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Pré jugement
Posté par dark le 20/08/2004 07:47:25
La sortie de jugement est pour bientôt (mai 2002). En attendant voici quelques informations (rumeurs) sur la nouvelle extension Magic...

L'image présentée correspond étrangement aux rumeurs qui courent sur une réédition de la carte "Erhnam Djinn" (Arabian Nights, puis Chronicles). Tout parait crédible puisque Tourment a salué le retour du Sengir, et qu'il est maintenant confirmé que Judgment sera une édition à forte coloration blanche et verte.



Et voila La liste complète (il ne peut s'agir que de rumeur)

BLANC:

Ancestor's Chosen (U)
5WW
Creature - Cleric
First Strike
When ~this~ comes into play, you gain one life for each card in your graveyard.
Empowered by generations of strength.
4/4

Aven Warcraft (U)
2W
Instant
Creatures you control get +0/+2 until end of turn.
Threshold - Creatures you control also gain protection from the color of your choice until end of turn.

Battle Screech (U)
2WW
Sorcery
Put two 1/1 white Bird creature tokens with flying into play.
Flashback - Tap three untapped white creatures you control.

Battlewise Aven (C)
3W
Creature - Bird Soldier
Flying
Threshold - ~this~ gets +1/+1 and first strike
Experience is a good teacher, not a kind one.
2/2

Benevolent Bodyguard (C)
W
Creature - Cleric
Sacrifice ~this~: Target creature you control gains protection from the color of your choice until end of turn.
"My destiny is to save others so their destinies may be achived"
1/1

Border Patrol (C)
4W
Creature - Nomad
Attacking doesn't cause ~this~ to tap.
'We have been victims of trechery, of the Cabal, and of out own ambitions. No more." - Commander Eesha
1/6

Cagemail (C)
1W
Enchant Creature
Enchanted creatures get +2/+2 and can't attack.
'Power often costs too high of a price." - Commander Eesha

Chastise (U)
3W
Instant
Destroy targer attacking creature. You gain life equal to its power.
"Why do we pray to the Ancestor? Because She listens" - Mystic elder

Commander Eesha (R)
2WW
Creature - Bird Soldier Legend
Flying, Protection from Creatures
"War glides on the simplist updrafts while peace struggles against hurricane winds. It is the way of the world. It must change."
2/4

Folk Medicine (R)
2G
Instant
You gain 1 life for each creature you control.
Flashback: 1W
Sometimes the healers need healing

Funeral Pyre (C)
W
Instant
Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit token with flying into play.
"Raise the body. Raise the soul" - Mystic Elder

Glory (R)
3WW
Creature - Incarnation 3/3
Flying 2W: Creature you control gain protection from the color of your choice until end of turn, play this ability only if Glory is in your graveyard

Golden Wish (R)
3WW
Sorcery
Choose an artifact or enchantment you own from outside the game, reveal that card, and put it into your hand. Remove ~this~ from the game.
She wished for nobility, but not for a nation to honor it.

Guided Strike (C)
1W
Instant
Target creature gets +1/+0 and gains first strike unti lend of turn.
Draw a card.
"May the Ancestor strengthen my hand and guide my blade" - Nomad war prayer

Lead Astray (C)
1W
Instant
Tap up to two target creatures.
'Never underestimate out enemy's strength, brutality, ... or stupidity' - Commander Eesha

Nomad Mythmaker (R)
2W
Creature - Cleric
W,T: Put target enchant creature card from a graveyard into play enchanting a creature you control.
Nomads weave tales thicker than tapestries

Phantom Flock (U)
3WW
Creature - Bird Soldier Spirit
Flying
~this~ comes into play with three +1/+1 counters on it. If damage would be dealt to ~this~, prevent that damage. Remove a +1/+1 counter from ~this~
0/0

Phantom Nomad (C)
1W
Creature - Nomad Spirit
~this~ comes into play with two +1/+1 counters on it. If damage would be dealt to ~this~, prevent that damage. Remove a +1/+1 counter from ~this~
0/0

Prismatic Strands (C)
2W
Instant
Prevent all damage that a sources of the color of your choice would deal this turn.
Flashback: Tap an untapped white creature you control.

