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Lelouch32
09-20-2010, 02:44 PM
Scars of Mirrodin: 2nd Look

By: Corlando

Hello everyone and welcome to this week’s edition of Cards n’Flux. My name is Corlando and I will be your guide as we dodge, duck, roll, and travel through the reincarnation of Mirrodin. I have to say I’m already excited about this revamping of Mirrodin, and I can’t wait to see what they will reveal next. In this week’s edition we will look at three cards I’m really looking forward to and I’ll expose my opinion on infect. Alright, lets get going!

The first card I want to talk about is the recently spoiled Ezuri, Renegade Leader. This legendary 2/2 :mana1::manag::manag:, Elf Warrior knows how to keep his men alive and how to inspire them to victory. First off, he’s a 2/2 for :mana1::manag::manag:. Not exactly a Runeclaw bear, but definitely not too wonky on the mana ratio to power seesaw. Now being a legendary creature, Ezuri has a number of abilities to make him stand out amoungst the other elves. First off we have an ability that allows you to regenerate any other elf creature. This is useful against any removal because then you can keep your creatures alive, even if they get targeted by a number of removal spells. Lets say you have just played a Jorage Warcaller kicked 3 times and your opponent, seeing how much an annoyance it will be, decides he wants to live and throws out a Doom Blade. Well, with Ezuri on the field, you can pay :manag: and negate the Doom Blade’s effect. Ezuri’s second ability is Overrun. No seriously that’s it except elf specific. “:mana2::manag::manag::manag: Elf creatures you control get +3/+3 and gain trample until the end of the turn.” This is just amazing. Now every Elf deck has essentially gained an infinite source of Overruns to throw down. Now swarms of Elves will be charging at opponents, running them down and spearing their opponents through as they charge onto victory, all the while being lead by their newest hero, Ezuri. I can see a good future for him.

The next card I want to point out is Sunblast Angel. If White ever wanted a fun way of creature removal on a creature, it just got one. Let’s break it down. First off, Sunblast Angel is a :mana4::manaw::manaw: meaning she is easy to summon in most any deck that runs White. Second she is a 4/5 so you get some overall nice stats for your 6 mana bucks. However, the third point is where the fun is. “When Sunblast Angel enters the battlefield, destroy all tapped creatures.” The best way to describe this card is as a turn-the-tide card. Your opponent has just Alpha struck with seven creatures, you’re dead next turn if you don’t draw something good. Then, as the sun rises in the east, you see Gandalf and the Riders of Rohan charging down towar- wait wrong script… um… one sec… I had it right here… …BOB where’s the script for the article … ah here it is… never mind, I got it! Where was I? You look to the east as you lift your next drawn card. The blinding light of day pierces through the window as you summon Sunblast Angel, annihilating your opponent’s tapped army with one creature. This card might be a bit expensive for a 4/5 flyer, but with the possibility of completely destroying your opponent’s army, I would totally pay that cost. The best part is that this ability is so easy to build around. Sleep is an awesome card to have if you are using Sunblast Angel. Turn Five, tap all your opponent's creatures. Turn Six send them to the graveyard for a permanent nap. How can such a simple combo be so much fun? Of course you could Alpha strike when your opponet’s creatures are sleeping, but it doesn’t mean you can’t just obliterate their army, then Alpha strike. I’d like to see Sunblast Angel make it into some sort of tournament deck, but regretfully I don’t think it will make it. Oh well, another awesome card for casual.

