Tag Archive: m15 spoilers


chordofcalling 156

Chord of Calling is getting a reprint in M15!

For those of you who don’t know, Chord of Calling is one of the centerpieces of Birthing Pod decks in Modern, after the banning of Green Sun’s Zenith, and is another very expensive reprint.

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Original Ravnica ones are sitting at 36 dollars as of this moment, but they’ll be going down any moment now due to the reprint.

This reprint was very needed, and due to our returning mechanic for the set being Convoke, this is probably the only opportunity they’d be able to put this card back into standard.

To actually explain what the card does, it searches for a creature converted mana cost X or less and puts it into play – clean, simple, and effective. In fact, it’s actually better than Green Sun’s Zenith due to the fact it doesn’t have the limitation on what it can search, but at the disadvantage of being 2 green more. However, that’s easily solved with the magical ability of Convoke! With enough on board, you can tap out to search out combo pieces, or just to search whatever you need to pod into, instead of podding into it.

This set is just cranking out surprise after surprise! I’m excited to see what else lies in the last 80-so cards of the set.

Until next time,

-SolemnParty

 

M15 Spoilers – Chief Engineer Rare Card Review

chief-engineer-magic-2015

Every once in awhile, a card comes around that looks to be ready to break multiple formats. Chief Engineer would appear to be that kind of card. A card that can make any artifact you cast gain Convoke sounds incredibly silly, in theory. Basically, what this allows to happen is giving each artifact you cast the ability to tap as many creatures that you control as you want to reduce its casting cost by one. The best part about Convoke that is often misunderstood is that Convoke is unaffected by summoning sickness. You can tap creatures as soon as they are played, meaning that Affinity in Modern (and Legacy) for that matter could soon become ridiculous. Right?

Chief Engineer is a 1/3 for 1U. Those are reasonable stats, but he’s not exactly very aggressive. Plus, multiple copies of him on board don’t do much for you. It’s not like Etherium Sculptor where its ability to make your artifacts cost 1 colorless mana less can stack. However, in concert with Etherium Sculptor and Grand Architect, Chief Engineer does have a chance to shine.

One question that has been brought up quite a bit already is, how much better is Chief Engineer than Grand Architect?

grand-architect

Grand Architect was a very strong card during the Scars of Mirrodin block, and still sees heavy Commander play, as well as some fringe Mono-Blue Devotion play in Modern in a deck called Master Architect (which is of course based around Master of Waves and the Architect.) Like Chief Engineer it’s a 1/3 but with a 1UU casting cost. It also is a lord for blue creatures and it has an ability for one Blue to make an artifact creature blue until end of turn. Then, if you tap an untapped blue creature you control, you get to add 2 colorless mana to your mana pool. You can only spend that mana to cast artifact spells or activate abilities of artifacts, but that’s pretty solid.

The obvious advantage of <strongChief Engineer is that it costs 1 fewer Blue mana to cast and it gives your artifacts Convoke, which means that the color of the creature you are tapping isn’t nearly as important. It is possible to see the Engineer working well alongside the Architect, however.

etherium-sculptor

Etherium Sculptor was a very strong card back in the days of Shards of Alara. It’s been reprinted a couple of times since, most recently in Modern Masters. It hasn’t seen much Modern play, sadly, outside of Krark-Clan Combo, an inconsistent but at times highly successful deck. (I hate combo decks, and I am sure that SolemnParty will be covering some of my most hated combos in the Games and Mechanics series at some point in the future.) It’s an extremely popular Commander card, however, and it was very good in its Standard and Extended heydays. In an artifact based deck, it would seem that the Sculptor is a better turn two drop until you remember that Chief Engineer can be Convoked for Blue mana, and in Eternal formats likely you’ll have a Memnite or Ornithopter to tap for the colorless mana, meaning you get to cast a free Sculptor. That’s very solid.

That being said, many people are dreaming of turn three Wurmcoil Engines. While that would be technically possible, as many players have already pointed out on various forums and on Reddit, potentially playing out your whole hand for a turn three Wurmcoil is more than a bit risky. But here is a very playable scenario that doesn’t necessarily involve over-extending.