Pulsemage Advocate (R)
2W
Creature - Cleric
T: Return three target cards from an opponent's graveyard to their hand. Return a creature card in your graveyard to play.
1/3

Ray of Revelation (C)
1W
Instant
Destroy target enchantment.
Flashback: G

Selfless Exorcist (R)
3WW
Creature - Cleric
T: Remove target creature card in a graveyard from the game. That creature deals damage equal to its power to ~this~.
3/4

Shieldmage Advocate (C)
2W
Creature - Cleric
T: Return target card in an opponent's graveyard to their hand. Prevent all damage that would be dealt to target creature or player this turn from one source.
1/3

Silver Seraph (R)
5WWW
Creature - Angel
Flying. Threshold: All other creatures you control gain +2/+2 6/6

Solitary Confinement (R)
2W
Enchantment
At the begining of your upkeep, sacrafice ~this~ unless you discard a card. Skip your draw step. You can't be targetted. Prevent all damage dealt to you.

Soulcatcher's Aerie (U)
1W
Enchantment
Whenever a Bird you control is put into a graveyard from play, put a feather counter on ~this~. All Birds get +1/+1 for each Feather counter on ~this~.

Spirit Calm (U)
2W
Enchantment
Whenever a player discards a card from their hand, you may pay W. If you do so, put a 1/1 flying spirit white token into play.

Spurnmage Advocate (U)
W
Creature - Nomad
T: Return two target cards in an opponent's graveyard to their hand. DEstroy target attacking creature.
1/1

Suntail Hawk (C)
W
Creature - Bird
Flying
1/1

Test of Endurance (R)
2WW
Enchantment
At the begining of your upkeep, if you have 50 or more life, you win the game.

Trained Pronghorn (C)
1W
Creature - Antelope
Discard a card from your hand: Prevent all damage that would be dealt to ~this~ until end of turn.
1/1

Unquestioned Authority (U)
2W
Enchant Creature
When ~this~ comes into play, draw a card. Enchanted creature has protection from creatures.

Valor (U)
3W
Creature - Incranation 2/2
First Strike
As long as Valor is in your graveyear and you control a plains, creatures you control have first strike

Vigilant Sentry (C)
1WW
Creature - Nomad
Threshold: ~this~ gets +1/+1 and gains "T: Target attacking or blocking creature gets +3/+3 until end of turn."
2/2 27
Aven Fogbringer (C)
3U
Creature - Bird Warrior
Flying
When ~this~ comes into play, return target land to its owner's hand.
'I cover the land with blankets and it sleeps'
2/1


BLEU

Cephalid Constable (R)
1UU
Creature - Cephalid Wizard
Whenever ~this~ deals combat damage to a player, return up to X target permanents that player controls to their owner's hand, where X is the damage dealt to that player.
Cephalid don't police people. They police loyalities.
1/1

Cephalid Inkshrouder (U)
2U
Creature - Cephalid
Discard a card from your hand: ~this~ can't be the target of spells or abilities and is unblockable this turn.
Cephalids shrink from the harsh glare of scrutiny.
2/1

Cunning Wish (R)
2U
Instant
Choose an instant you own from outside the game, reveal that card, and put it into your hand. Remove ~this~ from the game.
He wished for knowledge, but not for the will to apply it.

Defy Gravity (U)
U
Instant
Target creature gains flying until end of turn.
Flashback: U
Magical or not, it is still a cloud.

Envelop (C)
U
Instant
Counter target sorcery spell.
"What you made will be unmade. What you learned will be unlearned. And when you are done, you will be undone." - Ambasador Laquatus

Flash of Insight (U)
X1U
Instant
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library.
Flashback: 1U, remove X blue cards in your graveyard from the game.

Grip of Amnesia (C)
1U
Instant
Counter Target spell unless its controller removes his or her graveyard from the game.
Draw a card

Hapless Researcher (C)
U
Creature - Wizard
Sacrifice ~this~: Draw a card, then discard a card from your hand.

Keep Watch (C)
2U
Instant
Draw a card from each attacking creature.

