This is so awesome. Truth or Tale, even at 3U is totally amazing. Finally a Fact or Fiction level instant-card-draw spell in Standard!
Truth or Tale is nothing like Fact, mainly cause Fact nets you more cards (upto +4 card adavantage, if the opponent splits into pile of 5 and 0). Truth or Tale is more like a mutated Impulse.
I'ts my impression Wizards would want the purple reprints a secret until release day.
I have a feeling that they were revealing it next week. In the article with Evangelize, Anthony hinted:
The natural question at this point: where's that second preview card?
Well, here's the deal. I've already written all about it. But you can't see it for another four turns…which translates into, oh, about a week. Then the article (and the card) will come into play.
Which leads me to believe that Preacher will be one of these purple reprints as well.
the replicate cost would be R (since X is always 0), but since it's copying the orginal spell (which has X set at some non-zero number), would you essentially double the damage with R?
ie, would paying 5RR to play fireball with replicate deal 10 damage? or would replicate be useless with X spells? i'm leaning towards the useless ruling...
interesting....now i get why they didn't mention non-token permanents. So you can bump your permanent count out with tokens! So your tokens can turn into real permanents! Sounds like pinoccio to me haha, "i'm a real permanent!"
No, it isn't. When a card puts a lot of permanents into play at the same time (as with Living Death), it does so all at the same time before checking for triggered abilities, and targets are chosen after the creatures are all in play. This means that if you reveal a Nekrataal with Warp World, you can destroy another creature put into play by the Warp.
Your'e essentially right, but here's how it exactly happens:
103.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player's left) makes any choices required followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) order" rule.
Example: A card reads "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then each of the nonactive players chooses a creature he or she controls. Then all creatures are sacrificed simultaneously.
413.2d Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 103.4.
The first rule (103.4) got me slightly confused about how Warped World works. I thought all the actions have to be done in that order, thus the way i layed out how the spell is resolves (p1 first completes his choices, then p2).
But the second rule (413.2d) clarified it for me. Since putting the enchantments into play is a seperate step of the resolution of the spell, the order would actually go:
1) p1 shuffles his permanents into his library
2) p2 shuffles his permanents into his library
3) p1 flips over x number of cards
4) p2 flips over x number of cards
5) p1 puts non-enchantment permanents into play
6) p2 puts non-enchantment permanents into play
7) p1 puts enchantments into play
8) p2 puts enchantments into play
9) p1 puts all the instants/sorceries at the bottom of the lib
10) p2 puts all the instants/sorceries at the bottom of the lib
Which makes the card stronger than I first thought. Now you can play stuff like pacificism, cage of hands, arrest and the likes to first slow your opponent down for you to cast warpped world (bumping up your permanent count to boot). then when you cast it, you can get it back to remove any blockers that they might get.
they worded warped world so that you have a chance to put auras on other players' permanents. since players take turns putting things into play. so how this works is you put into play your artifacts, lands, and creatures, then opponent and other players do the same. Now you bring in enchantments including auras, then opponent and other players bring their enchantments including auras.
unfortunately, auras that enchant enchantments, like power leak, can still have no legal targets when it's your turn to bring in enchantments. they should have worded it so that auras come in last, not all enchantments.
Are you sure that's the order it goes? I always thought it was "global" spells happen one player at a time, going in turn order.
Meaning Player 1 casts Warped World. it resolves. then the order would be
1) player 1 shuffles things back into the lib.
2) player 1 flips x permanents
3) player 1 puts non-enchantments into play
4) player 1 puts enchantments into play
5) player 2 repeats 1-4.
If this is the correct order, than it hurts the card alot. cause you can't play permanents to give you board advantage like Faceless butcher, arrest, FTK and the likes. Maybe the keyword "Then" could change that.
You could however, play stuff like parallax wave and hope that it comes up to do an alpha strike to win the game...but it's out of extended rotation when ravinca comes in
You could also use Jester's Cap to remove some of the problem cards that your opponent has before you warp the world.
It's true that this card will probrably turn into a junk rare, as top decks don't like the cards with built in randomness. But a Johnny can dream!
Warp World - 5RRR
Sorcery (R)
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts the rest on the bottom of his or her library in any order.
