Friday, September 24, 2010

Scars of Mirrodin Spoilers Part 8 [Final thoughts and Conclusions]

So i believe that it will wrap up the set in general so far, we've seen artifacts that are overpowered, some reprints, hell even some new ideas on old cards including a few old friends from the old mirrodin block including Koth, Venser and even Elspeth has returned for the set as a whole let's break down what to expect at a prerelease this weekend, lots of artifacts and the like, perhaps with a color feel to them, but with some new flavour as always, could we see a foil elspeth, venser or Koth perhaps, it's more then likely gonna happen, whatever the case i hope you people have fun drafting these cards this weekend and such.


I of course will not be there at one of the two prereleases at my local store, i look forward to seeing how each new card interacts with itself in general, everyone should have fun playing with the 229 new cards in this set, not including the basic lands which always have fantastic art and such, spells flinging even the newest artifacts coming off the line fresh from WotC, with that said time to wrap it up, enjoy your prerelease everyone and i hope you have as much fun as i will with that this is vergil concluding another set of spoilers

Scars of Mirrodin Spoilers Part 7 [Artifacts]

Alright this is part 7 of the spoilers from me, this will conclude the overall set with the artifacts, as well as some reprints, new artifacts and of course legendary things, so let's go.

#136) Accorder's Shield - A artifact that pumps how original really, well it gives vigilance as well, not too bad, but a tad slow in this format i feel.

#137) Argentum Armor - Wow another bomb rare equipment, for 6 this drops and it costs 6 to equip seriously, this is beast if you get it on a good infect creature since infect deals poison counters equal to the number of it's power, i like this now.

#138) Auriok Replica - A prevention of damage with it's sacrifice effect could be useful for alpha striking and such with no threats, beats using it as a chump blocker but as a 2/2 body it's a decent blocker all the same

#139) Barbed Battlegear - Another equipment that doesn't have any good usage in this set, not too good

#140) Bladed Pinions - Finally a decent equipment, first strike and flying when a creature is equipped with this, sign me up, plus it's a turn 2 or 3 possibility for a common.

#141) Chimeric Mass - As expected this is the first thing to pop up, as it's ability is so amazingly busted with some combos in the earlier sets and stuff, perhaps this in conjunction with some other things, who knows anymore, this seems like a good start with wizards fall set for artifacts anyways, we will have to wait and see as always how this ends up turning out at the prerelease worldwide on the weekend of the 25-26th.

#142) Chrome Steed - Another metalcraft creature, but it's pump is slightly less overpowered for 4 though it's a decent common.

#143) Clone Shell - This my friends is the first ability with imprint actually and it doesn't seem that bad, for a mere 2/2 for 5 is something less desired however small it is, the imprint ability as i explained in the scars of mirrodin part 2 discussion which you should find a few articles back as of this writing, explains the ability in a more detailed manner, nonetheless solid card for a artifact and expect to see this somewhere in drafts.

#144) Contagion Clasp - This was the second of the 2 previews of scars of mirrodin thanks to those duel decks elspeth vs tezzert, this one features proliferate and was the first spoiler to have this brand new ability, for a 2 drop it doesn't seem that bad, standalone with something else and it is broken, for it's ability is pretty well balanced in terms of power, adding a counter to everything you want to add a counter to, poison, walker counters, etc, very respectable ability.

#145) Contagion Engine - Another proliferate card, but this time it's a dual proliferate, wow so, this and voltaic key means this card is broken, yep, for a uncommon too it's a decent artifact with potential i feel that will effect standard for at least a year if a artifact deck is ever constructed by me or someone else, good card choice wizards personally prolifeation to the extreme.

#146) Copper Myr - Reprint, nothing needs to said about this since it's known to be a good decent common for mirrodin standards and drafting yeah looks nice to see the first other non colour reprint personally.

#147) Corpse Cur - Something that returns infect creatures, now we are talking, this seems like a piece of a key engine in this set and it also has infect nice.

#148) Culling Dais - Not a good artifact since you gotta sacrifice creatures to even use it's charge counter upper ability, and then to sacrifice it to draw cards equal to the number of counters on it, next!

#149) Darksteel Axe - First actual none mythic equipment for this set goddamn this looks like fun with a few other cards from this set and personally i hope it gets to be a nice equipment again, i loved my equipment deck from back in the day and it's good to see it's return.

#150) Darksteel Juggernaut - A rare for darksteel, how original and it attacks each turn and has a master of etherium effect, seriously good for artifact decks which is gonna be common for a while.

#151) Darksteel Myr - Chump blocker is a chump blocker, nothing more but being invincible is ok if you want a 3 drop for a 0/1 but avoid this one worst card of the set thus far.

#152) Darksteel Sentinel - The second darksteel card printed and wow it has flash, vigilance and is indestrucible like all other darksteel cards, as a uncommon for 6 mana and at 3/3 i understand why these kinda cards are imbalanced when it comes to being printed, with this set at least.

#153) Echo Circlet - Double block is always nice i feel, in this set it's gonna be a must have somehow me thinks, good overall solid common too

#154) Etched Champion - Alright this perhaps seems like a ok printing, at the rare level it seems like most of the time wizards ends up making cards no one really wants, this is one of those cards, i mean it does have metalcraft giving it protection from all colors but that's it really for 3 and a 2/2 it's not that desirable

#155) Flight Spellbomb - Decent for a artifact that gives off flying if you sacrifice it and paying a single blue mana allows to draw a card, it's a decent artifact, again decent but not the best expect this in limited and sealed.