Laquatus's Disdain (U)
1U
Instant
Counter target spell player from a graveyard.
Draw a card

Lost in Thought (C)
1U
Enchant Creature
Enchated Creature can't attack or block and its activated abilites can't be played, Its controller may remove three cards in his or her graveyard frm game to ignore this ability unitl end of turn.

Mental Note (C)
U
Instant
Put the top two cards of your library into your graveyard.
Draw a card.

Mirror Wall (C)
3U
Creature - Wall
W: Mirror Wall may attack this turn as though it weren't a wall
3/4

Mist of Stagnation (R)
3UU
Enchantment
Permanents don't untap during their controllers' untap steps.
At the Beginning of each player's upkeep, that player untaps a permanent for each card in his or her graveyard.

Quiet Speculation (U)
1U
Sorcery
Search target player's Library for up to three cards with flashback and put them into that players graveyard. Then that player shuffles his or her library.

Scaplelexis (R)
4U
Creature - Beast
Flying
Whenever ~this~ deals combat damage to a player, that player removes the top foru cards of his or her library from the game. if two or more of those cards have the same name , repeat this process.

Spelljack (R)
3UUU
Instant
Counter target spell. If the spell is countered in this way, instead remove it from the game then put it in a graveyard. As long as it is removed from game, you may play it as though it were in your hand without paying its mana cost. Treat X as 0.

Telekinetic Bonds (R)
2UUU
Enchantment
Whenever a player discards a card from his or her hand, you may pay 1U. if your do, tap or untap target permanent.

Web of Inertia (U)
2U
Enchantment
At the beginning of each opponent's Combat phase, that player may remove a card in his or her graveyard from the game. If the player doesn't, creatures he or she controls can't attack you this turn.

Wonder (U)
3U
Creature - Incarnation 2/2
Flying
As long as Wonder is in your graveyear and you contorl an island, creatures you contorl have flying.

Wormfang Behemoth (R)
3UU
Creature- Nightmare Beast
When ~this~ comes into play, remove all cards in your hand from the game.
When ~this~ leaves play , return the removed cards to their owner's hand.
5/5

Wormfang Crab (U)
3U
Creature - Nightmare Crab
~this~ is unblockable
When ~this~ this comes into play, an opponent choose a permanent you contol and remove it from the game. When ~this~ leaves play, return the removed card to play under its ownder's control
3/6

Wormfang Drake (C)
2U
Creature - Nightmare Drake
Flying
When ~this~ comes into play , sacrifice it unless you remove a creature you control other than Wormfang Drake from the game.
When ~this~ leaves play, return the removed card to play under it's owner's control

Wormfang Manta (R)
5UU
Creature - Nightmare Beast
Flying
When ~this~ comes into play, you skip your next turn
When ~this~ leaves play , you take an extra turn after this one.
6/1

Wormfang Newt (C)
1U
Creature - Nightmare Beast
When ~this~ comes into play , remove a land you contorl from the game.
When ~this~ leave play, return the removed card to play under it's owner's control
2/2

Wormfang Turtle (U)
2U
Creature - Nightmare beast
When ~this~ comes into play remove a land you control from the game
When ~this~ leaves play, return the removed card to play under its owner's control
2/4



BLACK :

Balthor the Defiled (R)
2BB
Creature - Zombie Dwarf Legend
All Minions get +1/+1.
BBB, Remove ~this~ from the game: Each player returns all black and all red creature cards from his or her graveyard to play.
He remembers enough of his life to weep for what he has lost.
2/2

Cabal Therapy (U)
B
Sorcery
Name a nonland card. Target player reveals his or her hand and discards from it all cards with that name.
Flashback - Sacrifice a creature.

Cabal Trainee (C)
B
Creature - Minion
Sacrifice ~this~: Target creature gets -2/-0 until end of turn.
"Ah, a faceshredder. Very rare. Nearly unstoppable. Good luck!" - Cabal instructor

Death Wish (R)
Sorcery
Choose a card you own from outside the game, reveal that card, and put it into your hand. You lose half your life, rounded up. Remove ~this~ from the game. He wished for power, but not for the longvity to abuse it.

