View Full Version : [Future Sight]
Carnage
27th January 2007, 14:25
Alle rumors / info / uitgelekte informatie van de nog uit te brengen Future Sight set zal hier komen te staan.
Magic: Future Sight offers a true glimpse of the future, bringing cards that will actually preview Magic expansions from 2007 and beyond!
--> Cool! Future sight geeft dus echt een kijkje in de toekomst van volgende magic sets!
Carnage
7th February 2007, 21:14
De Magus-cycle is weer present, en is deze keer gebaseerd op enchantments.
Zo schijnt er ook een Magus o/t Future te zijn (Future Sight als creature dus...).
aekold
8th February 2007, 10:52
dan zal er ook wel een magus of the moat zijn gok ik.
Carnage
8th February 2007, 18:19
Ouch dat is ridicuul :)
Rood - Magus of the Furnace?
Zwart - Magus of the Abyss?
aekold
8th February 2007, 20:48
magus of the aluren/greater good/vineyard?
incubus
13th February 2007, 18:27
Miss dat het enchantments uit toekomstige sets zijN!
Carnage
14th February 2007, 23:55
Zou kunnen inderdaad :)
Carnage
18th February 2007, 15:13
van MTGSalvation interview met Maro:
Q:
Mark, the new card frames for the timeshifted cards in Planar Chaos are awesome. Is there any chance we will see them again in the future? Are the cards themselves viable for reprinting?
- notjohn and Leonidas
A:
I would not expect to see the Planar Chaos timeshifted frame anytime soon. The card themselves though are legal for reprinting although in a normal frame. Will such a thing happen anytime soon? Maybe.
...
Q:
Why did you put the multiple timeshifted rarities into effect rather than using the same setup as Time Spiral?
A:
We felt that the Planar Chaos timeshifted cards were very different than the Time Spiral ones in that they are new cards. We felt okay making it hard to get the Time Spiral timeshifted cards because players could track them down in the secondary market, but if the Planar Chaos ones were hard to get, they'd just be hard to get. Also, we wanted to change how we treated the timeshifted cards in each set (so yes, they'll be different yet again in Future Sight).
Mag ik hieruit opmaken dat de timeshifted kaarten in Future Sight dus daadwerkelijk kaarten zijn uit future expansions? :D
Carnage
23rd February 2007, 17:30
Vers van MtgSalvation.com:
-Jhoria will get her own card
-Quasi-iconic creatures (with abilities of their own, not necessarily vanillas) that cost one mana of their respective colors will be the cards 'shaped by the 'creature-shapers', which is...of course, a cycle.
-Sliver Legion IS the sliver overlord:
Sliver Legion WUBRG
Legendary Creature - Sliver
Each Sliver gets +1/+1 for each other Sliver in play.
7/7
Carnage
27th February 2007, 17:50
Er schijnt een 'statue' van Akroma in Future Sight te zitten....vooralsnog heet ie "Akroma's Memorial"...
Carnage
13th March 2007, 21:27
Here it is!
aekold
14th March 2007, 12:32
En zit die gewoon zo als kaart in een booster of hoort er ook nog tekst bij :P
Carnage
14th March 2007, 16:38
Dit is een oversized versie van de kaart die in de boosters zal zitten...de naam is overigens niet zeker.
Het schijnt een soort kaart te zijn waarmee je 'an army of Akroma's' kan vormen :|
Nitro
14th March 2007, 18:27
Nou ik zie de eerste posters daarvan al boven mijn bed hangen hoor!
Carnage
15th March 2007, 16:56
De eerste kaart!
Er gaan nu geruchten dat de 'future' van Future Sight niks anders is dan de abilities van Post-Mirrodin block (dussssssss de Convoke op deze kaart)...Planar Chaos en Time Spiral bevatten alleen maar abilities van pre-Mirrodin Block.
incubus
16th March 2007, 16:14
vindt dat toch wel een kaart waar veel fun mee gedaan kan worden
Carnage
17th March 2007, 16:11
Dat ding is ronduit eng late game...
btw - 4 creatures + Intruder Alarm + dit ding == very nasty *nasty*
Elminster
18th March 2007, 22:29
Ik maak hieruit op (en uit de 'total cost' in de wording) dat je ook de buyback kan convoken?
Carnage
18th March 2007, 22:31
Yup...er staat ook expliciet 'Total Cost' in de Convoke reminder tekst.
Carnage
23rd March 2007, 21:09
Preview van Scrye Magazine:
Llanowar Mentor G
Elf Spellshaper
G, tap, Discard a card: Put a 1/1 Green Elf druid creature token named Llanowar Elves into play "with Tap: Add G to your mana pool."