#156) Glint Hawk Idol - Something that makes itself into a solid 2/2 creature for 2 mana is very solid indeed when artifacts or a white mana is paid for the cost, good job.

#157) Gold Myr - Another reprint, all that i will say about it.

#158) Golden Urn - Another charge counter card, nothing to really say here.

#159) Golem Artisan - Something that helps other artifacts for paying it's cost decent but the cost should have been lowered to compensate for certain things.

#160) Golem Foundry - Charge counter card that throws out golem tokens, but for a hefty fee, with proliferate this shouldn't be a problem at all though.

#161) Golem's Heart - Another uncommon that is similar to Wurm's Tooth, Dragon's Claw etc for the exact same cost, i was hoping there was a card like this in the set, meaning a collector would have fun getting all of these together, hopefully there is no more made of these though personally.

#162) Grafted Exoskeleton - Another goddamn pump equipment that gives off infect, what wait infect but there is always a downside to this sorta thing, because whenever a creature gets unequipped with this you gotta destroy it, ah the ways of phryexia at work folks.

#163) Grindclock - A decent rare that sets itself to go off on a 3 or 4 turn clock as long as you got the mana base and such for it, with voltaic key, i'd like to see a combo deck based around this sometime but likely that isn't gonna happen, decent for what i like anyways

#164) Heavy Arbalest - Another equip for a decent cost, deals damage when it taps too but it's first ability and it's equip cost is a tad of a turn off.

#165) Horizon Spellbomb - Wow is all i gotta say turn 3 setting this thing off to add extra lands and grab extra cards is always nice, love this one personally as it's a game changer if played properly.

#166) Ichorclaw Myr - As the ghost from starcraft 2 would say "You called down the thunder, now deal with it" this is thunder at it's finest for me a infect that pumps itself upon being blocked, for 2, for 2 mana wizards, gimme four copies for a infect deck please.

#167) Infiltration Lens - Something that lets you draw cards, oh wizards you tempt me so much for being a blue player, why does it turn out so good.

#168) Iron Myr - Reprint no 3 of the myr cycle, nuff said.

#169) Kuldotha Forgemaster - First actual rare on this list for a change, for artifacts anyways, it's a decent creature to fetch Darksteel Colossus and the like, but other then that, it's not really a good rare in terms of P/T Or CMC or it's ability for that matter, this one is a pass i feel for most days and can stay in the dollar rare bin.

#170) Leaden Myr - Another goddamn reprinted myr, next.

#171) Liquimetal Coating - Turning things into artifacts is great with some other cards from this set, though i wish it was a all game thing then it would make this a desired card, for 2 mana though it's a decent artifact at the uncommon level that can be said at least.

#172) Livewire Lash - Ouch this sounds really interesting for a card, who doesn't love payback by dealing 2 damage to target creature/player when this is equipped to a creature that has been damaged, i love this, expect this to be a infect key card.

#173) Lux Cannon - Last mythic rare and it's a doozy of a mythic at that, can you say proliferate beast here folks.

#174) Memnite - Wow a 1/1 for 0 turn 1 first drop and no one is the wiser, perhaps the best 0 drop we have seen in the past 3 or 4 years with standard potential out the wazoo, great for the new ability metalcraft for colour creatures and such, it's a uncommon too folks.

#175) Mimic Vat - Something that generates copies of the card it imprints, and it's a rare too, wow, something no words could describe here.

#176) Mindslaver - God wizards why did you have to reprint this bad boy, it could have stayed right where it was, i hated this card when i played mirrodin, i really did and now you bring it back for old times sake, seriously, as a mythic i'm not gonna bother with it unless i draft it, but then again that is highly unlikely.

#177) Molten-Tail Masticore - A mythic rare for it's ability, seriously good artifact as well for a 4/4 with three seperate abilites the only thing i don't like is you gotta discard to keep him on the field, otherwise he'd be perfect honestly, but who am i to say, this seems like a decent mythic and i hope to see at least one more mythic rare printed for this artifact set personally.

#178) Moriok Replica - A sign in blood basically for it's effect, seems ok for a 2/2 body as well as well as the fact it is a cheap summon for a common too i might add

#179) Mox Opal - You must be shitting me a mox in this set, with metalcraft on it to balance it, your too kind wizards, collection here it comes.

#180) Myr Battlesphere - Oh goodness myr are back in force this time, even when this comes out onto the battlefield, there are 4 1/1 colorless artifact myr tokens placed onto the field, geez and it's secondary ability dear god, you can go off the next turn after this is summoned it's broken for a rare, myr decks are back thanks to this and a few other cards.

#181) Myr Galavanizer - You can officially call this a lord, blue and white artifacts here i come, although this is part of a infinte combo, still busted ass as ever personally as a uncommon too dear god.

#182) Myr Propagator - Another damn myr seriously this is gonna be invasion of the myrs at this rate, though it's a solid 1/1 body for 3 mana, i still think it could use a improvement and to put it as a rare is just pushing it, give it uncommon status for it's effect since it's decent but that is only saying so much

#183) Myr Reservoir - Another myr based artifact that produces mana, this seems like another card i want, but who knows with the current game state and all i just can't say personally.

#184) Necrogen Censer - Another damned charge counter artifact but a good one, proliferate and untapping love this card i feel, expect this a lot for a common to pass by your table come drafting.