Every block needs a weird, overcosted red rare that does crazy random stuff, but... why? IMO for 8 mana you want to win the game. This looks to me to say "if you completely made your deck around this card, and you get lucky, and your opponent gets unlucky, you win the game next turn." At least that's how I see it. Why do enchantments come into play last?
enchantments come in last so that local enchantments, aka Aura's, can be attached to other permanents put into play by this spell imo.
This junk rare may not be as junk as some think. for 5RRR, you could get an one-sided deed + tooth and nail together. It's possibility to create such an imbalance on the board is what warrents the high mana cost.
plus as mentioned, it's somewhat possible to abuse this by playing more permanents than your opponent. on top of that, cards don't come into play tapped, meaning any lands that come back in can be tapped for mana, somewhat reducing the cost of the card.
first turn workshop/dark ritual, tora
second turn, [swamp, dark ritual]/black lotus/grim monolith,
drop Dragon Tyrant to make Tora 10/10 Shallow Grave Dragon Tyrant, attack for 22, gg!
i think the tricky ruling on this card is so that you can use the mana you get anytime from after the trigger resolves to end of turn, so you can use the mana anyways you chose, unlike creatures like Su-Chi
soulsphere has combo written all over it...it's like a chrome mox that costs cards
the crystal completely hoses yawgmoth's will, makes parallax wave 5 targeted removal spells that can't be countered, makes you able to recur cunning wish (and other wishes), hoses madness, etc. Just seems too nutty to only cost 1.
maybe i should change the thread title to Too many BORING cycles...
I too like cycles, but it seems that alot of the cycles are getting very repetitive..
Bogardan Mage: what you say is true, but then this is what i noticed happend (i'm math geek, so bear with me..)
Lets say for some set A we want to showcase mechanic M. The cost of this mechanic is say 1 mana.
So then there will be the following cycle:
1R
2 damage + M
2U
Bounce + M
1G
+2/+2 + M
1W
gain 3 life/prevent 3 damage + M
2B
Creature gets -2/-2 + M
This has happened already...the echoing cards, and a cycle of arcane cards
I think this makes too many cards a rehash of another, and makes the mechanic less appealing to play because there are other cards like it already.
Look at some other ways of showing off a mechanic without this rainbow cycle..
Arcbounds - not really fair, since it's artifacts. But they made different uses of the +1/+1 counters. Each had the arcbound flavour, plus something unique.
Sunburst - again, not too fair. Sunburst is a beautiful mechanic, with its application used in all sorts of different ways. Engineered Explosives has got to be one of the most innovative cards they've made in a long time.
Fading - reach back to older sets, fading was similar to sunbust, with the use of fading in all sorts of ways, you could use the counters for an effect (Ancient Hydra/Parrallax Wave), or to get cheap effiecient creature (Blastoderm)
In the end, all i want are more interesting cards. Alot of the cycles lately has just been too much rehashing the color pie.
and Dualies and other Vintage staples
and too bad his wand didn't look anything like it did in The Dark.
for the ppl not down with the Old School, Ith's ability is the exact same as his Maze
Truth or Tale is nothing like Fact, mainly cause Fact nets you more cards (upto +4 card adavantage, if the opponent splits into pile of 5 and 0). Truth or Tale is more like a mutated Impulse.
I have a feeling that they were revealing it next week. In the article with Evangelize, Anthony hinted:
Which leads me to believe that Preacher will be one of these purple reprints as well.
the replicate cost would be R (since X is always 0), but since it's copying the orginal spell (which has X set at some non-zero number), would you essentially double the damage with R?
ie, would paying 5RR to play fireball with replicate deal 10 damage? or would replicate be useless with X spells? i'm leaning towards the useless ruling...
Your'e essentially right, but here's how it exactly happens:
The first rule (103.4) got me slightly confused about how Warped World works. I thought all the actions have to be done in that order, thus the way i layed out how the spell is resolves (p1 first completes his choices, then p2).