Earsplitting Rats (C)
3B
Creature - Rats
When ~this~ comes into play, each player discards a card from his or her hand.
Discard a card from your hand: Regenerate ~this~.
Rats come in one amount: too many.
2/1

Filth (U)
3B
Creature - Incarnation
2/2
Swampwalk
As long as Filth is in your graveyard and you control a swamp all creatures you control gain swampwalk.
66/143

Grave Consequences (U)
1B
Instant
Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card
67/143

Guiltfeeder (R)
3BB
Creature - Horror 0/4
Guiltfeeder can't be blocked except by artifact and/or black creatures. Whenever Guiltfeeder attacks and isn't blocked, target player loses 1 life for each card in his or her graveyard. 68/143

Masked Gorgon (R)
4B
Creature - Gorgon
5/5
Green creatures and White creatures have protection from Gorgons.
Threshold - Masked Gorgon has protection from White and Green.

69/143
Mortality Shift (R)
5BB
Sorcery
Exchange your graveyard and library then shuffle your library.
70/143

Rats' Feast (C)
XB
Sorcery
Remove X target cards in a single graveyard from the game.
71/143

Stitch Together (U)
BB
Sorcery
Return target creature card from your graveyard to your hand.
Threshold - Instead return that creature card from your graveyard to play.
72/143

Sutured Ghoul (R)
4BBB
Creature - Zombie
*/*
Trample
As Sutured Ghoul comes into play, remove any number of creature cards from your graveyard from the game. Sutured Ghoul's power is equal to the total power of the removed cards and it's toughness is equal to their total toughness.
73/143

Toxic Stench (C)
1B
Instant
Target non-black creature gets -1/-1 until the end of turn.
Threshold - Instead destroy that creature, it can't be regenerated.
74/143

Treacherous Vampire (U)
4B
Creature - Vampire
4/4
Flying
Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.
Threshold - Treacherous Vampire gets +2/+2 and has "When Treacherous vampire is put into a graveyard from play, you lose 6 life."
75/143

Treacherous Werewolf (C)
2B
Creature - Minion Wolf
2/2
Threshold - Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life."
76/143


ROUGE :

Anger (U)
3R
Creature - incarnation
2/2
Haste.
As long as Anger is in your graveyard and you control a mountain, creatures you control have haste.
"For its time as a mortal, Anger chose a shell of boiling rock."
-Scroll of begining
Illus. john Avon

Arcane Teachings (C)
2R
Enchant Creature
Enchanted creature gets +2/+2 and has 'T: This deals one damage to target creature or player'
Dwarves may teach at the speed of stone, but their results are solid.

Barbarian Bully (C)
2R
Creature - Barbarian
Discard a card at random from your hand: ~this~ gets +2/+2 until end of turn unless a player has ~this~ deal 4 damage to him or her. Play this ability only once each turn
"Out of my way!"
2/2

Book Burning (C)
1R
Sorcery
Unless a player has Book Burning deal 6 damage to him or her, put the top 6 cards of target player's library into his or her graveyard.
The wizard's spellbook was full of burning questions.

Breaking Point (R)
1RR
Sorcery
Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can't be regenerated.
'Enough!'

Browbeat (U)
2R
Sorcery
Unless a player has ~this~ deal 5 damage to him or her, target player draws three cards.
"Even the threat of power has power." - Jeska, warrior adept

Burning Wish (R)
1R
Sorcery
Choose a sorcery you own from outside the game, reveal that card, and put it into your hand. Remove ~this~ from the game.
She wished for a weapon, but not for the skill to wield it.

Dwarven Bloodboiler (R)
RRR
Creature - Dwarf
Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn.
His battle cry unleashed an avalanche of dwarves.
2/2

Dwarven Driller (U)
3R
Creature - Dwarf
T: Destroy target land unless its controller deals two damage to him or her.
"Drill the planet, its no trouble: Mining granite, making rubble" - Dwarven drilling song

Dwarven Scorcher (C)
R
Creature - Dwarf
Sacrifice ~this~: ~this~ deals 1 damage to target creature unless that creature's controller has ~this~ deal 2 damage to him or her.
Barbarians invented the blaze of glory. Dwarves protected it.
1/1

Ember Shot (C)
6R
Instant
~this~ deals 3 damage to target creature or player.
Draw a card.
Dwarves bring poor coal to market, use good coal in their homes, and throw their best coal away.