#185) Necropede - A 1/1 for 2 with infect, another infect creature, this i imagine will be early and often in most games since infect is a more common theme then you would believe, i think this may end up going well after all.

#186) Neurok Replica - Another replica, but with a twist it returns creatures this time instead of the prior effect, which is nice really, but it costs blue mana to use it's effect.

#187) Nihil Spellbomb - Can i just call it, best spellbomb ever, i mean exiling a entire graveyard full of crap, potential out the wazoo and all that, wow much.

#188) Nim Deathmantle - Yet another rare equip, who knows we might see another busted rare with this one, but it's effects will be so easy to counter since it's a artifact based set, oh well, nice try wizards.

#189) Origin Spellbomb - Another common artifact in which no one will play except in causal and perhaps even draft, this is so passable if you get it, collectors may want it though who knows.

#190) Palladium Myr - Well well well, a 3 costing myr for a 2/2 that produces 2 colourless mana per time it is tapped, can you say infinte combo breaker here, at the common level it's a damn decent myr, worth a draft pick, but not much else.

#191) Panic Spellbomb - Hmm another decent spellbomb, good overall effect for red really and it gives a extra card providing a red mana is paid, decent.

#192) Perilous Myr - Another myr that sounds like fun to play, potential is insane here folks.

#193) Platinum Emperion - Think of this as platinum angel no 2, with the ability to prevent life loss, seriously this is so broken for a 8/8 for 8 mana overall, at the mythic rare level it's not very easy to get out, but it's possible that is for sure.

#194) Precursor Golem - Did they seriously reprint this card, i mean for what it does you'd think this was a nice rare, putting out tokens but nope it's second effect makes a dollar rare as it forces removal to target all golems in play espically a single removal like doom blade, but for a 5 mana monster it's acceptable as long as there is no removal present.

#195) Prototype Portal - Well well well, we've got a breaker in the format for a rare these days, i did not expect this, putting copies of any artifact onto the field is just insane at the cost of the CMC of the artifact you exiled, seriously this is good, constantly massing Darksteel Colossus

#196) Ratchet Bomb - Oh my goodness another charge counter rare that basically screws over walkers, could this be the answer to superfriends, if so i want a playset of these artifacts, this is looking better each day.

#197) Razorfield Thresher - 6/4 and it costs 7 with no static abilites, pretty damn unbalanced i feel i mean there are a lot better 6/6's for 7 these days and all, as a common too it's avoidable.

#198) Rust Tick - Another artifact creature that is kinda underwhelming i feel but it's controllish which is something i love, but again this dies so easily to other things, espically removal.

#199) Rusted Relic - Metalcraft is more common for this i feel, this is a serious threat if it gets out onto the field provided of course control and such don't counter this one, but still metalcraft for a 5/5 artifact golem, it isn't that bad a beater personally at the uncommon level it seems like a different thing.

#200) Saberclaw Golem - Another artifact creature that is a decent body for 5, plus first strike is always nice me thinks.

#201) Semblance Anvil - Well well well something with imprint that works nicely, i like this as long as it remains on the field, as it reduces mana cost, i think i would like to wait and see how this is intergrated when it comes time for release.

#202) Silver Myr - Last function draft reprint here, for blue nonetheless my favorite colour too.

#203) Snapsail Glider - a 3 drop with metalcraft and it's metalcraft effect is it gives itself flying for a 2/2 it's decent but not that good really

#204) Soliton - A 5/4 beatstick that can untap itself for 5 mana to cast it, blue mana only required to untap it, seriously a good beatstick in this set.

#205) Steel Hellkite - Rare dragon that is a 5/5 beatstick for 6 mana is not that bad really it's got some functional abilites including it's second one, a wrath of god like effect for specific mana colours when those specific creatures block and receive combat damage by this, however it's a 1 dollar rare i feel and won't be very useful other then kitchen tables and EDH perhaps.

#206) Strata Scythe - Hmm a imprint that is decent, i mean exiling a land and it gives +1/+1 for each land with the same name under your control, seriously game changer right here folks.

#207) Strider Harness - Ok another equipment but this gives haste, not bad, less then desired but not bad.

#208) Sword of Body and Mind - The first official actual spoiler besides Memrocide which was spoiled courtesy of from the vault relics, which i'll talk about in a future article as always after about a month or two, as a mythic rare personally i don't agree with it's rarity and all, for a Mythic rare it's not bad at all though for a equipment, for tokens and milling meaning it's a green/blue equipment, who knows we may see more of these kinds of cycles.

#209) Sylvok Lifestaff - Pretty good casting cost is a little cheap and it gives off life for the creature when it dies that it is equipped to, pretty good.

.#210) Sylvok Replica - Qasali Pridemate in disguise for artifacts but targets artifacts as well, this is the first not so good artifact i've had to talk about, it's a definite pass for standard and other formats, including drafting, not good wizards your slipping.

#211) Throne of Geth - This is just a filler uncommon with proliferate to make it sound good, seriously it is not worth it personally and all, i expect better from wizards in the coming days.

#212) Tower of Calamities - Another artifact that has a huge cost for it's effect, at the rare level it's not looking very worthwhile, i'd rather this be at the uncommon level for what it does, period, though it was a nice attempt by wizards.

#213) Trigon of Corruption - First trigon of the set, seems ok but this cycle will probably not see standard play.


#214) Trigon of Infestation - Another charge counter card, but it puts tokens on the field seriously this is nice, constantly pulling out tokens for the time this is on the field and using this in conjunction with elspeth whom i've spoiled already, it's looking good even for a uncommon.