The final card I want to talk about is a card that I really look forward to playing with… Okay I say that about most of the cards I decide to spoil, but this one more than others. Geth, Lord of the Vault is a beast of a Zombie, demanding respect in every aspect. Geth is a :mana4::manab::manab:, 5/5 Legendary Zombie whose intimidate ability will no doubt end some games in a hurry. I love the fact Wizards decided to put intimidate on Geth, its just good to see this underappreciated ability on display on a creature who could really use it. However, this possible unblockable 5/5 is not done. Geth’s main ability reads “:manax::manab:: Put target artifact or creature card with converted mana cost X from an opponent’s graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.” This is such an awesome ability. Not only does Geth get you a creature, possibly something truly powerful like a Pelakka Wurm, but he adds to the graveyard meaning he always has something else he can pull from the grave. Another cool thing about this ability is there is no tapping involved meaning you could bring back multiple creatures to your side of the field, if they are cheap enough. I think Geth is going to be a pretty fun card to use, maybe not in standard, but definitely in constructed play.

Phyrexia the same plane Geth is from, is known for its reliance on a slick black oil that taints all it touches. This oil empowers some of Phyerxia’s creatures with the power of Infect. Essentially a combination of poisonous and whither, Infect means that a creature blocking an infect creature is dealt damage in the form of -1/-1 counters while a player gets poison counters. Too many -1/-1 counters and the creature dies. Too many poison counters and the player dies. When infect was first revealed I’ll admit I was excited. I like the idea of an effect like wither because creatures are not just chunks of mana a planeswalker summons. They are real creatures with skin, and eyes, and removable limbs. Wither helps to convey the idea that a real battle is going on between two armies. It’s a pretty cool idea in my opinion. However, when you add in the poison counters… I have to say no. Now we will have situations where an opponent could be playing with infect cards while essentially putting your life total at 10 while your opponent has 20. I feel poison is a bad idea. I mean look at another card that was just spoiled a day or two ago, Putrefax. It’s a :mana3::manag::manag:, 5/3 with Haste, Trample, and Infect. How many people do you think are going to play a mana ramping deck that gets Putrefax out on turn 3 or 4, boosts it with Giant Growth, and charges on in. You could have games that end before they can even get going. Not to mention Poliferate. How annoying would that be, to lose to a Contagion Clasp’s poliferate ability? I promise you, if that happened to me, I would probably punch someone. I just think that Poison adds another win condition that didn’t need to be there. We’re happy with 20 life. We’re happy with mill. Heck some of us are happy with Felidar Soverign, we don’t need another way to win especially one that makes the game so cheap. I’ll admit that Infect does give Scars of Mirrodin some beautiful flavor with the two different armies having different methods of fighting, but at the same time, flavor can hurt.

Time for Closing Questions:

1. What is your favorite rare from Scars of Mirrodin and why?

2. What do you think of Metalcraft?

3. What are you thoughts on Infect? Good idea? Bad idea? Do you think Infect will impact standard play in someway?

All right everyone; this is the week before the prerelease. I’m happy to say I’ve already got a party I’ll be heading to and I hope you do as well. It’s time to see the metal world reborn, lets hope for the best. And just remember, “Etherium is Limited. Innovation is not.” This is Corlando signing out.

whitey_mcfly
09-20-2010, 05:13 PM
Great article thus far. Really puts everything into perspective. Now for questions.

1. My favorite is Mox Opal. A very balanced mana accelerator which requires some card disadvantage to get to work for you turn 1, although it shouldn't be too difficult to get a couple of memnites or ornithopters out first turn. And it's legendary! That way, you can't spam a bunch of them and get too far ahead. Great card, will see constructed play, I guarantee you. helps you a bit, but doesn't totally screw over your opponent.

2. Metalcraft: Good idea, but overpowered effects. They made the ability well, but the abilities it grants are too powerful. Your creatures turn from par to outstanding (2 CMC for a 4/4, for example) as long as you have some ornithopters out.

3. Poison: Poison was good back in the day, when it was actually difficult to poison an opponent to death. Now it's just easy to do. With all of the infect creatures (and the recently spoiled Infect lord), poison will be too easy to achieve. I can see a deck running UB with Distortion Strike and Slitherix. That's a win on turn 7 as long as Slitherix doesn't get removed. Ouch.
However, one thing that I have noticed about infect creatures is this, and it gives SOMEWHAT of a reprieve. Your opponent can pay all the life he/she wants, and a creature with infect can't pull off the finishing blow. See, they don't deal actual damage! Your Demon of Death's Gate decks can now be safe knowing that your suicide will not be suicidal!
One thing I have to say: they BETTER print an anti-venom.