Firecat Blitz (U)
XRR
Sorcery
Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn.
Flashback: RR, Sacrifice X Mountains

Flaring Pain (C)
1R
Instant
Damage can't be prevented this turn.
Flashback: R
"I don't rub salt in wounds. I use sulfur." - Maloc, lavamancer

Fledgling Dragon (R)
2RR
Creature - Dragon
Flying
Threshold - ~this~ gets +3/+3 and has 'R: ~this~ gets +1/+0 until end of turn'.
2/2

Goretusk Firebeast (C)
5R
Creature - Beast
When ~this~ comes into play, it deals 4 damage to target player.
As a youth, Kamahl took one for a pet. His hair has yet to grow back.
2/2

Infectious Rage (U)
1R
Enchant Creature
Enchanted creature gets +2/+1
When enchanted creature is put into a graveyard, choose a creature at random ~this~ can enchant. Return ~this~ to play enchanting that creature.

Jeska, Warrior Adept (R)
2RR
Creature - Warrior Legend
First Strike, Haste
T: ~this~ deals 1 damage to target creature or player.
"My brother and I both come from Balthor's forge. Kamahl has a temper of fire. I have a temper of steel."
3/1

Lava Dart (C)
R
Instant
~this~ deals 1 damage to target creature or player.
Flashback: Sacrifice a mountain

Librated Dwarf (C)
R
Creature-Dwarf
R, Sacrifice -this-: Target green creature get +1/+0 and gains first strike until end of turn.

Lightning Surge (R)
3RR
Sorcery
Lightning Surge deals 4 damage to target creature of player.
Threshold - Instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented.
Flashback 5RR

Planar Chaos (U)
2R
Enchantment
At the beginning of your upkeep, flip a coin, if you lose the flip, sacrifice -this-.
Whenever a player play a spell, that player flip a coin, if he or she chose the flip, counter that spell

Shaman's Trance (R)
2R
Instant
Until end of turn, other players can't play spells from their graveyards and you may play cards in other player's graveyards as if they were in your graveyard.

Soulgorger Orgg (U)
3RR
Creature - Nightmare ORgg
Trample. When ~this~ comes into play, you lose all but 1 life. When ~this~ leaves play, you gain life equal to the life lose when ~this~ came into play.
6/6

Spellgorger Barbarian (C)
3R
Creature - Nightmare Barbarian
When ~this~ comes into play, discard a card at random from your hand. When ~this~ leaves play, draw a card.
3/1

Swelter (U)
3R
Sorcery
~this~ deals two damage to each of two target creatures.

Swirling Sandstorm (C)
3R
Sorcery
Threshold: ~this~ deals 5 damage to each creature without flying.

Worldgouger Dragon (R)
3RRR
Creature - Nightmare Dragon
Flying, Trample
When ~this~ comes into play, remove all other permanents you control from the game
When ~this~ leaves play, return the removed cards to play under their owner's control
7/7




VERT :

Anurid Barkripper (C)
1GG
Creature - Beast
Threshold - ~this~ gets +2/+2
When it croaks, so do you.
2/2

Anurid Swarmsnapper (U)
2G
Creature - Beast
~This~ may block as though it had flying.
1G: ~this~ may block an additional creature this turn.
Anurid have the problem of airborn invaders licked.
1/4

Battlefield Scrounger (C)
3GG
Creature - Centaur
Threshold - Put three cards from your graveyard on the bottom of your library: ~this~ gets gets +3/+3 until end of turn. Play this ability only once each turn.
3/3

Brawn (U)
3G
Creature - Incarnation
Trample
As long as ~this~ is in your graveyard and you control a Forest, creatures you control have trample.
"'I have arrived' bellowed Brawn, and the plane shuddered" - Scroll of Beginnings

Canopy Claws (C)
G
Instant
Target creature loses flying until end of turn.
Flashback: G

Centaur Rootcaster (C)
3G
Creature - Centaur Druid
Whenever ~this~ deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
2/2

Crush of Wurms (R)
6GGG
Sorcery
Put 3 6/6 green Wurm tokens into play
Flashback: 9GGG

Elephant Guide (U)
2G
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play.
Nature's strength outlives the strong.

