Jump to content

Recommended Posts

We got previews a'coming for Amonkhet! First, allow me to introduce you to the set's mechanics.

RETURNING MECHANIC: Cycling

Yes, Cycling is coming back! Everyone loves cycling. The classic version is to pay 2 generic mana, and toss the card out your hand, and you get a new card! First and foremost, this is a great ability to have on any card. There are many times that you have a card in your hand that you don't need, and some other card in your library that you do need. If you already have the mana available, might as well try toss the one you don't need for a likely better one. The second thing is that Amonkhet is looking to be a heavily graveyard-based set. In this way, cycling helps get cards from your hand into the graveyard without needing to cast them and/or have them die. Chances are that we're going to see some variant cycling too, such as paying life for cycling instead of 2 mana, or getting bonuses whenever you cycle cards. Best thing of all? Cycling goes into almost any deck, so always try to snatch these up in a draft!

NEW MECHANIC: Brick Counters

Not really that new of a mechanic, even though these are the first brick counters we've ever had. They're just a type of counter that's going to be shared amongst some artifacts. The fun thing is that these brick counters are going to let you "build" some Civilization-type Wonders. Okay, not really. They're artifacts that if they have a certain threshold of brick counters they start doing more powerful things.

NEW MECHANIC: Embalm

Now THIS is a cool new mechanic. Embalm lets you get a second use out of creatures that have it. Basically, this is "flashback" for creatures. While in your graveyard, you can pay an "embalm" cost. Doing so exiles the creature card from your graveyard, but you get a token copy of the embalmed creature that's a little... undead. Specifically, it becomes a white creature, gains the Zombie creature type, and loses its mana cost. What's not to love? Bringing back creatures is always powerful, and the fact that these stick around is great. I'm personally hoping for a few white-hate cards in the set to punish people that get too many mummies, but I doubt that'll be the case. Watch out if there's a card that gives all your graveyard creatures embalm, since that'll likely be a big card for some kind of combo deck and/or commander.

NEW MECHANIC: Exert

This is a mechanic that I've seen discuss in design-forums numerous times, and I'm glad to see it come on out into the real world to play. Basically, this mechanic lets you push your creatures a little harder when they attack, and they give a little more, but then they're really tired and stay tapped next turn. You declare if a creature is exerting itself as it attacks (so before you know of any tricks your opponent might have!), and in return the creature will perform a special ability. Guaranteed you'll see creatures getting to attack as if they were worth an extra 1 or 2 mana. I wonder how much we're going to see this though, as staying tapped for a whole second turn is quite a cost. I would doubt that it's correct to exert your creature each time, but we'll probably see it be practically a requirement on a few creatures.

RETURNING MECHANIC: -1/-1 counters

You like making creatures bigger right? Wrong. You like making your opponent's creatures dead. Dead dead dead. -1/-1 counters help you do this. Shrink those buggers until they die from having 0 toughness. A few -1/-1 counters can make a beefy attacker into something that can be blocked all day long too, reducing the threat that such creatures have. Just be careful when putting those counters on an Embalm creature, because it'll come back at full strength! Otherwise, you can treat these as both damage spells and combat tricks, with either using them at Instant speed to offset a combat in your favour, or used post-combat to destroy a creature that thought it could safely block something smaller.

NEW/RETURNING MECHANIC: Aftermath (that's kind of a Split Card and kind of Flashback)

I really dislike this mechanic, but whatever. It'll do good stuff, but it looks fugly. This card is cast for one of its halves, then it can be cast again from the graveyard for it's other half, and doing so exiles it. So, yeah, that's it. An Aftermath card is Flashback, but happens to be a split card, sorta. Looks terrible. One half of the card is right-side up, the other is sideways. It does let you bluff easier that you don't have it (since you look at it normally in your hand), and while beside you in the graveyard it's easier to poke its head out and see it as well. Guess that's why. Bleh. Previews of it to come below.

Edited by Yarium
  • Upvote 1

Share this post


Link to post
Share on other sites

duskdawn.jpg

Dusk // Dawn

Dusk | 2WW
Sorcery (R)
Destroy all creatures with power equal to or greater than 3.

Dawn | 3WW
Sorcery (R)
Aftermath (Cast this spell only from your graveyard, then exile it.)
Return all creature cards with power less than equal to 2 from your graveyard to your hand.

Share this post


Link to post
Share on other sites

These cards below are mostly reprints, with a few new ones. These are all going to be in a "Welcome Deck" that will be done at an event coming soon that has simpler cards in them, but all of these will be Standard Legal and printed in the new set!

 

en_mbVorMDziL.pngen_2N7Yi2uqi1.pngen_v5Y0D7v9s9.pngen_ba5Loo2M3I.pngen_QCKUn3Jnqz.pngen_odmaAb7OLw.pngen_oM2mZpj1MG.pngen_aDb3i2cSDQ.pngen_cOlP2Za8vZ.pngen_mvz089DFCf.pngImageen_ZSqT7xMvI8.pngen_t8tHfSE2LY.pngen_7EPeNc8YIC.png

Share this post


Link to post
Share on other sites

en_jG6CH9Lx83.png

Here's the Embalm ability! A 2/2 for 2 is great, and being able to block an additional creature means it can chump like a pro. Like a super-pro though, it comes back to do it again for a reasonable cost of 3!

en_Npe8YOnalQ.png

Share this post


Link to post
Share on other sites

en_as8va5B9cw.png

Build the Oracle's Vault and start getting free spells. Along the way you get the red "impulse" draw as well, which isn't too shabby!

Share this post


Link to post
Share on other sites

en_rgXqwthzn3.png

You will almost always be exerting Glorybringer, since 5 mana for 4 damage in draft is often going to work as a removal spell. This definitely offsets the exerting cost of not untapping right away, since that should buy you time. Unfortunately, that also gives your opponent an extra turn to find an answer to this, making it into a mere 2-for-1, but that's still fantastic anyways.

Share this post


Link to post
Share on other sites

Aven_Mindcensor_EN-215x300.png

Yay! It's back! You may not remember [c]Aven Mindscensor[/c], but it was first printed back in Future Sight, and between having Flash and its ability, proved startlingly relevant against many attempts to [c=Tolaria West]transmute[/c] cards into new and better ones. Restricting players to the top 4 cards of their library means there's still a chance that such cards work (so it doesn't entirely shut them down), but that there's a big chance they wiff as well.

In drafts you're going to mostly see this as a 2/1 flash flyer for 3, which is honestly still very serviceable, but if there's lots of [c]Terramorphic Expanse[/c]-type effects, or [c=Twisted Abomination]swampcycling[/c]-type shenanigans, this could seriously set an opponent back a turn! 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

×