since the orb says there will be a card for 10 mana we can assume it is the 7th artifact..
And with that mana cost it has to be big and blow us all away
I just hope it kicks DS collosus' ass
First of all: why does the original deck that was posted includes a doubling season? That card only doubles the amount of tokens under your control..
imho I think that warp world will do great with the gruul clan.
Even more when you have an anger/brawn in your graveyard:
You will ping your oppo, then cast warp world to cast all those big hitters the gruul will proberly get.
Cause I suspect the gruul clan wont be much control but just aggro and they don't care wich creatures they have in play, only how many and how big..
Marek14, when white is on the second place in row of the mana symbols, I don't see what that would change in the cost..
Magic cards do have an order in wich they have to put those symbole and that is: W U B R G
I really hope, and secretly I just know, that the goblins will all be in the Izzet guild.
That guild just fits them perfect.
And if they do so I'll go play with goblins again ^^
Since when has mana be a problem..
Most of all since wizards invented lands like: Duals, shock, pain and fetchlands..
All I see is a 4cc 2/2 with a fatty ability..
And it doesn't have to see combat, because you may use cards like Reconnaissanceto keep it from getting killed..
And when they, let's say, shock it it's just a shock he can't be throwing towards your other, and in your eyes better, creature.
And with that mana cost it has to be big and blow us all away
I just hope it kicks DS collosus' ass
like on the back of the magic cards..
i bet it's on a flavor text.. unless there is no flavor text in the orb..
Confused here:eek:
imho I think that warp world will do great with the gruul clan.
Even more when you have an anger/brawn in your graveyard:
You will ping your oppo, then cast warp world to cast all those big hitters the gruul will proberly get.
Cause I suspect the gruul clan wont be much control but just aggro and they don't care wich creatures they have in play, only how many and how big..
Magic cards do have an order in wich they have to put those symbole and that is: W U B R G
That fits the guild better imho
That guild just fits them perfect.
And if they do so I'll go play with goblins again ^^
Since when has mana be a problem..
Most of all since wizards invented lands like: Duals, shock, pain and fetchlands..
All I see is a 4cc 2/2 with a fatty ability..
And it doesn't have to see combat, because you may use cards like Reconnaissance to keep it from getting killed..
And when they, let's say, shock it it's just a shock he can't be throwing towards your other, and in your eyes better, creature.