Epic Struggle (R)
2GG
Enchantment
At the beginning of your upkeep, if you control 20 or more creatures, you win the game.
"If our foes will not listen to words, perhaps hooves and claws will make them take notice" - Seton, centaur druid

Ernham Djinn (R)
3G
Creature - Djinn
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep.
He provides a safe passage to nowhere.
4/5

Exoskeletal Armor (U)
1G
Enchant Creature
Enchanted creature gets +X/+X, where X is the number of creatures in all graveyards.
"We only use what we need-but in times of strife, out need becomes great." - Centaur warrior

Folk Medicine (R)
2G
Instant
You gain 1 life for each creature you control.
Flashback: 1W
Sometimes the healers need healing

Forcemage Adovocate (U)
1G
Creature - Centaur
T: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature.
'Out unity renews our strength'

Genesis (R)
4G
Creature - Incarnation 4/4
At the beginning of your upkeep, if Genesis is in your graveyear, you may pay 2G, if you do, return target creature card from your graveyear to your hand.

Giant Warthog (C)
5G
Creature - Beast
Trample
"When the Ancestor saw the cruelty her human children were capable of, Her fury shook the world. From this outbust sprang the warhogs" Nomad myth

Grizzly Fate (U)
3GG
Sorcery
Put two 2/2 green Bear creature tokens into play.
Threshold - Instead, put 4 2/2 green Bear creature tokens into play.
Flashback: 5GG

Harvester Druid (C)
1G
Creature - Druid
T: Add to your mana pool one mana of any color that a land you control could produce.
'In the end, the same soil lies atop the fields, within the mountain, and under the sea.
1/1

Ironshell Beetle (C)
1G
Creature - Insect
When ~this~ comes into play, put a +1/+1 counter on target creature.
"Why waste time creating weapons? Nature provides us with all we need." - Centaur warrior

Krosan Reclamation (U)
1G
Instant
Target player shuffles up to two target cards from his or her graveyard into his or her library.
Flashback: 1G

Krosan Wayfarer (C)
G
Creature - Druid
Sacrifice ~this~: Put a land card from your hand into play.
"The Krosan Forest lives, and druids are its seeds." - Seton, centaur druid

Living Wish (R)
1G
Sorcery
Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove ~this~ from the game.
He wished for growth, but not for a way to control it.

Nantuko Tracer (C)
1G
Creature - Insect Druid
When ~this~ comes into play, you may put target card from a graveyard on the bottom of its owner's library.
Your past is a map to where you will go - Nantuko teachings

Nullmage Advocate (C)
2G
Creature - Insect Druid
T: Return two target cards in an opponent's graveyard to his or her hand. Destroy target enchantment or artifact.
'Our unity unmasks your deceit'

Phantom Centaur (U)
2GG
Creature - Centaur Spirit
Protection from Black
~this~ comes into play with three +1/+1 counters on it.
If damage would be dealt to ~this~, prevent that damage. Remove a +1/+1 counter from ~this~
2/0

Phantom Nantuko (R)
2G
Creature - Insect Spirit
Trample
~this~ comes into play with two +1/+1 counters on it. If damage would be dealt to ~this~, prevent that damage. Remove a +1/+1 counter from ~this~
T: Put a +1/+1 counter on ~this~.
0/0

Phantom Tiger (C)
2G
Creature - Spirit Cat
~this~ comes into play with two +1/+1 counters on it. If damage would be dealt to ~this~, prevent that damage. Remove a +1/+1 counter from ~this~
1/0

Seedtime (R)
1G
Instant
Play ~this~ only on your turn. If an opponent played a blue spell this turn, take an extra turn after this one.

Serene Sunset (U)
XG
Instant
Prevent all combat damage X target creatures would deal this turn.

Sudden Strength (C)
3G
Instant
Target creature gets +3/+3 until end of turn. Draw a card.

