Judgement Spoiler Out - Type 1 Analysis of some cards!!!!

Beyond Dominia: The Type One Magic Mill: Judgement Spoiler Out - Type 1 Analysis of some cards!!!!

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By Anxiety (Anxiety) on Wednesday, April 10, 2002 - 01:25 am:

Here are some cards in Judgement, according to Magic the Gatering: Online which has a complete cardlist in its files:

Seedtime
1G
Instant
Play Seedtime only during your turn.
Take an extra turn after this one if an opponent played a blue spell this turn.


Stompy maybe?


The Wishes

The wish mechanic is a Ring of Ma'Ruf for a card type. For example:

Burning Wish
1R
Sorcery
Choose a sorcery card you own from outside the game, reveal that card, and put in into your hand. Remove Burning Wish from the game.


Each wish is similar. Artifacts and Enchantments for white, Instant for blue, Creature or Land for Green, and any card for black but loose half life. If these are ruled to operate differently that Ring of Ma'Ruf, they might see play.


Browbeat
2R
Sorcery
Unless a player has Browbeat deal 5 damage to him or her, taregt player draws 3 cards


Sligh has always needed a way to draw mor cards, is this it?


Cabal Therapy
B
Sorcery
Name a nonland card. Target player reveals his or her hand and discards from it all cards with that name.
Flashback - Sac a creature


Will this assist Duress as an anti-control measure?


Envelop
U
Instant
Counter target sorcery spell

Someone mentioned to me that this was a good cheap card. I said so is Healing Salve, yet it doesn't see much play. I don't think Envelop sees play, but I could be wrong.


Flaring Pain
1R
Instant
Damage cannot be prevented this turn
Flashback - R

A card that has needed to be printed for a LONG time. Maybe not Type One worthy, but then again, maybe.


Grave Consequences
1B
Instant
Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card.


Good enough a hoser to be played in the board?


Grip of Amnesia
1U
Instant
COunter target spell unless its controller removes his or her graveyard from the games. Draw a card.


Probably not, but it was mentioned to me as well.


Krosan Verge
Land
Tap: Add a colorless to your mana pool
2, Tap, Sacrifice Krosan Verge: Search yur library for a plains and a forest and put them into play tapped. Then shuffle your library.


Great potential with dual lands.


Nantuko Monastary
Land
Tap: Add a colorless mana to your mana pool
Threshold - GW: Nantuko Monastary becomes a 4/4 creature with first strike until end of turn. It's still a land.

A factory with fangs, but will its more limited nature cause it to never see play?


Solitary Confinement
2W
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card from your hand.
Skip your draw step
You cannot be the target of spells or abilities.
Prevent all damage that would be done to you.


Much more verstile than, say, Island Sanctuary. Good enough to see play?


Spelljack
3UUU
Instant
Counter target spell. Remove it from the game instead of putting it in its owner's graveyard. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. If it has X in its cost, then X is 0.


Cute, basically deflects any spell. Good enough to see play?


Suntail Hawk
W
Creature - Bird
1/1
Flying

Scryb Sprites and Flying Men got a new incarnation, but is it the right color to be played?


Sylvan Safekeeper
G
Creature - Wizard
1/1
Sacrifice a land: Target creature cannt be the target of spells and effects this turn.

Rade's card may be just good enough to see play in Stompy or Three Deuce. But maybe not.


Test of Endurance
2WW
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.

This is a REALLY easy alternate win condition to achieve. Is it do easy that this sees play?


Worldgorger Dragon
3RRR
Creature - Nightmare Dragon
7/7
Flying, Trample
When Worldgorger Dragon comes into play, remove all other permanents you control from the game.
When Worldgorger Dragon leaves play, return the removed cards to play under their owner's control.


This is cute, but it could be combined in a combo style deck to untap all your permanents.


Wormfang Behemoth
3UU
Creature - Nightmare Beast
5/5
When Wormfang Behemoth comes into play, remove all cards in your hand from the game. When it leaves play return those cards to your hand.

Synergy with draw 7 cards, plus a quick stick. If Zoo were still a viable archetype, it mighjt fit there. Can any other deck use him?


Planar Chaos
Enchantment
2R
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player plays a spell, that player flips a coin. If he or she loses, counter that spell.


Good enough of a random hoser to see play?


Most possible broken card in Type One?

Shaman's Trance
2R
Instant
Until end of turn, other players cannot play cards from their graveyard, and you may play cards from other players graveyards as if they were in your graveyard.

Yawg's Will hoser, but play this AFTER you have cast Yawg's Will and you get all of those cards to play as well.