Lelouch32
09-20-2010, 05:49 PM
I see what you mean by an infect creature only being able to deal damage in poison counters. That does prevent some kinds of death. However, I also agree with the fact that poisoning is just too easily accomplished. I seriously see some problems with it.

I wonder, what would an anti-venow card look like?

As for metalcraft, I think the abilities are worth the cost. I mean the abilities can be ended by simply playing a Naturalize or maybe a Shatter. Not to mention the fact that if you decide to try to get metalcraft with Menmites and Ornithopters, I have two cards for you. Shrivel and Marsh Casualties. Both of these cards can kill a whole squad of creatures in one blow. The conditions for keeping the power is so flemsy that wizards had to make the abilities worthwhile otherwise people would totally ignore them.

whitey_mcfly
09-20-2010, 06:11 PM
True, but I was kinda expecting to have a cards with metalcraft that are subpar which become over-par.

As for an antivenom, maybe turn poison counters into -1/-1 counters that affect the entire field? KILL THEIR CREATURES FOR POISONING YOU. THAT'S WHAT THEY GET!!!

Sasquatch99
09-20-2010, 06:33 PM
Leeches is kind of an anti-venom. you lose all poison counters but get 1 damage for each one you remove

whitey_mcfly
09-20-2010, 06:35 PM
Leeches is kind of an anti-venom. you lose all poison counters but get 1 damage for each one you remove

True, but it's trading another drawback for another. I want something that turns that drawback into something that can hurt both players.

whitey_mcfly
09-20-2010, 06:59 PM
Yeah, and something else I figured out. Creatures with Infect can't kill off planeswalkers. They are immune to poison. You are protected by your Gideon Jura. With him out you can jsut span +2 ability and your opponent can't touch you. Nice thing to know.

TheCounselor
09-20-2010, 10:22 PM
Haha lovin' your Sunblast Angel analogies :)

Lelouch32
09-21-2010, 02:19 PM
I'm glad that you like them. It's nice to know I can be funny from time to time.

txwalker13
09-21-2010, 03:16 PM
1: My favorite Rare thus far is Skithiryx, the Blight Dragon. Because, he's a 4/4 for 5. For an extra mana he has haste. He's got Infect. And the ability to regenerate. And in my Black/Blue Infect deck, he's one Distortion Strike away from ending your game.

2: I like Metalcraft. It's a good way for artifacts to boost other artifacts. Imagine a Myr deck. Where you're creating a ton of Myrs. Now start dropping artifacts with Metalcraft. They'll all be active cause of your Myr tokens.

3: I love the Infect mechanic. I'm already testing a Blue/Black Infection deck that I mentioned above. And yes, I do believe that Infect will change the way standard is played. Cause people will have to try to take my life down from 20 while I'm taking yours down from 10. Just like you said in your review. But like I said. If I have 1 Skithiryx, and 1 Distortion Strike, you better have some fogs. Cause that, equals game over.

txwalker13
09-21-2010, 03:27 PM
Yeah, and something else I figured out. Creatures with Infect can't kill off planeswalkers. They are immune to poison. You are protected by your Gideon Jura. With him out you can jsut span +2 ability and your opponent can't touch you. Nice thing to know.

I wouldn't go that far. Gideon is a great card yes, and his damage prevention does keep Infect at bay. But, if a card such as, Leyline of Punishment is in play. And a creature with Infect does manage to deal damage to him. Then Gideon receives the -1/-1 counters. And even though he won't be a creature after that turn, the -1/-1 counters will remain on him. And with proliferate I could add more to him. Weakening him when he turns into a creature. Or, killing him. The trick is getting around his damage prevention ability.

