Apparently, there were more spoilers revealed at PAX’s Worldbuilding Panel, so I’m going to take a look at the most recent of these spoilers now.
Abbey Griffin is a 2/2 flying with vigilance for 3W. Personally, I’ve got a great history with Griffins in Magic, winning a sealed deck with Griffins/Vampires for M12, and I’ll take any griffin in the set easily; he’s decent for a common, no complaints on him.
Dearly Departed reminds us that Innistrad is supposed to be a graveyard set, and does a decent job of it. A 5/5 flyer for 4WW, it costs as much as Sun Titan with a little less kick, but it’s better in the graveyard; as long as it’s in the graveyard, all humans you play get an additional +1/+1 counter when it comes into play. It may see some play if we see a lot of beneficial discard cards, maybe discard 2 draw two for 2B or something, that’s what seems likely in the Innistrad Block.
Stitcher’s Apprentice isn’t really an impressive card. For 1U, you get a 1/2 Homunculus that can pay 1U and tap to make a 2/2 Homunculus and then sacrifice a creature. While I enjoy making tokens, it isn’t very good. Sacrificing creatures may become important as the set goes on, though, as it is a graveyard set, I doubt this is the way we’ll want to.
Vampire Interloper is a 2/1 flyer who can’t block for 1B. Not terrible, but not great. It’s decent early game before an opponent gets blockers down in draft/sealed deck, but won’t see standard play.
Village Ironsmith // Ironfang
|Creature – Human ??? Werewolf // Creature – Werewolf|
At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang.
|1/1 // 3/1|
I haven’t been able to find the art on this card, but this is the spoiler on mtgsalvation. He isn’t terrible, being a 1/1 first strike who turns into a 3/1 first strike. A decent red common, no complaints here.
Moonmist; exactly what we were hoping for. Moonmist for 1G is an instant that transforms all humans. It also prevents all combat damage that any non-wolf or non-werewolf creature does during this turn. That later part can be annoying if you’re running multiple types, such as in draft instead of mono-human/werewolves. Still, it’s a decent card that might make werewolves playable despite their unusual transformation conditions.
Creepy Doll! I guess you could say it’s creepy. That’s about it. It’s a 1/1 construct for 5 mana. Stuffy Doll was a 0/1 and was amazing; Creepy Doll isn’t as good. Essentially, Creepy Doll is a 1/1 for 5 who is indestructible (like Stuffy Doll) and whenever she deals combat damage to a creature, you flip a coin (which sounds rather janky in Magic) and if heads, the creature dies. I love the artwork on this card, though. And it might see some play. It’ll be good in draft with the limited resources you’ve got, wearing down a swinging opponent as Creepy Doll quietly drags what it blocks into the dark.
Ghost Quarter, like Buried Ruin, is a mediocre non-basic land that might do stuff. Ghost Quarter can tap for 1 colorless mana, or tap and sacrifice it to kill a land on the board, and then that player can search for a basic land and put it into play. I guess it’s good for killing dual lands, but they aren’t even really down a land aside from in the deck. Maybe if you know your opponent is drawing a double sided card you don’t want them to have you could use it to force them to shuffle? Like Buried Ruin, it really isn’t great, but it isn’t absolutely horrific. I’d include it in my sealed deck if I’m playing one color.
Also, in my next post, I’ll be reviewing the cards with Transform we’ve seen so far, now that we know how the mechanic works. So keep an eye on the site, it should be up in the next hour or so.