-Anxiety


By Magimaster (Magimaster) on Wednesday, April 10, 2002 - 01:44 am:

Anything with threshold is janky

Any creature with a cc of over 4 will be mediocre

that lops off half the cards you said.

Other than that I can't see any of the other cards being heavily used because there's something better existing already or..umm...ya :)

I'm sure some pro player will find some really weird combo though that happens to break everyone's back, happen's once in a while.


By Katzby (Katzby) on Wednesday, April 10, 2002 - 02:03 am:


Quote:

Seedtime
1G
Instant
Play Seedtime only during your turn.
Take an extra turn after this one if an opponent played a blue spell this turn.




This card reminds me very much of my days of playing Prosbloom in type 2 and siding in a single Final Fortune against blue control players. My opponents would tap out for a Whispers with buyback at my eot, and I would respond with FF. Then I would win on my extra turn. I would certainly have loved to have access to this card back then, instead.

Unfortunately, this anecdote has no bearing whatsoever on current type 1.



Quote:

Worldgorger Dragon
3RRR
Creature - Nightmare Dragon
7/7
Flying, Trample
When Worldgorger Dragon comes into play, remove all other permanents you control from the game.
When Worldgorger Dragon leaves play, return the removed cards to play under their owner's control.




While this seems to have some good applications in limited, I wouldn't dare try it in constructed, and especially not in type 1. If your opponent plays any removal and knows what he is doing, he will respond to the first effect going on the stack by Plowing/Edicting/etc the Dragon away, and make you lose your entire side of the table.


Katzby


By jpmeyer, keeper of ur mom (Jpmeyer) on Wednesday, April 10, 2002 - 02:07 am:

Worldgorger Dragon is still an INCREDIBLE gamble in limited. One Aether Burst/Ghastly Demise in response and you are gone like a buffet that met ur mom.


By White Knight (White_Knight) on Wednesday, April 10, 2002 - 03:34 am:

Do the wishes mean I can play cards that are not legal in one format? For example... living wish for a ... Morphling in type 2?


By Rakso, Patriarch & Rules Ayatollah (Rakso) on Wednesday, April 10, 2002 - 04:43 am:

Yeah... public service announcements...

The "out of the game" tutors should follow Ring of Maruf: sideboard or RFG.


By Razor (Razor) on Wednesday, April 10, 2002 - 07:22 am:

Solitary Confinement
2W
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card from your hand.
Skip your draw step
You cannot be the target of spells or abilities.
Prevent all damage that would be done to you.

Since it is much more powerful than: Island Sanctuary, Arboria and Glacial Chasm will it see defensive play in combo decks like: Academy, Pandeburst, Reanimator, Stasis-Howling Mines, etc.?

Razor


By Rakso, Patriarch & Rules Ayatollah (Rakso) on Wednesday, April 10, 2002 - 07:30 am:

Too dangerous. You give yourself an Island Sanctuary with DOUBLE the upkeep.

First, he can just build up, then do a Dystopia or something.

Second, I don't see how you can possibly survive so he can't just wait for you to go down to zero cards in hand and no more payment of upkeep.


By TSPRT (Tsprt) on Wednesday, April 10, 2002 - 09:13 am:

1 confinement in parfait is worth a try with all the disenchanting power. But it requires a land tax, a scroll rack and probably a zuran orb in play. Hard to get. The catch is, it works like humility+ sacred mesa+ ivory mask in effect with one card upkeep.


By Dandan (Dandan) on Wednesday, April 10, 2002 - 09:17 am:

Anyone got a link to the complete spoiler?

I would like more details of the wishes in particular.


By Pete Jahn (Jrp) on Wednesday, April 10, 2002 - 12:19 pm:

Here's the link:
http://forums.mtgnews.com/showthread.php?s=04ed1d864d6324f1cb0a106048617bb7&threadid=64810

A comment:

Shaman's Trance (R) 2R Instant
Until end of turn, other players can't play spells from thier graveyard, and you may play cards in other players graveyards as if
they were in your graveyard.

More than a Y. Will hoser - think combo with Y. Will. I play this during my upkeep, play Will, play your Library that I stripped last turn? And your moxen and Ancestral? That's assuming the text is accurate.

Other considerations: if I play an instant or sorcery from your graveyard, it still gets removed from the game by YW. RFG your opponent's Lotus, etc. Fun.

PRJ


By Tristal (Tristal) on Wednesday, April 10, 2002 - 01:05 pm:

"Since it is much more powerful than: Island Sanctuary, Arboria and Glacial Chasm will it see defensive play in combo decks like: Academy, Pandeburst..."

Since when do these decks play defense? :) The "drawback" does get a little funny with Pandeburst's propensity for discard, though.