Deadmarch
09-22-2010, 03:18 AM
Im pretty certain damage from infect will be treated the same as damage from wither when it comes to planeswalkers. It will deal normal damage, no counters or poison. At least this would seem most logical.

Lelouch32
09-22-2010, 12:59 PM
I agree with the Vulcan, I mean I agree with Deadmarch, Damage to planeswalkers will be dealt the same way as normal damage. That is the most logical outcome.

txwalker13
09-22-2010, 03:14 PM
And infected creature does deal damage to a normal Planeswalker the same as any other creature. But, Gideon differs from all other Planeswalkers in that he can turn into a creature. While being a creature, an infected creature should deal damage in the form of -1/-1 counters all because Gideon is now a creature. He is still a Planeswalker. But he's also a creature. And like anything else, those counters will stay. They won't remove his loyalty counters, but they will make him weaker if he turns back into his creature form.

SavajCabbaj
09-25-2010, 04:14 PM
Im pretty certain damage from infect will be treated the same as damage from wither when it comes to planeswalkers. It will deal normal damage, no counters or poison. At least this would seem most logical.

Creatures with wither still dealt damage to players. Creatures with infect do not deal combat damage, instead they distribute -1/-1 counters and poison counters. Neither of these affect Planeswalkers. I say that's more than fair, Infect creatures can't do it all.. there has to be some price to pay for effectively reducing all opponents' to 10 life and adding extra incentive for blockers not to intercept.

EDIT: Nevermind... I just read the Scars of Mirrodin FAQ (http://community.wizards.com/go/thread/view/75842/25911581/Scars_of_Mirrodin_FAQ).

***New Keyword Ability: Infect***

Infect is an ability that changes the nature of damage dealt to players and creatures. Only cards from the Phyrexian faction have infect.

Blight Mamba
{1}{G}
Creature –- Snake
1/1
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
{1}{G}: Regenerate Blight Mamba

The official rules for damage dealt to players and creatures are as follows:

119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.

119.3b Damage dealt to a player by a source with infect causes that player to get that many poison counters.

119.3d Damage dealt to a creature by a source with wither and/or infect causes that many -1/-1 counters to be put on that creature.

119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.

The official rules for infect are as follows:

702.87. Infect

702.87a Infect is a static ability.

702.87b Damage dealt to a creature by a source with infect isn't marked on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule 119.3.

702.87c Damage dealt to a player by a source with infect doesn't cause that player to lose life. Rather, it causes the player to get that many poison counters. See rule 119.3.

702.87d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had infect.

702.87e The infect rules function no matter what zone an object with infect deals damage from.

702.87f Multiple instances of infect on the same object are redundant.

* Infect's effect applies to any damage, not just combat damage.

* The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.

* Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.

* If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.

* Damage from a source with infect affects planeswalkers normally.

I had assumed that Infect changed the way damage was dealt, and thus was not considered damage (as damage causes loss of life). Instead the ability changes the effect of damage.

IMO, Infect is a little over the top. I'm excited to (hopefully) be the first player in my group to build an infect deck (by rebuilding my BR Wither deck to play as BG or UB, depending how my pre-release goes) but I am overall disappointed about the inclusion of poison counters to the set. I'd have been perfectly happy if they'd have just brought back Wither.

groenteboer1
09-26-2010, 08:32 AM
I've been to the prerelease yesterday and can say it was a lot of fun, and yes, infect is broken as hell :p I had a 2/2 contagious nim, with my opponent on 3 poison counters already, then he went all out against me, stood on 3 life, what did I topdeck? Untamed Might! pay xG and each point of x was +1/+1 for my contagious nim....2/2 and 6 land made up for 7 poison counters, getting him to 10 in one turn lol....being able to do 7 in one turn is just too much. I mean, look at all the buff cards available, giant growth, vampire's bite, untamed might, vines of vastwood, prey's vengeance, Primal Bellow, and they are all 1 mana costs!!!!(except for vines of vastwood, for a GG +4/+4 and shroud againt opponent's stuff :P)

