I don't usually give any info or participate in the spoilers, but it's nice that I can contribute!
Found in the Magic: the Gathering "how to play" snippet inside of the decks given to players for the new "Teach a player" promotional, it'll be coming in the White/green Core Set Starter deck.
The long answer if someone asks is that when activating Inkmoth Nexus, you create a "Time Stamp" that makes the land a creature with infect, flying, and 1/1. When you activate Tezz, it sees the inkmoth as an artifact creature, and creates another time stamp on the creature over-writing the power and toughness. At end of turn, it loses it's flying and infect, but retains it's 5/5 and artifact abilities. On your next turn, you would need to activate inkmoth and re-target it with tezzeret to retain it's 5/5 power and toughness from being over-written by inkmoths activated ability, assuming you still wanted to keep the creature with flying and infect.
Most good Jund players Side Out their pulses since it's a dead card against RDW.
I would just play the card smart and not reveal it unless it's going to win you the game outright, so they won't side back in the pulses.
If you won with barbs on game 2 and you lost game one, I would even consider siding them back out if you see your opponent going to their sideboard, because then your opponent has a few dead cards again and your back up to beating him.
What are you at a Solitaire tournament? You know have an opponent right? That pesky little guy on the other side of the table attempting to foil your evil plans? I am sure he is not just going to see there and watch you repeatedly defy the law of averages.
tou che, but you get my point. Explosive draws, like of those of dragonstorm, can win games.
assuming someone fine tunes it that your explosive even 50% of the time, it'll see play. like I said look at dragonstorm, counter one ramp effect, the combo is worthless. but it saw so much play in fact that it won a decent amount of tournaments.
I still see it seeing at least some play, if nothing else to put out a shroud guy early and go on with da beats. I'll be probably using it instead of my fertile grounds for my warp world deck, to attempt to get it Tier 1.
Turn 2, Play Lotus Cobra, Play fetch land, tap fetch find another land, play Khalni Heart Expedition
Turn 3, Play a land, tap 2 more, play Harrow, Sac a tapped land, 2 lands come into play, trigger khalni heart expedition. Search for 2 more lands, tap your lands and birds for violent ultimatum.
You have no lands in play.
so no... Lotus Cobra isn't broken at all. And this is just going mono-green with ultimatums in the deck, I could've went with the ultimatum that isn't played, (Clarion) searched for 4 lands and a lotus cobra, put 8 mana of any color in my pool, and then played warp world on turn 3, with at least 10 permanents in play with your 3. or any 8 mana anything, since it's 8 mana of any color.
Sure lotus cobra isn't broken...
(Disclaimer: This was sarcasm, lotus cobra is about as broken as an 80 year old man attempting to fight jackie chan in a kung fu expedition)
Point of this build: Hopefully go off on turn 3-4 draw a ton of cards, put 20+ creatures out and either swing or activate roar of the crowd and kill them instantaneously without an attack and an opportunity for your opponents.
Negates and broken ambitions are for shriekmaws and any removal spell that's assumingy going to happen in the second and third game, which includes fire spouts, pyroclasm, or etc.
I work for a gaming store and we've picked up Duals strictly for the store
Found in the Magic: the Gathering "how to play" snippet inside of the decks given to players for the new "Teach a player" promotional, it'll be coming in the White/green Core Set Starter deck.
Aegis Angel
(4)WW Creature - Angel
Can't see the rest! Definitely rare, not mythic.
If I have more info, i'll let you know!
Ted
Maybe the new mass smother should be fit someplace
I would just play the card smart and not reveal it unless it's going to win you the game outright, so they won't side back in the pulses.
If you won with barbs on game 2 and you lost game one, I would even consider siding them back out if you see your opponent going to their sideboard, because then your opponent has a few dead cards again and your back up to beating him.
tou che, but you get my point. Explosive draws, like of those of dragonstorm, can win games.
assuming someone fine tunes it that your explosive even 50% of the time, it'll see play. like I said look at dragonstorm, counter one ramp effect, the combo is worthless. but it saw so much play in fact that it won a decent amount of tournaments.
I still see it seeing at least some play, if nothing else to put out a shroud guy early and go on with da beats. I'll be probably using it instead of my fertile grounds for my warp world deck, to attempt to get it Tier 1.
Ted
Turn 2, Play Lotus Cobra, Play fetch land, tap fetch find another land, play Khalni Heart Expedition
Turn 3, Play a land, tap 2 more, play Harrow, Sac a tapped land, 2 lands come into play, trigger khalni heart expedition. Search for 2 more lands, tap your lands and birds for violent ultimatum.
You have no lands in play.
so no... Lotus Cobra isn't broken at all. And this is just going mono-green with ultimatums in the deck, I could've went with the ultimatum that isn't played, (Clarion) searched for 4 lands and a lotus cobra, put 8 mana of any color in my pool, and then played warp world on turn 3, with at least 10 permanents in play with your 3. or any 8 mana anything, since it's 8 mana of any color.
Sure lotus cobra isn't broken...
(Disclaimer: This was sarcasm, lotus cobra is about as broken as an 80 year old man attempting to fight jackie chan in a kung fu expedition)
Ted
I do, but I'm not sure how to format it correctly, This is Post rotation as to what I'm testing, got some good results, I don't mind critique.
Lands
4x Karplusan Forest
4x Forest
4x Reflecting Pool
4x Yavimaya Coast
2x Mosswort Bridge
Deck
2x Elvish Visionary
4x Nettle Sentinel
4x Imperious Perfect
4x Bramblewood Paragon
4x Heritage Druid
4x Llanowar Elves
4x Hunting Triad
4x Gilt-Leaf Ambush
4x Elvish Promenade
1x Negate
4x Distant Melody
3x Roar of the Crowd
Sideboard
3x Negate
2x Masked Admirers
4x Elvish Eulogist
2x Primal Command
4x Broken Ambitions
Point of this build: Hopefully go off on turn 3-4 draw a ton of cards, put 20+ creatures out and either swing or activate roar of the crowd and kill them instantaneously without an attack and an opportunity for your opponents.
Negates and broken ambitions are for shriekmaws and any removal spell that's assumingy going to happen in the second and third game, which includes fire spouts, pyroclasm, or etc.