As far as Pandeburst is concerned, it's a nice damage preventer, but the problem is it'd be cast second or third turn - a crucial stage in the combo's development. Yes, you can play it and simply never pay an upkeep, but the 3 mana tempo loss is huge early game.

On the other hand, this card can make its OWN combo deck - Jayemdae Tome? Treasure Trove? I see this card popping up a lot in the near future, especially since both the above cards are T2 legal.


By Will, the Walking Dude (Walking) on Wednesday, April 10, 2002 - 01:29 pm:

Browebat doesn't seem like it will cut it. It does 5 damage for 3 mana at sorcery speed. Ball lightning does better (6) and people don't play it.


By Begbie (Begbie) on Wednesday, April 10, 2002 - 01:51 pm:

A white wish for Keeper might be cool. You could go get the right color COP, Scrying Glass, whatever.


By Lord of the Goats (Goat) on Wednesday, April 10, 2002 - 02:17 pm:

i like the blue one better, run a teferi's response in the board, or a mis-d should screw stuff up pretty bad. it's also merchant scrollable. perhaps we'll see thing intentionally left in the board just to fetch.


By Jacob Orlove (Orlove) on Wednesday, April 10, 2002 - 02:37 pm:

Wait, can academy now run 4 time spirals? Watch for more restrictions soon!


By Lupo (Lupo) on Wednesday, April 10, 2002 - 03:05 pm:

I think that the wish cards will not follow the ring rulings, if they did, then they would have worded them differently. I do think though that they will have to clarify that you can after your wish spell resolves that your deck still much meet all the restrictions of the format you are in. Meaning no A.Recall in type 2, no 5 of a card, and no getting restricted cards that are already in your deck. I think that the wishes will have to be restricted, as they just scream to be abused. I still like them though.

The green timewalk is awesome, as the the sorcery counterspell given that most of the really powerful cards from OD block are sorcerys anyway, the card fits nicely. I actually think it is a little to powerful and should not have been made, as Blue is already too good, the blue counterspell that can remove the graveyard is just silly, there is no need for you to draw a card for it, especially since you draw the card regardless of the opponents choice.


By CF (Cf) on Wednesday, April 10, 2002 - 03:06 pm:

Anxiety: Analysis? Every comment ends with a question. "This is the card, is it good?" "This is another card, cute effect, will it see play?".

Schmanalysis.

--
Chris


By The Bahoo (Ben) on Wednesday, April 10, 2002 - 03:06 pm:

Shaman's Trance (R) 2R Instant
Until end of turn, other players can't play spells from thier graveyard, and you may play cards in other players graveyards as if
they were in your graveyard.

I'd say this card will prove to be pretty useless once all the hype dies down.

It stops a whopping 1 spell in most decks, Yawgmoth's Will. I have a card that stops that spell along with any other spell in the deck, it's called counterspell. Aside from stopping your opponent's Yawgmoth's Will, the only other use for this spell is to use your opponents graveyard in your own Yawgmoth's Will, which is nice and all, but if you successfully cast Yawgmoth's Will, chances are, you're going to win anyway. And once again, if you had a counterspell instead, you could stop someone from stopping your Yawgmoth's Will.


By Jacob Orlove (Orlove) on Wednesday, April 10, 2002 - 03:09 pm:

even with a legal academy deck, you could just sideboard time spiral, and MD 4 wishes. Since the spiral removes itself, each new wish drawn would be a new spiral. Ugh.


By Azhrei (Azhrei) on Wednesday, April 10, 2002 - 03:15 pm:

Orlove, you crazy madman! HOT DAYAM.


By Jacob Orlove (Orlove) on Wednesday, April 10, 2002 - 03:24 pm:

you can also SB academy, and have 4 academy tutors (that can fetch negators game 1), but then none of your other tutors can get it. Maybe SB crop rotation instead :)


By Amos, Defender of the Moxless (Amos) on Wednesday, April 10, 2002 - 03:58 pm:

you could also sb braingeyser to free up another slot in the md and so you wouldn't have to search for your restricted win condtions, you could just wish for them :P that sounds cool.
Amos


By Lord of the Goats (Goat) on Wednesday, April 10, 2002 - 04:06 pm:

"even with a legal academy deck, you could just sideboard time spiral, and MD 4 wishes. Since the spiral removes itself, each new wish drawn would be a new spiral. Ugh."

oh shit......


By Anxiety (Anxiety) on Wednesday, April 10, 2002 - 04:43 pm:

True, I wanted to start discussion, not really limit it. However here are my opinions.

Seedtime has the most potential to see play, as it can easily slide into a current deck build's sideboard and do better than some alternatives.