#215) Trigon of Mending - Hmm decent for a trigon, but again sorta slow for this kinda artifact like set.

#216) Trigon of Rage - Well there is a trigon cycle for this set it seems and boy does it get interesting, this is for the red color for this set and wow it's a decent pump when you pay the cost for it's abilites, as a uncommon too it's balanced for a artifact.

#217) Trigon of Thought - Another cycle perhaps, this one is somewhat ok, if you're looking for a cycle anyways, as a uncommon artifact it's somewhat slow too.

#218) Tumble Magnet - A uncommon charge counter artifact you say that is a controllish artifact well how dare you leave me outta the loop, control is my element and i love this to no extent of the law, beautiful absolutely beautiful.

#219) Vector Asp - Wow infect possibiltes here are nice, it's cheap decent P/T ratio and it's a overall good turn 1 play, should fit right in in drafting.

#220) Venser's Journal - Another spellbook but for more, but here's the kicker, upkeep gives you life with this on the field, oh you bastards at wizards making this more epic then it sounds, good on you.

#221) Vulshok Replica - Finally a replica that is useful for ending a game, i mean a 3/1 is bad enough but to do 3 damage when you sacrifice it, wow, this is just crazy.

#222) Wall of Tanglecord - I figured there was gonna be a wall in this set and it's a big one too 0/6 and it costs 2 mana with defender and it's got reach potential, dangerous wall is dangerous it looks like

#223) Wurmcoil Engine - EDH, Draft and Standard perhaps has found a reason to live again, this is a nasty 6/6 for 6 mana that pulls tokens outta it's ass when it dies, with deathtouch and lifelink, then it splits those abilites up into two seperate tokens, seriously this is awesome, Mythic rarity has just made my day, i want four of these.

Ok well that is all for this set of spoilers, thank you for reading and stay tuned for part 8 of the overall spoilers finale, thank you again.

Wednesday, September 22, 2010

Scars of Mirrodin Spoilers Part 6 [Multicolor and Lands]



Alright this is part 6 of the overall spoilers for scars of mirrodin, this particular article will include the multicolor and of course the lands from this set, so let's go.


#135) Venser, The Sojourner - The first overall walker spoiled and jeez louise is he good or what, already valued at 50 dollars US, his abilites are as follows +2 Exile Target Permanent you own, Return it to the battlefield under your control at the next end step. -1 Creatures are unblockable this turn. -8 you get a emblem with "Whenever you cast a spell, exile target permanent" with 3 starting loyalty is not that bad, it's a combination of Blue and white casting cost colours and such, i expect this to be one of the 4 chase mythics of the set besides elspeth, skirthyix and Mox Opal.


#224) Blackcleave Cliffs - So allied dual lands are back once again and in style, this is the black/red one


#225) Copperline Gorge - Another dual land, but for red and green eh, not bad


#226) Darkslick Shores - Black and blue wait we have allied lands again, not like we needed these once more but oh well.


#227) Glimmerpost - A decent common land, this seems like a worthwhile card when you come down to it, but it's a locus type deck idea and there are very few locus in this set thus far, who knows what we will see.


#228) Razorverge Thicket - White and green, do i sense a pattern here


#229) Seachrome Coast - White and blue's turn on the dual land coast, these are turning out to be quite good.


#230-249) It's all basic lands from here and all, expect this set to be interesting to say the least, that is all.


Now onto the artifacts of the set

Scars of Mirrodin Spoilers Part 5 [Green]




Alright this is part 5 of the official spoilers for me, this will consist of the green aspect of the newest set which is scars of mirrodin as the title states here, so let's go.

#108) Acid Web Spider - First green spider since giant spider that is actually decent as a 3/5 body that destroys equips, hmm could possibly see this in draft i can assure you

#109) Alpha Tyrannax - Basic 6/4 really for casting cost through the roof, late game finisher more then likely, draft only i'm afraid.

#110) Asceticism - Another enchantment, not like we've seen enough of these already, but still, it gives off shroud and provides regeneration effects for creatures, so basically green has a limited monster of a chance in this set.

#111) Bellowing Tanglewurm - A wurm that gives intimidate, seriously as a 4/4 body it's good enough but to provide intimidate at the last crucial moment, draft card only.

#112) Blight Mamba - Another snake, it had to be these mother fucking snakes seriously 1/1 for 2 CMC and infect with regenerate on it, not bad really i think personally we've not seen all this set has to offer and all that, i think it's moving along well with the fact we've seen some pretty interesting cards including this for the set as a common too it's showing to be good.

#113) Blunt the Assault - An overall great stalling card in my opinion prevents damage and gives life for all creatures on the field, in this format there is gonna be plenty.

#114) Carapace Forger - Already we've seen some interest creatures for this set and this is no exception, except we are seeing a new ability with this colour, Metalcraft this card and possibly quite a few more for this set will contain this keyword which means you control three or more artifacts for this ability to trigger, better then affinity in my book, on a creature too no less, for a 2 drop CMC monster at 2/2 it's not overpowered or underpowered it's moderately even in terms of the power toughness levels it has to offer for this set, metalcraft is a balancing ability as it would seem with this set, awesome to see this.

#115) Carrion Call - A instant that puts 1/1 insects on the field, useful for alpha striking with no threats in the air, but the casting cost to throw this spell out throws me off.