Ok but onto My favourite rare: I would have to go with Sword of Body and Mind, combine it with prototype portal to produce a sword each turn, then put that on something with infect, and LAAAAUUUUGGGHHH xD, playtime :P

Metalcraft...metalcraft...metalcraft....it's good, especially since this is a artifact heavy block/doh xD I used metalcraft in my draft, combined with a bit of infect and control. Worked better than I thought(ok, was my first time draft yesterday, but managed to get 3rd from the 8 haha, 2 flawless wins and a 2-1 loss xD, rarepicking was great, hand of the praetors, putrefax, asceticism(awesome sideboard card)and a foiled necropede, since the guy before me snatched the 2nd and last asceticism :P))But indeed, metalcraft works really well, combined with the 0 and 1 mana artifacts, hell, even the artifact creatures and mana myr are great for it.

Infect, now there is an easy one for you, it's broken with poison counters only needing 10. In my opinnion that is :P. I mean, being able to buff a creature that much, making it unblockable if you go blue and still staying standard legal, it's just madness! I love it though :P I think we will be seeing infect in tournament play too, due to how easy it is to make an infect deck. Pop in some mana accel due to green, 4 hand of the praetors and you got a start. Cystbearer a 2/3 for 3 is great, putrefax+mimic vat to produce a putrefax each subsequent turn starting at turn 6, for only 3 colorless mana each time, being buffed by hand of the praetors if it is on. Casting low costing infect creatures with hand of the praetors on. Contagion engine being able to proliferate 2 times for 4 mana, and giving all of the opponent's creeps a -1/-1 counter as it enters the field. That all combined will make for a jolly good broken mechanic, which will be fun to duel eachother with :P Just like affinity! yaaaay.

I think someone thought at the Magic HQ...Hey....Mirrodin was broken....but fun....LET'S BREAK IT AGAIN!!! :P

Loving scars tho :P

Cheers, Jimmy

Seth
09-27-2010, 12:28 PM
I've been to the prerelease yesterday and can say it was a lot of fun, and yes, infect is broken as hell :p I had a 2/2 contagious nim, with my opponent on 3 poison counters already, then he went all out against me, stood on 3 life, what did I topdeck? Untamed Might! pay xG and each point of x was +1/+1 for my contagious nim....2/2 and 6 land made up for 7 poison counters, getting him to 10 in one turn lol....being able to do 7 in one turn is just too much. I mean, look at all the buff cards available, giant growth, vampire's bite, untamed might, vines of vastwood, prey's vengeance, Primal Bellow, and they are all 1 mana costs!!!!(except for vines of vastwood, for a GG +4/+4 and shroud againt opponent's stuff :P)

Sounds to me like your opponent was just a bad player, why would he go all in without the chance of killing you and then leaving himself open like that. Sounds like a stupid play to me.

I would not say the mechanic itself is broken or over the top. It's just wither and poison, two things that were there before and didn't break anything. Sure it's powerful and it will probably see play but it follows the gradual powercreep that all sets follow but does not stick out like for instance cascade did.

SavajCabbaj
09-27-2010, 07:19 PM
Sounds to me like your opponent was just a bad player, why would he go all in without the chance of killing you and then leaving himself open like that. Sounds like a stupid play to me.

I would not say the mechanic itself is broken or over the top. It's just wither and poison, two things that were there before and didn't break anything. Sure it's powerful and it will probably see play but it follows the gradual powercreep that all sets follow but does not stick out like for instance cascade did.

It is not /just/ poison. When poison was originally introduced, cards would distribute only a one, at most two poison counters, regardless of the creatures strength. Casting giant growth on a creature which distributed poison counters would not increase the number of poison counters distributed. There was no proliferate. There were no "when a card comes into play" effects.