Burning Wish, the Wish for Sorcerys like TIme Spiral is red, and as such, will see more limited play.


Browbeat is good enough to see main deck play in sligh. Either 5 damage or three cards is both a good deal for Sligh, especially at that casting cost of only 2R. Wheel is lonely, and this is its new friend.


Shaman's Trance is good enough to see other combos with it as well, such as Haunting Echoes and Yawgmoth's Agenda, as well as Yawgmoth's broken Will. I imagine it will die down quickly thouigh.

Krosan Verge will be used as a mana gatherer somewhere.

Flaring Pain is an immediate sideboard option.

Sylvan Safekeeper could find a slot in 3-Deuce or Stompy. It's a little slow though, for my taste.

Test of Endurance WILL have someone try it as a T1 win condition (I might step forward if no one else does...) It's win condition seems too easy.

Thoughts.

-Anxiety


By BD Stompist (Fbi) on Wednesday, April 10, 2002 - 04:55 pm:


Quote:

Burning Wish, the Wish for Sorcerys like TIme Spiral is red, and as such, will see more limited play.




Burning Wish is bad bc its red?


By AHappyClown (Clown) on Wednesday, April 10, 2002 - 09:44 pm:

Regarding Test Of Endurance, it would be viable in a Parfait-ish deck that ran 4 Ivory Towers and Library of Leng. I built a similar deck a while back that used Celestial Convergence as it's win condition, but it turned out that Convergence was not necessary as decking was a better option that didn't require slots.

I loathe the day that Academy splashes red...


By Rakso, Patriarch & Rules Ayatollah (Rakso) on Wednesday, April 10, 2002 - 11:25 pm:


Quote:

Wait, can academy now run 4 time spirals? Watch for more restrictions soon!



No. Ring of Ma'ruf says it can fetch from outside the game OR from the removed from the game zone.

The Wishes ONLY say they fetch from outside the game, and RFG is still a zone IN the game.

Sorry combo mania... stop drooling.


By Redman, Relentless Leader of Scrubs (Redman) on Thursday, April 11, 2002 - 12:03 am:

Removed from game is really still in the game...I love Magic. :)


By Jacob Orlove (Orlove) on Thursday, April 11, 2002 - 12:35 am:


Quote:

The Wishes ONLY say they fetch from outside the game, and RFG is still a zone IN the game.

Sorry combo mania... stop drooling.




Thank God. They may actually know what they're doing :)


By Gizzard (Gizzard) on Thursday, April 11, 2002 - 02:08 am:

Am I the only one excited about the uber-Duress? I mean, I can name anything at all. Jackal Pup, Mana Drain, Back to Basics; whatever I really really dont want to see my opponent drop on turn 2. If they have more than one in hand, I get them all. Card Advantage. If I prep them with a warm-up Duress (or Upheaval) then I know exactly what to name. The flashback is probably too hard to use efficiently, but still.

Admittedly, its probably not as good as Duress in T1; but Duress is so friggen good that it doesnt matter much. I'd expect it to get played a lot in T2. Duress you, Rat you, Cabal Therapy, flashback Cabal Therapy naming the last non-land card in your hand. Ouch.


By War Wolf (Warwolf) on Thursday, April 11, 2002 - 02:13 am:

To Lupo: They might have worded them that way so that casual players could have fun with them. I'm sure casual players will have a ball with the things.


By Rakso, Patriarch & Rules Ayatollah (Rakso) on Thursday, April 11, 2002 - 04:17 am:


Quote:

Am I the only one excited about the uber-Duress?



It'd be great IF you get it with Duress in the opening hand.

Otherwise, Hymn is still a better follow up to a turn 1 Duress, since the new card is only great if he has multiples of the same card, and this is Type I.

WarWolf: They should have house rules to keep it in flavor, though, in case there's a wiseass in the playgroup.


By CF (Cf) on Thursday, April 11, 2002 - 05:51 am:

The wording for Ring of Ma'ruf was changed the last update - August 24th. Before then, it read:

Remove Ring of Ma'ruf from the game: The next time you would draw a card this turn, put a Magic card you own not in the game into your hand instead.

I've asked around and most judges feel rfg is "outside the game" - since the only way you're normally going to get the cards back in the game again is for the next game. However, rfg IS a zone - face up and everything. We won't know if the Wishes can fetch rfg cards until the FAQ is released. Everything until then is wild guesses.

--
Chris


By Rakso, Patriarch & Rules Ayatollah (Rakso) on Thursday, April 11, 2002 - 08:29 am:

My wild guess (yeah) is just that they might not intend them to be that good in Limited. You could do something with Flashback in R/G or maybe something with sorceries removed from the game in R/B.

But then again, these are rares anyway.


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