#116) Copperhorn Scout - A elf that untaps everything else you control creature wise, as a cheap 1 green too it's so easy to pull out of a hat, i would like to see this card in action first before i make judgments.

#117) Cystbearer - For a 3 CMC and infect creature it's pretty damn decent in terms of balance and the 2/3 body it has is rather impressive for a infect creature as well plus it's a common seriously this one is a looksie for a lot of formats i feel but again it is just me saying this.

#118) Engulfing Slagwurm - Wow a 7 drop for a 7/7 beatstick that gives off deathtouch and lifelink sorta, for a 7 this is a beast of a card considering it is a rare, i somewhat like this, i'd like to see a deck with green in it use this one of these days when scars comes out, who knows this may prove to be worthwhile.

#119) Ezuri, Renegade Leader - I was expecting this to be a mythic since it's a legendary creature, guess i was wrong really, but wow it's a elf assistant that is for sure, the overrun ability for 2 and 3 green mana  is ok if you ask me and to regenerate other elfs for a single green mana but as a 2/2 body for 3 it's sorta detracting.

#120) Ezuri's Archers - Another ezuri card really, this is the last one hopefully, i think these particular elves are interesting to say the least, as well as the pump for flyers when it blocks em, i expect to see this played in limited for sure as well as sealed.

#121) Ezuri's Brigade - Ok first rare with this ability and already it is breaking new ground, metalcraft with this one for a 4 CMC monster at 4/4 with metalcraft doubling it's power to a 8/8 and giving it trample, seriously this is so overpowered this is not even funny, this can be expected to be one of the ten chase rares of the set, besides the walkers and other legendary things as i mentioned in prior articles of course, but still good nonetheless.

#122) Genesis Wave - Another rare sorcery but with X in it's mana cost, interesting and it does creature summons, um seriously this is broken, i can see why it has a X in it's mana cost and such, works wonders i feel with green creature decks.

#123) Liege of the Tangle - Ok did mono green get more broken or what, as a mythic rare this is a beast for a 8 drop, earliest i see this dropping is turn 5 easy with lots of mana bombs, but still for each time it deals combat damage all your lands turn into 8/8 monsters, i can easily see this being the ultimate green card in combination with of course Primeval Titan, good god wizards what have you done.

#124) Lifesmith - Final of the smith cycle for this set, decent enough as a 2/1 that gives life provided you pay the cost for it, good overall cycle in my humble opinion.

#125) Molder Beast - A decent 5/3 that has trample and it pumps itself when artifacts are put into the graveyard, a decently balanced and powerful card in a sense, this is a draft staple for green's late game

#126) Putrefax - Another rare that has infect, trample and haste, why oh why is this set broken because of the infect mechanic, i expect this to go well in a mono green deck, gimme 4 please.

#127) Slice in Twain - Well i was waiting for a card like this to come along, a removal for artifacts and enchantments for hmm say what 4 CMC and not 3, at the uncommon level, i understand the rarity, i don't understand the casting cost, oh wait the extra's for card drawing, hmm seems nice and green does need a spot of card draw here and there.

#128) Tangle Angler - A decent uncommon with infect, but nothing more if it wasn't for infect i wouldn't bother to even think about this card, a 1/5 body these days isn't all that excited with a prized unicorn effect, it's not that good really.

#129) Tel-Jilad Defiance - Protection from artifacts and at instant speed and gives a card in return for casting this 2 CMC spell, seriously where were you when i was playing mirrodin?

#130) Tel-Jilad Fallen - Creature form of these guys, protection from mindslaver and all artifacts with infect to boot, seriously contending for the top card of the color of this block.

#131) Untamed Might - Another X pump spell, next

#132) Viridian Revel - Another decent enchant that gives cards for when artifacts are removed from the battlefield, not bad in this artifact set.

#133) Wing Puncture - Removal for green blasphemy i say, but wait it deals damage from 1 creature to a creature with flying equal to it's power, i see great things for this spell.

#134) Withstand Death - Another interesting instant casting cost for one green it gives off indestrucibility for the duration of the turn, really impressive in combination with some lesser powerful cards of the set, i'd think it will see limited play but that is all.

Well that is all 5 colors of the set, next are the multicolor and lands of the set, enjoy

Scars of Mirrodin Spoilers Part 4 [Red]




Time for red's turn on the chopping block, featuring some unique red cards and perhaps even a certain planeswalker we are all familar with from mirrodin, who knows so let's go.

#81) Arc Trail - Burn is always red after all and this is a decent start to this color, it targets 2 little guys, white weenie has something to fear now.

#82) Assault Strobe - Double strike you say, a instant speed double strike spell at sorcery speed, wow works wonders on infect.

#83) Barrage Ogre - A 5 drop for a 3/3 body in terms of a trade off this isn't so far technically luckily it's only a uncommon and not a rare if it was a rare i would flip, for it's effect it's nice if the artifact was gonna be destroyed, sac it and deal 2 damage as a response.

#84) Blade-Tribe Berserkers - Hmm a metalcraft that only works one time, well i can't see this being very effective due to it's metalcraft drawback.

#85) Bloodshot Trainee - Another undesired uncommon for me really i don't tend to play direct damage decks and all, but a lot of other people i know would disagree with me on this one

#86) Cerberal Eruption - Wow total destruction and sweeping is possible again thanks to this card, it's a rare too but it's a decent rare i would put at the 5 dollar level since it's effect just kicks ass for red decks.