1/1
Uncommon
8)
Elminster
23rd March 2007, 22:54
Zoals ik al zei.... heftig!
En over de Llanowar spellshaper: damn.... Als dat waar is... :S
Carnage
25th March 2007, 15:29
aekold
26th March 2007, 13:54
Damn, sick.
Ik vind de art van de sliver alleen niet mooi.
incubus
27th March 2007, 13:54
slivers zijn zo groot dan :<
Carnage
27th March 2007, 14:44
Future Sight offers cards that will actually preview Magic expansions from 2007 and beyond. This is mentioned in an advertisement for Inquest Gamer #145 and propably refers to the Lorwyn-block and possibly "Rock"-block.
Future Sight will feature cards with split second, suspend, echo, buyback and convoke.
There will be a third magus-cycle, confirmed Devin Low. One of them is now known to be Magus of the Future, appropiatly referring to the enchantment Future Sight.
Devin Low also alluded to a kind of giant unsolvable green fatties being part of Future Sight
Jhoira will get her own card. This card can 'suspend any card in play'
A card like The Cheese Stands Alone will see print.
A cycle of Spellshapers will shape creatures, rather than sorceries and instants. These 'Creatureshapers' will shape quasi-iconic creatures that cost one mana of their respective colors: ? (W), ? (U), Festering Goblin (B), Spark Elemental (R), Llanowar Elves (G) and Metallic Sliver (1)
May-be rumors
timeshifted cards have redesigned color borders
the timeshifted cards have a little symbol in the upper left hand corner to indicate spell type, such as claw marks for creatures, lightning bolt for instants, etc..
in the set there are a couple promo-type creature-cards, without a text box
grandeur is a mechanic for legendary creatures (or maybe permanents). When you play legendary permanent, if you have another of the same card, discard that card for a bonus effect
ennnnnnnnnnnnn hier de tekst van Akroma's Memorial:
Akroma's Memorial 7
Legendary Artifact
Creatures you control gain Flying, first strike, vigilance, trample, haste, protection from black, and protection from red.
incubus
28th March 2007, 18:35
dat is wel heel cool in een multiplayer deck :p of samen met die llanowar elves poeper :P
Carnage
28th March 2007, 21:01
Tja het nuked random decks (vooral zwarte en rode dekcs), maar als je creatures klein zijn, blijven ze klein....in verdedigend opzicht is dat first strike op zich wel goed.
incubus
30th March 2007, 10:24
heb toch graag zulke mesa tokens :P
Carnage
2nd April 2007, 16:23
Of het waar is of niet, dat is de vraag....maar cool is dit wel:
Imperiosaur
2GG
Creature - lizard
You may only spend mana from basic lands to pay for ~
5/5
Maelstrom Djinn
7U
Creature - djinn
Flying
morph 2U
When ~ is turned face up, put two time counters on it and it gains vanishing
5/6
Rage mist
1R
Sorcery
Buyback 2
Creatures you control get +1/+0 until end of turn
Storm
Innovator's pact
0
Instant
~ is green
Search your library for a creature card and put into your hand. At the beginning of your next upkeep, pay 2GG. If you don't you lose the game.
aekold
2nd April 2007, 16:42
Die laatste is wel bizar.
Elminster
2nd April 2007, 17:20
Nogal ja. Wel übergaaf!
Carnage
2nd April 2007, 21:13
Inderdaad!! Waarschijnlijk een hele cycle van 0-casting cost spells?
Die kaarten zijn overigens confirmed real!!!
En let op...hieronder kan je de alternate card frames zien voor Timeshifted cards. Dit is die Imperiosaur die schijnbaar timeshifted is:
aekold
2nd April 2007, 21:35
Ik hoop dat die lizard een common is, die kaart kan ik wel goed gebruiken.
Carnage
2nd April 2007, 23:20
Het lijkt er wel op als ik het zo zie.
Wildfire
3rd April 2007, 12:53
ik voorzie een rage mist T2 combo deck:P
incubus
3rd April 2007, 19:54
vindt het een lelijke lay-out
Elminster
3rd April 2007, 21:12
Niet lelijk, maar wéér onnodig anders :(
Carnage
3rd April 2007, 23:25
Het is maar tijdelijk denk ik...
Carnage
5th April 2007, 22:56
Prerelease kaart! tevens ook Timeshifted!
Korlash, Hero to Blackblade 2BB
Legendary Creature - Zombie Warrior
Korlash has power and toughness each equal to the number of swamps you control.
