stuffy Doll choosing yourself? Nope, that's no good. Orcish Artillery? I suppose. Play it anyway, cause it's big and evasive, and sometimes good if your opponent has mountains? Yes. Dangit! Dangit!
Those little hideaway lands are going to make for at least one archetype. You mark my words. Spells for free are good. If the requirement seems ridiculous now, just wait until someone breaks it. I've already thought of some good surprises with those lands.
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In this case, the affected player is the player that would be dealt damage. So he can choose whether to gain life or let his opponent get tokens, regardless of whose turn it is.
Autocard: [card
]Ovinize[/card] = OvinizeIncorrect. See above. Also:
Autocard: [card
]Ovinize[/card] = OvinizeFree spells on free lands is never good. Ever. EVER!
And I quite like faerie tauntings. I think I might build a deck around it - something cantrippy.
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You better go read the card...
That said, I love the idea of Beacon of Destruction with these.
Too bad there won't be karoos around with which to abuse them. Oh well. Maybe in extended.
Speaking of extended, I don't think Thorn of Amethyst is going to auto-steal glowrider's spot in Noobstax. After all, it doesn't beat for two and, much of the time, will cost 3 because of your trinisphere.
It is an ability, but the card is still boring.
You can easily use the other elementals in your deck or build a deck around it.
This requires your opponent to build a deck around it.
But I still might use it in multiplayer for that small chance that an opponent actually uses burn/burn effects.
On the other hand, they will burn Purity first, and then kill me.
If only it effected life loss instead of damage, I would certainly use it.
Edit: Should have made that a question. Painlands are a triggered affect not an ability right?
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