Now, we have proliferate, we have cards like Hand of the Praetors, and creatures distribute poison counters equal to the damage they've dealt. /AND/ they have wither. The combination of the two abilities doesn't seem the least bit over the top to you? There's really no way to counter it, except through damage prevention, and cards like Heartmender, Medicine Runner, which will do no good in Standard.

The only drawback to Infect is that, unlike the older Poisonous creatures, they do not cause players to lose life due to combat damage. This is hardly a hindrance to Infect decks, though, as it encourages players to go all-or-nothing.

Seth
09-28-2010, 09:15 AM
It is not /just/ poison. When poison was originally introduced, cards would distribute only a one, at most two poison counters, regardless of the creatures strength. Casting giant growth on a creature which distributed poison counters would not increase the number of poison counters distributed. There was no proliferate. There were no "when a card comes into play" effects.

Now, we have proliferate, we have cards like Hand of the Praetors, and creatures distribute poison counters equal to the damage they've dealt. /AND/ they have wither. The combination of the two abilities doesn't seem the least bit over the top to you? There's really no way to counter it, except through damage prevention, and cards like Heartmender, Medicine Runner, which will do no good in Standard.

The only drawback to Infect is that, unlike the older Poisonous creatures, they do not cause players to lose life due to combat damage. This is hardly a hindrance to Infect decks, though, as it encourages players to go all-or-nothing.

Ok, I missed that one, so it's a lot worse then the old poison. That said it's still limited to only one set and although it will impact standard for a while it will most likely have no impact on other formats. Infect as an aggro/tribal deck, dispite the faster clock, still suffers from the same vulnerabilities as every other aggro deck. So I can live with it.
However the realy threat comes from a creature like Skithiryx, the Blight Dragon that is big enough to be used in a control shell. Haste takes him over the top. Not really legacy playable but he sure will dominate standard.

SavajCabbaj
09-28-2010, 02:11 PM
Infect definitely will have an impact on other formats, though it'll be limited to only a select few builds. There are quite a few cards from the Shadowmoor set that either function similarly (wither), or would improve the potency of Infect. I'm not sure if including Infect with these older decks would really break them or not though, or if they would function pretty much the same as they always have.

Take a look at
Kulrath Knight, Everlasting Torment, Necroskitter, Blowfly Infestation, and Crumbling Ashes.

The only notable change from the Wither mechanic is that it was primarily B/R/Art, and Infect is primarily B/G/Art. This means that I could replace the cards with the Wither mechanic with Infect cards, dropping Red altogether.. allowing me to use some of the really nasty cards (mentioned above) in conjunction with Heartmender to prevent the deck from backfiring, which would happen from time to time with Blowfly Infestation on the table.. as well as potentially counter pre-existing Wither decks, and incoming Infect decks.

But as I mentioned above, I don't really know if the inclusion of Infect will send these Extended / Vintage decks over-the-top, any more-so than they already are.. and I'm not sure that the mechanic could fit in anywhere else. Within Standard, I definitely think it will become overbearing, albeit slowed by damage prevention cards. I don't foresee damage prevention really winning the game, as Infect cards are generally much more accessible and plentiful than damage prevention (without going way overboard, but then how do you plan to win a game?)

Seth
09-28-2010, 03:02 PM
With impact on older formats I meant tournament formats. I don't think it will impact extended much and it won't impact legacy.
Sure it opens options for fun casual decks and so new cards should. The endless interaction with cards from older sets is what makes the game fun.

The cards that scares me most currently is Leonin Arbiter. That's one nasty hatebear that potentially cripples my legacy Survival build. If he ends up seeing a lot of play in legacy I'll adjust my deck accordingly so its not like it's the end for my deck but still, that's one nasty card and mono white decks like Death and Taxes are going to love him.

PS: tell me if you come up with a strong renewed necroskitter deck. I'm eager to try out the combination with the new infest cards as well.