Sylvan Safekeeper (R)
G
Creature - Wizard
Sacrifice a land: Target creature you control can't be the target of spells or abilities until end of turn.
1/1

Thriss, Nantuko Prime (R)
5GG
Creature - Insect Druid Legend
G, T: Target creature gets +5/+5 until end of turn.
5/5

Tunneler Wurm (U)
6GG
Creature - Wurm
Discard a card in your hand: Regenerate ~this~.
6/6

Venomous Vines (C)
2GG
Sorcery
Destroy target enchanted permenant. 4

Anurid Brushhopper (R)
1GW
Creature - Beast
Discard two cards from your hand: Remove ~this~ from the game. Return it to play under its owner's control at end of turn.
It's so tough it frightens itself into hiding.
3/4

Hunting Grounds (R)
GW
Enchantment
Threshold - Whenever an opponent plays a spell, you may put a creature card from your hand into play.
In the heavy hush of Krosa, drawing on mana is like ringing a dinner bell.

Mirari's Wake (R)
3GW
Enchantment
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.
The land drank power from the Mirari as though it had thirsted for it forever.

Phantom Nishoba (R)
5GW
Creature - Beast Spirit
Trample
~this~ comes into play with seven +1/+1 counters on it. If damage would be dealt to ~this~, prevent that damage. Remove a +1/+1 counter from ~this~.
0/0





ARTEFACTS

aucun






TERRAINS

Krosan Verge (U)
Land
~this~ comes into play tapped.
T: Add one colorless mana to your mana pool.
2, T Sacrifice ~this~: Search your library for a forest card and a plains card and put them into play tapped. Then shuffle your library.

Nantuko Monastery (U)
Land
Krosan Verge comes into play tapped.
T: Add one colorless mana to your mana pool.
Threshold - GW: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land.
Illus. Rob Alexander
?

Riftstone Portal (U)
Land
T: Add 1 to your mana pool.
If this is in your graveyard, all lands you control gain "T: Add G or W to your mana pool."


Ce message est destiné à en faire rêver certains et à en decevoir quelques autres. En effet, à l'approche de Judgment, la dernière extension du bloc Odyssey, les wishs font beaucoup parler d'eux. Ces cartes (une par couleur) permettent d'aller chercher des cartes "que vous possédez hors de la partie" (traduction littérale).
Exemple (le vert) :

Living Wish (R)
1G
Sorcery
Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove ~this~ from the game.

Rappel : Les decks contenant des cartes du bloc Invasion (invasion+planeshift+apocalypse), Odyssey(odyssey+torment+judgment) et de l'edition 7eme uniquement, sont en type 2. Le side doit egalement ne contenir que des cartes des ces editions.

Une polémique assez importante s'est donc lancée sur la définition de "from outside the game" (en dehors de la partie).
Cela signifie-t'il dans le side? Uniquement parmi les cartes qui ont été retirées durant la partie? Partout, même dans le fond de ma poche?
Je crois que le mieux a faire est d'attendre... "Wait and see" comme on dit.

Ceci dit je tenais a calmer les espérance de certains qui pensent aller chercher des cartes n'importe où ! En effet, Si mon deck est type 2, ma poche n'est pas tenue de l'être. Et qui m'empèche alors de poser Morphelin ? Personne ni aucune règle jusqu'alors !

Pensez vous avec la moindre espérance que les Magiciens de la côte vont nous laisser ce plaisir ? Moi je ne crois pas!
Et de plus l'arbitrage des tournois ne laissera jamais entrer en jeu des cartes qui n'ont pas été listées au depart donc...

Apprendre à jouer à magic

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Re: Pré jugement
Posté par dark le 20/08/2004 07:47:25
Je lance un débat sur les meilleurs cartes de l'extension...
Faites vos proposition pour savoir quels seront les futurs de l'extension.

Moi, sans conteste, je citerai les wishs...

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Re: Pré jugement
Posté par dark le 20/08/2004 07:47:25
Monastyère nantuko est une carte affreuse aussi.
Ne parlon même pas du terrible calme spéculation.

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Re: Pré jugement
Posté par dark le 20/08/2004 07:47:25
Il ya aussi le dragon juvénile, presque mieux que le shivan, si le deck est adapté,
Une autre créature hallucinante : centaure fantomatique
Et aussi anouride saute broussaille.

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