#87) Embersmith - I have a feeling one of these days a creature like this was gonna be printed, paying a extra 1 mana for it's effect is just nuts, for a 2/1 for 2 CMC it's a decent artificer with some red flavouring of course but that's all it is, plus i hear there is gonna be a set of these

#88) Ferrovore - Another self sacrificing artifact to pump it creature, boring, next!

#89) Flameborn Hellion - 5/4 for 6 and it has haste and attacks every single turn, difficult to deal with it in all forms of draft, this is a serious late game contender here folks

#90) Furnace Celebration - Bad enchantment is bad, you gotta pay mana for this to be useful, but it hits directly which is a good thing, though it's a uncommon so pass on this one.

#91) Galvanic Blast - Burn gets a kick in the pants this time around, this time though it's got metalcraft on it, looks good for a common too, i expect this to be a easy 4 of for any red deck these days.

#92) Goblin Gaveleer - For a 1/1 goblin with trample it's not all that nasty at first, but let's take a look at it's secondary ability, it gets +2/+0 for every equipment on it, meaning you can literally put all your equips on it and it gets massive really fast, perhaps wizards wasn't thinking when they made this card and all, if they had given this first strike it's perfect since it's second ability evens out it's power level, oh well.

#93) Hoard-Smelter Dragon - I was wondering where this beast was on the set chart, it's ability is decent for a rare and is a stone rain literally but a little more expensive that pumps itself when it destroys artifacts good rare i must think and i do love dragons.

#94) Koth of the Hammer - Mono red now has a good walker besides chandra, yay, for a mere 4 CMC you get a walker that does the following, +1 untap target mountain, it becomes a 4/4 red elemental creature till end of turn, -2 add 1 red mana per mountain you control. -5 you get a emblem with "Mountains you control have tap this land deals 1 damage to target player or creature" talk about broken, this is just walker no 3 i figure there is gonna be one more for this set, who knows we may only see three, but damn mono red has a reason to cheer again.

#95) Kuldotha Phoenix - Wow is this a rare bomb other then koth for red for once, this seems like the kind of rare i would draft and possibly throw in any red deck that is for sure, flying, haste and has metalcraft to return it to the field when it dies, for a 4/4 for 5 CMC is so worth it personally, this is a good rare for a change wizards.

#96) Molten Psyche - A rare sorcery that has a metalcraft effect, seriously this is gonna be fun, drawing cards after shuffling the hand back in and dealing damage with metalcraft this is red's forte right here folks, expect this to be desired for something else later on.

#97) Kuldotha Rebirth - A decent spell is decent to put tokens on the field, also you gotta sacrifice a artifact for this to be useful at all, meh sorta useful for late game.

#98) Melt Terrain - I was wondering where land destruction was on this set here it is a more costly one though, though it is a common you can see a pass on this unless absolutely left with no choice.

#99) Ogre Geargrabber - A decent ogre with that steals other's people's equipments and wow there are gonna be a lot of em to steal, this thing is useful for draft i would say.

#100) Oxidda Daredevil - Another sacrifice a artifact to gain a certain effect, but haste seems worth it but for a 2/1 body it's not really nice in this set, but it's only a 2 CMC monster so you never know.

#101) Oxidda Scrapmelter - Another stone rain type creature but without the land destroying effect, for a 4 CMC and a 3/3 it's decent i like it for some reason it makes rememeber the good old days of mirrodin back in 2003

#102) Scoria Elemental - Another elemental in this set, how not surprising as a 6/1 body i'd love to see trample on this beast, then again it is not my call it is wizards of the coast's call to make these cards.

#103) Shatter - Finally some artifact hate for red, it's not getting shafted yes, i love when it doesn't get shafted personally, for a 2 CMC reprint this is good, artifacts a plenty no problem shatter.

#104) Spikeshot Elder - Another interesting red rare, this seems like it is proving red is not going to get the shaft again like in the last fall set zendikar, i personally don't know who came up with this but it's a nice touch for it's ability, may see play in limited, as well as other draft formats including sealed.

#105) Tunnel Ignus - Another dollar rare in my eyes at least, this won't see a lot of play but it's a collector's card though i do like the art on this bad boy, just wait till this comes out come october.

#106) Turn to Slag - Lava axe that destroys equipments say what, this is a artifact set so i should have expected this bad boy to be on the set block, good balancer i feel for red, this was needed.

#107) Vulshok Heartstroker - The only vulshok in the set besides koth, well it's a decent idea, plus it pumps other creatures with a +2/+0 pump when it enters good overall set thus far.

Well that calls it for red, join me for the green spoilers in a bit.

Scars of Mirrodin Spoilers Part 3 [Black]

Alright part 3 for this one, it's time to discuss black's take on this new fall set, even with cards that are immensely powerful and some are just downright insane in terms of casting cost for legendaries, let's go.

#54) Blackcleave Goblin - Infect and haste on a 2/1 goblin, but at a hefty price i think this one is a pass personally but that is just me.

#55) Bleak Coven Vampires - Metalcraft on a 4/3 body that deals loss of life and such, wow this is nice when metalcraft is active, otherwise it's a standard 4/3 body for 5.

#56) Blistergrum - Swampwalker, a 2/2 body and it causes loss of life for 3 mana as a common, damn this is nice, a lot of infect decks are obviously gonna be playing black, so this is a perfect counter to swamp users.

