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 Rise of the Eldrazi... pt. 2.

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workshoptelescope

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PostSubject: Rise of the Eldrazi... pt. 2.   Thu Mar 04, 2010 3:57 pm

BAM!!!!
http://www.mananation.com/kozilek-butcher-truth/
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Th3 Ra1nman

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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 05, 2010 3:44 am

Kozilek, Butcher of Truth

I think Molimo Maro-Sorcerer can kick his ass
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Sun Mar 14, 2010 11:58 pm

2 Mechanics and 5 Cards SPOILED.....Rise is going to be an AWESOME set.

http://www.starcitygames.com/magic/misc/18981_The_Magic_Show_180_PT_ROE_Part_2_Spoilers.html
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Mon Mar 15, 2010 12:04 am

BuckyMac wrote:
2 Mechanics and 5 Cards SPOILED.....Rise is going to be an AWESOME set.

http://www.starcitygames.com/magic/misc/18981_The_Magic_Show_180_PT_ROE_Part_2_Spoilers.html

yeah, this **** is going to be silly. i hadn't noticed immediately that kozilek is also printed with the transparent border, something i'd heard wotc was rumored to be doing more of in the future.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Mon Mar 15, 2010 11:38 am

!@#$%^& Eldrazi creatures seem retard in a bad way
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Tue Mar 23, 2010 7:58 pm

Suddenly I see why you would print Mindbreak Trap

http://forums.mtgsalvation.com/attachment.php?attachmentid=103210&stc=1&d=1269384672
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Tue Mar 23, 2010 10:15 pm

****... this set is going to be a little silly.

a whole set full of darksteel colossuses...
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Tue Mar 23, 2010 11:17 pm

http://www.wizards.com/magic/tcg/products.aspx?x=mtg/tcg/products/riseoftheeldrazi

The mother site is now doing visual spoilers and the new Level Up mechanic looks like it will be really fun, and the new Level Up frame looks kinda cool.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Wed Mar 24, 2010 11:45 am

This set is going to be crazy as hell. A ONE MANA decent totem armor that's on color with Uril......yes! Now, just to get around all that annihillator stuff....common Eldrazi...rut roh.

Dogs and cats living together...mass hysteria.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Wed Mar 24, 2010 12:37 pm

Ryman wrote:
This set is going to be crazy as hell. A ONE MANA decent totem armor that's on color with Uril......yes! Now, just to get around all that annihillator stuff....common Eldrazi...rut roh.

Dogs and cats living together...mass hysteria.


i love your big ol' crush on uril. it seems you might have finally gotten something worth while to stick in... ahem, on him.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Thu Mar 25, 2010 1:53 am

Eldrazi meet a swift and brutal doomblade to your balls!!

And by the way level up seem retarded in a dumb way
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Thu Mar 25, 2010 9:08 am

Quote :
retarded in a dumb way

...haha Smile
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Thu Mar 25, 2010 10:25 am

I'm definately not in love with the Level-Up Frame. Those cards are a little too confusing for me. Why don't they just get power toughness boosts at each level and why don't they retain abilities from previous levels (The guul draz assassin for example.), it sort of flies in the face of what it means to gain levels. I think that the way its worded and the lay out are pretty bad. It would have been much better to just lay it out like this:

1R: Level Up (Put a level counter on this. Activate this ability only any time you could cast a sorcery.)
As long as ~ has three or more level counters on it, it gets +2+1 and has first strike.
As long as ~ has six or more level counters on it, it gets an additional +2/+1 and has trample.

Just a thought, since this would let them not change the formatting of creature cards and they could get rid of the reminder text if they needed the extra space. The idea of Leveling up is cool, the implementation is awful.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 12:22 am

Emrakul, the Aeons Torn
15
Mythic
Legendary Creature - Eldrazi
Emrakul, the Aeons Torn can't be countered.
When you cast Emrakul, take an extra turn after this one.
Flying, protection from colored spells, annihilator 6.
When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.
15/15


uh... correct me if i am wrong but isn't "when" a triggered effect, not a replacement?
as in, i can makeshift mannequin this mother !@#$%^ in extended?! i don't care if i can't take an extra turn... uh... it basically has everything you'd want anyway, to say nothing of the dream of dumping it out with "through the breach"... annihilator is stupid good.
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Ryman

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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 10:18 am

you're right andrew, those eldrazi do go to the graveyard briefly and can be mannequin'd.