Turn one, play an Island and some one-drop or zero-drop creature. Turn two, play a land. Then, drop the Chief Engineer, then using the Sculptor’s new Convoke ability, tap both creatures to bring it out. You could then bring out another two-drop creature by tapping the Sculptor, or using the other Island, as well – but that’s not necessary. Even with just three creatures on board, and presumably two lands, with Sculptor on board, that’s all you need to drop the Engine. There. you now have a turn three Wurmcoil, and probably still a couple of cards in hand. Yes, you might be asking for removal to wipe it out, but you’re already greatly up on board position. Grand Architect doesn’t offer that sort of acceleration. But this scenario, of course, assumes that you have a Sculptor and one other creature to drop. Then again, that’s not at all far-fetched.

mycosynth-golem

The card that Chief Engineer probably enables the best, however, is Mycosynth Golem. Yes, it costs 11 mana to play, but it does have affinity for artifacts. Let’s take the scenario with the Turn 3 Wurmcoil Engine
. You have four creatures on board and presumably three lands now. That’s 7 mana. So turn four, you’ll likely have at least 4 untapped creatures and 3 land. You may have a fourth land-drop, as well. Already Mycosynth Golem is a 7 drop, due to having 3 artifacts and the Sculptor on board. Therefore, you have the mana already to cast it on turn 4 by Convoking all four creatures and tapping three land. So yes, you have a turn for Mycosynth Golem, and after that point, since now your artifacts all have affinity for artifacts, you basically play everything else after that for free.

Right now, Mycosynth Golem is only played in Commander, but it is legal in Legacy and Modern. Chief Engineer has just made Mycosynth Golem far more playable in Modern and Legacy.

And there’s this guy:

myr-superion

Turn one creature, turn two Chief Engineer. Tap two creatures. Get a free 5/6 Myr Superion. Yeah.

OK, so that’s all well and good. Affinity in Modern got a new friend. It remains to be seen just how Chief Engineer is brewed with in Eternal formats, but there potential is definitely there. I don’t even have to begin to tell you how good Convoking Artifacts is in Commander, a format dominated by artifacts everywhere.

So what about Standard?

Well, Magic 2015 already has a fair share of decent artifacts. Our old zero-drop Ornithopter is back. Juggernaut is back. Phyrexian Revoker is back. Perilious Vault can wipe out a board, the exiling version of Oblivion Stone. You also have the lovely indestructible artifact land Darksteel Citadel.

Oh, and there’s Soul of New Phyrexia.

Yes, there’s definitely a lot of potential for Chief Engineer to go somewhere. He’s going to even be playable in Limited with the number of artifacts in this Core Set. Depending on what the Khans of Tarkir block has to offer for artifacts, he could find even more great synergies in Standard.

Regardless of what happens in Standard, he will be the nuts in Commander and Affinity players will get to visit Magical Christmas Land with their turn 3 Wurmcoil Engines and turn 4 Mycosynth Golems on a good many occasions. Affinity was already a deck in Modern without the artifact lands, and Legacy still has them. It’s really just a matter of figuring out where to stick your copies of Chief Engineer in Affinity lists. Not sure it will be run as a full play-set or not, but as it’s 3 toughness, it’s well in range to be hit by Lightning Bolt or Lightning Strike. Plus, you’ll want to have enough copies to open with one consistently.

Basically, if you get a great opening hand, Chief Engineer makes Affinity very tough to beat. It won’t be Mirrodin block all over again with artifacts overrunning the format – Wizards learned that lesson well – but artifact lovers are going to have some fun with this guy.

And he’s even Vintage playable with Moxen.

How will you use Chief Engineer?

– Elspeth for the Win

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Wizards of the Coast is just full of surprises this week.