But the second rule (413.2d) clarified it for me. Since putting the enchantments into play is a seperate step of the resolution of the spell, the order would actually go:
1) p1 shuffles his permanents into his library
2) p2 shuffles his permanents into his library
3) p1 flips over x number of cards
4) p2 flips over x number of cards
5) p1 puts non-enchantment permanents into play
6) p2 puts non-enchantment permanents into play
7) p1 puts enchantments into play
8) p2 puts enchantments into play
9) p1 puts all the instants/sorceries at the bottom of the lib
10) p2 puts all the instants/sorceries at the bottom of the lib
Which makes the card stronger than I first thought. Now you can play stuff like pacificism, cage of hands, arrest and the likes to first slow your opponent down for you to cast warpped world (bumping up your permanent count to boot). then when you cast it, you can get it back to remove any blockers that they might get.
Are you sure that's the order it goes? I always thought it was "global" spells happen one player at a time, going in turn order.
Meaning Player 1 casts Warped World. it resolves. then the order would be
1) player 1 shuffles things back into the lib.
2) player 1 flips x permanents
3) player 1 puts non-enchantments into play
4) player 1 puts enchantments into play
5) player 2 repeats 1-4.
If this is the correct order, than it hurts the card alot. cause you can't play permanents to give you board advantage like Faceless butcher, arrest, FTK and the likes. Maybe the keyword "Then" could change that.
You could however, play stuff like parallax wave and hope that it comes up to do an alpha strike to win the game...but it's out of extended rotation when ravinca comes in
You could also use Jester's Cap to remove some of the problem cards that your opponent has before you warp the world.
It's true that this card will probrably turn into a junk rare, as top decks don't like the cards with built in randomness. But a Johnny can dream!
enchantments come in last so that local enchantments, aka Aura's, can be attached to other permanents put into play by this spell imo.
This junk rare may not be as junk as some think. for 5RRR, you could get an one-sided deed + tooth and nail together. It's possibility to create such an imbalance on the board is what warrents the high mana cost.
plus as mentioned, it's somewhat possible to abuse this by playing more permanents than your opponent. on top of that, cards don't come into play tapped, meaning any lands that come back in can be tapped for mana, somewhat reducing the cost of the card.
This has Johnny written all over it.
first turn workshop/dark ritual, tora
second turn, [swamp, dark ritual]/black lotus/grim monolith,
drop Dragon Tyrant to make Tora 10/10
Shallow Grave Dragon Tyrant, attack for 22, gg!
When Yosei hits the graveyard, who gets to choose the trigger's target?
I'm incline to think I do, since I was controlling Yosei at the time that it died.
Any ideas? Thanks!
soulsphere has combo written all over it...it's like a chrome mox that costs cards
the crystal completely hoses yawgmoth's will, makes parallax wave 5 targeted removal spells that can't be countered, makes you able to recur cunning wish (and other wishes), hoses madness, etc. Just seems too nutty to only cost 1.
edit: and it breaks imprint. i say fake.
With this, what you need is astral slide...with isn't in standard, plus you need to cycle every time you want to untap.
I don't think this card will make a big splash now.
I too like cycles, but it seems that alot of the cycles are getting very repetitive..
Bogardan Mage: what you say is true, but then this is what i noticed happend (i'm math geek, so bear with me..)
Lets say for some set A we want to showcase mechanic M. The cost of this mechanic is say 1 mana.
So then there will be the following cycle:
1R
2 damage + M
2U
Bounce + M
1G
+2/+2 + M
1W
gain 3 life/prevent 3 damage + M
2B
Creature gets -2/-2 + M
This has happened already...the echoing cards, and a cycle of arcane cards
I think this makes too many cards a rehash of another, and makes the mechanic less appealing to play because there are other cards like it already.
Look at some other ways of showing off a mechanic without this rainbow cycle..
Arcbounds - not really fair, since it's artifacts. But they made different uses of the +1/+1 counters. Each had the arcbound flavour, plus something unique.
Sunburst - again, not too fair. Sunburst is a beautiful mechanic, with its application used in all sorts of different ways. Engineered Explosives has got to be one of the most innovative cards they've made in a long time.
Fading - reach back to older sets, fading was similar to sunbust, with the use of fading in all sorts of ways, you could use the counters for an effect (Ancient Hydra/Parrallax Wave), or to get cheap effiecient creature (Blastoderm)
In the end, all i want are more interesting cards. Alot of the cycles lately has just been too much rehashing the color pie.