#57) Carnifex Demon - White weenie is gonna fear this card i feel as it can remove a -1/-1 counter of it for it's ability and is a flying 4/4 body when it hits the ground, for 6 though it's less then desired for sure, i mean there are better 4/4 bodies out there including a certain dragon skeleton for 4 CMC which i'll talk about later, another ok rare in my book

#58) Contagious Nim - Infect on a 2/2 body is reasonable and all for 3 CMC it's nice as well, all i gotta say bout this one.

#59) Corrupted Harvester - Wow a 6/3 horror that regenerates itself by sacrificing creatures, so end game material right here at the uncommon level it's perfect

#60) Dross Hopper - A potential flyer to sacrifice another creature with that doesn't have infect, next!

#61) Exsanguinate - Alright a tendrils of corruption that targets players not creatures, finally something worthwhile, i love this as a uncommon it is just perfect for what i desire most days, personally i hope to be able to pick up a full playset of this and tinker around and have a little fun in drafting.

#62) Flesh Allergy - Sorcery that only works if mass removal has been activated during this turn, not good at all.

#63) Fume Spitter - A creature that has to be sacrificed for it's effect to work, at least it's a decent effect not a crap one.

#64) Geth, Lord of the Vault - Wow really wizards, a 6 CMC for a 5/5 with legendary status and milling and creature fetching from the grave, dammit i want one, it's a mythic too so it's to be expected this is broken personally i don't think anymore legendaries are needed for this set, but whatever i want a mono black deck around this now.

#65) Grip of Darkness - Well another black spell that pulls out the -/- counters on it for some reason for 2 black at that it's looking mighty tempting for a new fall set, somehow i anticpate this to be a useful card.

#66)  Hand of the Praetors - Another lord type creature, but for black, it gives infect a massive pump as well and it works so good with infect, expect to see this in a key infect deck come release and prerelease.

#67) Ichor Rats - The rats have arrived at mirrodin, the rats have arrived, dammit i wanted not to use that joke, oh well let's begin anyways, Ichor perhaps the first infect card for a colour we've seen yet even though it was only spoiled at Pro tour amsterdam, still it's perhaps a good 3 drop CMC monster for it's type 2/1 with infect and it gives poison counters to everyone, which is awesome since players only need 10 counters to lose, at the uncommon level, it's draft potential is high for black players.

#68) Instill Infection - -1/-1 counters that let you draw a card, blasphemy in black it's unheard of, guess we are breaking new ground here.

#69) Memoricide - The first coloured preview ever spoiled for this set, perhaps a beast of a sorcery with potential up the wazoo, this is also supposed to be the buy a box promo too, which is insane Cranial Extraction anyone, perhaps the best remake of the card ever from Kamigawa block, except without the stupid arcane subtext, god that killed kamigawa anyhoo, rare potential is high, expect this to be the staple of the new mono black builds.

#70) Moriok Reaver - A 3/2 body for a mere 3 this is a decent common in my book, balanced and fun to play, also providing a lot of ideas for infect and such. good to see at least some cards well balanced.

#71) Necrogen Scudder - 3/3 flying and it makes you lose life, this is what phyrexia is all about in my book, but the life loss is not bad really and can easily be regained again in this format, looking good so far wizards.

#72) Necrotic Ooze - Another rare but this one reminds me of a dissension card, all graveyard cards give off their effects for this beast, 4/3 means it can die to lightning bolt though, pretty decent one on my opinion.

#73) Painful Quandry - For a enchantment, it's a decent drop but for a rare with 5 CMC it's not good, i don't like the casting cost, but it is a late game drop i feel and would change the game state entirely since black does love removal these days, who knows this may turn out to be a sleeper card.

#74) Painsmith - Well a uncommon that gives off deathtouch, it's rare to see a card of this magnitude in this set so early, but then again all the good spoilers happen early it would seem look at geth and a few others in this set seriously broken if you ask me, also for a 2/1 for a 2 CMC it's damn acceptable for mono black.

#75) Plague Stinger - Another infect creature, with flying you say, for a 2 cmc and a 1/1 p/t ratio it's so badass, a common too which means infect is gonna be like a more potential common/uncommon ability build, perhaps when all the spoilers are up someone may end up building a infect based deck to just annhilate anyone, we will see.

#76) Psychic Miasma - Wow this has the potential to empty a land hand if played right, decent sorcery for 2 CMC i must say.

#77) Relic Putresence - An aura that pulls poison counters out of it, wow black's gone all out in this set seems phyrexia is pissed.

#78) Skinrender - Now we are talking a 4 CMC for a creature that gives -1/-1 counters to anything it chooses creature wise and delivers 3 of em and is a 3/3 a rather nice solid uncommon if you ask me, i have a good feeling mono black is gonna come back.

#79) Skithiryx, The Blight Dragon - Oh my freaking god, did black just get broken now, a 4/4 for a 5 CMC casting cost creature, with infect, flying and potentially a haste creature for a mere extra black mana, did wizards go insane, oh did i mention he's legendary and a mythic, beast of a card much here, seriously for frick sakes a 4/4 with haste and infect and flying wizards wants to break scars in half now with this bad boy, also check out it's kick ass art here ---> Art is that not kick ass or what?

#80) Tainted Strike - Last card in black and it's a what, pump spell that gives off infect as well, well that's ok but not a good card by any means.

Anyhoo that's it for black, next on the list is red

Scars of Mirrodin Spoilers Part 2 [Blue]




Let's move onto part 2 of the spoilers with the blue section of this year's fall set scars of mirrodin, note there are some cards here that are broken in themselves, so be forewarned so let's go with this one.