Sam Stoddard, a writer for Daily MTG over on the official Wizards Page, just uploaded his article Making Mana, confirming that Wizards has decided to print the enemy color pain lands in M15.

shivanreef1 llanowarwastes1

These are the two M15 arts that we have.

battlefieldforge yavimayacoast cavesofkoilos

And these are the latest arts of the other three.

All 5, however, are confirmed for reprint.

While it’s unlikely that this will impact legacy or modern as they already existed in those formats, standard having access to these lands is fairly interesting.

As he says in his article,

Early on in development, we decided to put a cycle of enemy-colored lands in Magic 2015—the Innistrad check lands. In most ways, they are a lot better than the pain lands. They worked much better with the Return to Ravnica shock lands, and they don’t have the problem of life tracking that the pain lands have, but they didn’t quite work for Standard. Not that they couldn’t in the future, but they didn’t work for what we were trying to accomplish. I mentioned last year that we were moving more toward printing full cycles of lands in a block to make the mana work for Constructed and for Block Constructed. That isn’t changing.

While I’m sure some people will be disappointed about these lands being printed, a lot of people are actually excited to see these lands in standard. A lot of older players already have them, and for new players they’re relatively easy to pick up cheap and play in your standard decks. In fact, Caves of Koilos was just reprinted in the Modern Event Deck not too long ago.

What do you think about this? What modern brews do you have up your sleeves with these older lands? Tell us in the comments below.

Until next time,

-SolemnParty

 

chandrapyromaster

Chandra, Pyromaster is easily the best version of Chandra, and is being reprinted in M15!

To quickly recap her abilities, the 0 tends to be the most relevant:

O: Exile the top card of your library. You may play it this turn.

Essentially, she is used as a red draw engine, though you need to keep mana open if you plan on using her. The rest of the time, you just throw one damage at a creature and player and make it so they cannot block.

Until next time,

-SolemnParty

soulofnewphyrexia

 

Soul of New Phyrexia is a card I didn’t expect – while we had the other two spirits at the time spoiled (Soul of Zendikar and Soul of Ravnica), I was expecting it to be a 5 card cycle, one of each color.

And then we see this fantastic monstrosity taking up a colorless spot in the cycle.

Soul of New Phyrexia is 6 colorless for a 6/6 Avatar artifact creature with trample.

Right there already makes me love this card – being an artifact gives it a ton of versatility, and being colorless makes it playable enough to play in any colors. In addition, we have already seen the success of Wurmcoil Engine in Standard and Modern – the card is fantastic at the same card slot.

Now, we get to it’s “Soul” effect:

5: Permanents you control gain indestructible until end of turn.

Right there is pretty fantastic, as at 5 mana it can easily make itself indestructible along with all of your other permanents, and is very easy to sink mana into as it doesn’t have the colored requirements of the other spirits, allowing it to be playing in multi-color decks as well.

5, Exile this card from your graveyards: permanents you control gain indestructible until end of turn.

And also fantastic. An ability usable out of the graveyard to catch your opponents off guard is fantastic in any situation.

I’m excited to play this in my Commander decks, and I feel that it’ll be a lot of fun to drop on the table time after time.

Until next time,

-SolemnParty

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Burning Anger – Magic 2015 (M15) Rare Card Review

burning-anger-magic-2015-core-set

Burning Anger (no relation to the Glyph of Burning Anger from World of Warcraft) is an Enchant Creature card (more popularly known as an Aura) from the Magic 2015 Core Set. Unlike many of the Auras from the Theros block, however, Burning Anger is not really a viable option for the growingly-popular Heroic deck archetype.

This Enchantment costs 4 and a Red mana to cast, and Auras with a 5 Converted Mana Cost need to be something special. To be honest, Burning Anger does give the Enchanted creature a decent effect: it gains the ability to deal damage equal to its power to target creature or player. The fact that it’s creature or player is definitely important. Put on a 7-power creature card like Phytotitan, that’s a pretty powerful card.