Quote :

I'm definately not in love with the Level-Up Frame. Those cards are a little too confusing for me. Why don't they just get power toughness boosts at each level and why don't they retain abilities from previous levels (The guul draz assassin for example.), it sort of flies in the face of what it means to gain levels. I think that the way its worded and the lay out are pretty bad. It would have been much better to just lay it out like this:

1R: Level Up (Put a level counter on this. Activate this ability only any time you could cast a sorcery.)
As long as ~ has three or more level counters on it, it gets +2+1 and has first strike.
As long as ~ has six or more level counters on it, it gets an additional +2/+1 and has trample.

Just a thought, since this would let them not change the formatting of creature cards and they could get rid of the reminder text if they needed the extra space. The idea of Leveling up is cool, the implementation is awful.


That would make vamp hexmage a level hoser hardcore.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 10:35 am

Hexmage is already a level hoser!!!
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 10:37 am

workshoptelescope wrote:
Emrakul, the Aeons Torn
15
Mythic
Legendary Creature - Eldrazi
Emrakul, the Aeons Torn can't be countered.
When you cast Emrakul, take an extra turn after this one.
Flying, protection from colored spells, annihilator 6.
When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.
15/15


uh... correct me if i am wrong but isn't "when" a triggered effect, not a replacement?
as in, i can makeshift mannequin this mother !@#$%^ in extended?! i don't care if i can't take an extra turn... uh... it basically has everything you'd want anyway, to say nothing of the dream of dumping it out with "through the breach"... annihilator is stupid good.

Yeah you can makeshift it and hope they don't ghostfire it and make you sac it.
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Ryman

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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 10:37 am

You're right. I guess I didn't realise they actually do use counters...touche' sir

My main gripe with leveling is the sorc speed. Evil or Very Mad
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 10:41 am

guess pithing needle is going to be sweet too! Go get em now!

I was thinking doubling season and guilder barren in extended would work with these well.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 11:02 am

Ryman wrote:
You're right. I guess I didn't realise they actually do use counters...touche' sir

My main gripe with leveling is the sorc speed. Evil or Very Mad

Flavorwise it sorta makes sense. I think that some of the lamer level cards that have no middle level abilities, should have gotten a secondary ability like "1U: Put a level counter on ~" That would make it seem like they were getting better and learning how to gain experience even when they are out in the wilds. I just think they missed an opportunity on that mythic blue one that costs two mana and doesn't even have a second stage ability.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 11:08 am

JakeFaas wrote:
Ryman wrote:
You're right. I guess I didn't realise they actually do use counters...touche' sir

My main gripe with leveling is the sorc speed. Evil or Very Mad

Flavorwise it sorta makes sense. I think that some of the lamer level cards that have no middle level abilities, should have gotten a secondary ability like "1U: Put a level counter on ~" That would make it seem like they were getting better and learning how to gain experience even when they are out in the wilds. I just think they missed an opportunity on that mythic blue one that costs two mana and doesn't even have a second stage ability.

that's a good way of thinking about it, jake. i like the 'getting better idea' alot.
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 2:21 pm

Hate to brust your bubble andrew but it says this

When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.

So................. ya
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 3:23 pm

Th3 Ra1nman wrote:
Hate to brust your bubble andrew but it says this

When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.

So................. ya

Hate to burst your bubble, but things that have a "when" phrase use the stack. Things that use the word "If...then...", those are replacement effects that do not use the stack. Thank you!
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PostSubject: Re: Rise of the Eldrazi... pt. 2.   Fri Mar 26, 2010 3:49 pm

Emrakul doesn’t need to be cast from your hand, just “cast”. Hideaway lands and Djinn of Wishes (among other stuff) can cheat both him and Kozilek into play and still triggering their abilities... Smile
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PostSubject: uh... holy ****...   Sun Mar 28, 2010 11:24 pm

sarkhan.
he's spoiled.
he's crazy.

http://forums.mtgsalvation.com/attachment.php?attachmentid=103467&d=1269835375
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