#28) Argent Sphinx - I figured this was a rare since it was featured on the front box of one of the precon decks which are in this set, but i did not expect this to be such a damned interesting flyer, though it dies to bolt way too easily, i still think it's gonna see some form of play

#29) Bonds of Quicksilver - Another enchantment, but this one has flash and forces things to be locked down, just like blue to be so damn controllish.

#30) Darkslick Drake - Wow a 2/4 for 4 with flying and a card draw efffect when it dies, it is nice at the level it is at, well balanced for a four drop personally, uncommon very blue styled, blue players will have fun i feel.

#31) Disperse - Another decent card i feel that reminds me of Unsummon from a prior set, though a tad more expensive, we will have to wait and see with this one i think, it has a bit of potential as a instant

#32) Dissipation Field - Already we are seeing a 4 CMC casting cost enchantment for blue, seriously come on here, there is no need for this, but oh well it seems like it cannot be avoided, this is a good enchantment that reminds of Aether Adept from M11, except a more permanent effect but it makes creatures bounce when they deal damage to you, not good but not bad, there are some combo cards with this though.

#33) Grand Architect - When did wizards decide to print another pump creature, for a 1/3 for a 3 CMC monster much like a few other i can name, but oh well this secondary ability though is nice, tapping a blue creature for 2 free artifact mana, easy summons for big creatures in this set, not bad wizards nice balance

#34) Halt Order - Counterspell what i lost track in this set, personally love it, but then again looking forward to the entire set as a whole.

#35) Inexorable Tide - Another rare enchantment, but this time it seems like some how this is gonna be a interesting one, since all spells give off proliferate, beast of a enchantment for 5 CMC though i think this is one of the more desired blue cards of the set personally.

#36) Lumengrid Drake - Another flying and metalcraft creature i think this one might work too since it's a metalcraft creature that bounces permanents as a common too it could see limited play.

#37) Neurok Invisimancer - Unblockable you say, i like unblockable stuff personally, and the fact it gives off the same ability to another creature is nice, nuff said about this card.

#38) Plated Seastrider - A basic creature body for cheap 1/4 is decent and is a good start to a creature but where's the abilites wizards?

#39) Quicksilver Gargantuan - For a 7 CMC monster it's a clone of sorts, when i say clone i mean Clone from M11 except it retains it's power and toughness of a mere oh say 7/7 at the mythic rarity level too i can expect this to be probably passed up like clone was, since clone is not a very popular card and all, but then again that is just me.

#40) Riddlesmith - Another cycle card, this one is ok if your looking for limited, good decent effect for a 2/1 2 drop, it's a good one, not bad so far.

#41) Scrapdiver Serpent - A 5/5 for expensive cost, this is a late game finisher that is for sure.

#42) Screeching Silcaw - Metalcraft that mills stuff, nice, but only if it deals damage but as a pinging 1/2 it's gonna be milling a lot.

#43) Shape Anew - This seems like a decent spell for drafting artifacts and all but that's it at 4 CMC for it's effect to search for another artifact by sacrificing one, Ornithopiter and other 0 CMC cost creatures seem like a good target for this to fetch say a darksteel colossus or something, at the rare level though not to appealing other then that.

#44) Sky-Eel School - Flying beastie that forces you to draw then discard, no thanks.

#45) Steady Progress - A instant with proliferate which is not that bad really, it's also a card drawing element so it would seem for a mere 3 CMC or 2 and a blue, it's a real doozy of a spell in which the opponent is usually caught off guard, also it's a common for those who want to know so commons are gonna be a tad broken here me thinks.

#46) Stoic Rebuttal - This my friends is the new cancel, no questions, ifs ands or buts about it, for the same casting cost 3 CMC it's a doozy of a common, with metalcraft it is like a mana leak but without the cost for the opponent, perhaps the best blue spell printed yet.

#47) Thrummingbird -  For a 2 drop flyer it's a hell of a beast, 1 and a blue for a 1/1 with proliferate when you deal combat damage with this, not bad at all, the overall power and toughness is fitting for a 2 drop CMC monster with proliferate and doesn't seem too broken for the first of a batch of colour creatures for this set, good work wizards on using a new mechanic well so far.

#48) Trinket Mage - Guess who's back this set, standard legal once again and this time oh how i wish it wasn't back, this is a broken card in so many decks i have seen to do with artifacts, putting it as a uncommon isn't bad enough, but to retain it's original CMC and P/T ratio is stupid, weaken it to make it a little more balanced here wizards please?

#49) Turn Aside - Great interrupt spell, so good in this format as creature counter is gonna be constant, looks good thus far on the control front.

#50) Twisted Image - A card that has a similar effect to Horned Turtle, not bad, making this ability into card form is nice, even if it was reused from a prior set.

#51) Vault Skyward - A card that gives flying seriously this is all this set needed, personally it's good enough to be it's own card for cheap cost which is what it is nice job again wizards.

#52) Vedalken Certarch -  Another metalcraft for this set, interesting but it lock downs things like blinding mage, who knows and as a common it might prove to be useful for a set like this in limited and draft.

#53) Volition Reins - I have not much to say on this one, it's a particularly terrible card for a 6 CMC that does the same thing as a mind control for permanents, if you like that sort of thing be my guest, but do me a favour pass on this one since there are sure to be better control cards for this set.

That's all she wrote for blue, next is black.