Unfortunately, this card is a bit pricey to fit into the mana curve of most decks that would play Auras. It’s going to be useful in Limited, but definitely not something worth rare-drafting unless big creatures are already in the game-plan. It’s going to be a fringe card even in the Aura-happy Commander environment, as it’s in the wrong colors for the most popular Aura-friendly Commanders (Bruna, Light of Alabaster, Krond the Dawn-Clad, Zur the Enchanter, etc.) Burning Anger has a good design, and it’s probably properly costed, but it’s just another bulk Core Set rare when all is said and done.

~ Elspeth for the Win

Photo credit: Mythic Spoiler, Fair Use

Siege Dragon – Magic 2015 Rare Card Review

siege-dragon

Siege Dragon is a very interesting new Dragon for the Magic 2015 Core Set. It costs 5 and 2 Red to cast, for a total converted casting cost of 7, so he’s already on the steep side. He’s a 5/5 flyer with an interesting enter the battlefield effect: destroy all Walls your opponent controls. That’s pretty flavorful, but it’s interesting how specific it is about Walls. Keep in mind that cards that now have Defender were all originally known as Walls. However, I believe that in this case, “Walls” refers to the creature type of Walls, which can include cards that don’t have “Wall” in their name (i.e. Cathedral Membrane from New Phyrexia.)

However, the better part of Siege Dragon is that if you opponent controls no Walls, whenever it attacks it deals 5 damage to each creature without flying defending player controls. That’s a pretty sweet ability. This is no Balefire Dragon, but at rare, that’s still pretty powerful.

Siege Dragon may not be greatly Standard-playable, but is a decent rare-draft in Limited and should be an especially strong rare in a Sealed pool. Mono-red Dragon-based Commander decks could find a home for him, as well. It may not be much above a bulk rare, especially with Stormbreath Dragon just being a better card. If Siege Dragon had haste, this would be a super strong card; alas, it does not.

~ Elspeth for the Win

Picture Source: Mythic Spoiler, Fair Use

One of the most exciting things to players when it comes to spoilers is seeing cycles of cards coming together.

While we now have all of Conspiracy, we are also starting to hear about the next core set, M15.

One of the cycles I’m most excited for is the Paragon cycle – a cycle of creatures that help their own color.

The entire cycle is 3X for a 2/2 Human X (with the exception of the black one, which is a skeleton) where X is their color and a class that that particular creature is. These creatures also have the ability to pay X and tap (where X is their color) and gives another creature of your color the primary ability of that color.

paragonofnewdawns1

Paragon of New Dawns is 3W for a 2/2 Human Soldier that gives all of your white creatures +1/+1 and taps to give another white creature you control Vigilance until end of turn. Being a Soldier, this Paragon will be a favorite among players of that Tribe.

paragonofgatheringmists1

Paragon of Gathering Mists is 3U for a 2/2 Human Wizard that gives all of your blue creatures +1/+1 and taps to give another creature of your blue creatures flying until end of turn.

paragonofopengraves1

Paragon of Open Graves is the odd-man out, being a Skeleton Warrior instead of a Human Warrior. However, everything else he does matches the rest of the cycle. For 3B, he gives all of your black creatures +1/+1 and taps for 1B (also different than the rest of them) to give another black creature you control deathtouch until end of turn.

Although he is the lone non-Human of the Paragons, the one upside of him being a Skeleton is that the popular EDH lord Death Baron will pump him by +1/+1 and give him Deathtouch.

Personally, I think I like this one the most despite being the most different from the rest of the cycle – breaking both the creature type and the cost of the tap ability. This is most likely because of Deathtouch most likely being the most power of these abilities to give to other creatures.

paragonoffiercedefiance1

Paragon of Fierce Defiance is 3R for s 2/2 Human Warrior that gives all of your other red creatures +1/+1 and taps to give a red creature Haste until end of turn.

paragonofeternalwilds

Paragon of Eternal Wilds is 3G for a 2/2 Human Druid that gives all of your other green creatures +1/+1 and taps to give another green creatures trample until end of turn.

Altogether, I think the Paragons will be a strong cycle in this upcoming core set, and I’m excited to see what else is in the set.

– SolemnParty

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