1B: Regenerate
Grandeur - Discard a card named Korlash from your hand: Search your library for up to two swamp cards and put them into play tapped. Then shuffle your library.
*/*
Illustration: RKF!
Rare.
Tombstalker 6BB (Timeshifted)
Creature-Demon Rare
Flying
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.)
5/5
Intervention Pact 0
Instant Rare
Intervention Pact is white.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay 1WW. If you don't, you lose the game.
Rift Elemental R
Creature-Elemental common
1R, Remove a time counter from a permanent you control of suspended card you own: Rift elemental gets +2/+0 until end of turn.
1/1
Virulent Sliver - G
Silver
All slivers have poisonous 1. (Whenever a sliver deals combat damage to a player, that player gets a poison counter. A player with 10 or more poison counters loses the game)
aekold
6th April 2007, 13:48
Nice cards I say.
Carnage
6th April 2007, 20:30
Nog meer!
Arc Razor 3RR
Sorcery
Arc Razor deals 2 damage to target creature or player. Remove Arc Razor from the game with 3 time counters on it.
Suspend 3 - 2R
Nacatl War Band 3GGG
Creature - Cat Warrior
Nacatl War Band must be blocked by exactly one creature, if able.
Whenever Nacatl War Band attacks, put X tokens into play, tapped and attacking, that are copies of Nacatl War Band, where X is equal to the numbers of creatures controlled by the defending player. Remove those tokens from the game at end of turn.
3/3
Lightstrand Field 1W
Enchantment
Creatures you control get +0/+1.
Morph 1W
Western Tolaria
Land
Western Tolaria comes into play tapped.
{T}: add {U} to your mana pool
Transmute 1UU (1UU, Discard this card: Search your library for a card with a converted mana cost of 0, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
Homing Sliver 2R
Sliver
Each Sliver card in each player's hand has Slivercycling 3.
2/2
Ramosian Reviver 3W
Creature- Human Cleric Rebel
6,T: Return target rebel permament card with converted mana cost of 5 or less from you graveyard to play.
2/2
incubus
6th April 2007, 23:47
hoe cool is een transmute landje. hallo tolarian academy/ruins/cradle/stronghold etc etc
Carnage
8th April 2007, 18:17
...of Zuran Orb, Tormod's Crypt, Ornithopther? :P
Carnage
8th April 2007, 18:17
Hier weer een batch:
Yixlid Jailer 1B
Creature - Zombie Wizard
Cards in Graveyards lose all abilities.
2/1
Uncommon
93/180
Mesmeric Sliver 3U
Creature - Sliver
All Slivers have "When this permanent comes into play Fateseal 1"
("Look at the top card of an opponent's library, you may put that card on the bottom of that library")
2/2
Common
Bitter Ordeal 2B
Sorcery
Search target player's library for a card and remove that card from the game.Then that player shuffles his or her library
Gravestorm (when you play this spell, copy it for each permanent put into a graveyard from play this turn.You may choose new targets for the copies.)
Rare.
Spin into Myth 4U
Instant
Put target creature ontop of its owner's library, then Fateseal 2 (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order)
Uncommon.
Illus: David Day.
Bogardan Lancer 1R
Creature - Human Knight
Bloodthirst: 1
Flanking
1/1
common.
There will be descendants of previous legends. There will be 5 of these Legend's Descendants will be 5. They will share a keyword, but they will each use it from a different perspective
Continuing the "premature burial" / "cradle to the grave" theme, there will be a removal spell that kills a creature not yet in play.
more than 12 New abilities, some of them featured on only 1 card just to give hints of what the future will look like.
Imperiosaur for example is a 1-of-a-kind. Others are Grandeur and Delve. Grandeur is a mechanic for legendary creatures (or maybe permanents). When you play legendary permanent, if you have another of the same card, discard that card for a bonus effect
Artifacts return, among which 1 Legendary artifact
0 legendary Lands
There will be 81 timeshifted cards in the set, they are being printed on the same sheets as the normal cards, and there is a roughly 50/50 chance of a timeshifted card showing up in a card slot instead of a regular card.
49 total keywords appear in FS. Among others split second, suspend, echo, buyback, convoke, morph and Scry.
There are approx. 15 "mix-and-match" cards that have two past mechanics on them. (e.g. Sprout Swarm) One card has Madness and Cycling, and no combination is repeated.
The timeshifted cards fall into three categories - 1) Cards or concepts they know they are doing in the future; 2) Concepts they'd like to do in the future (but may not) and 3) "red-herrings," concepts they have no plans to use in the future. Tombstalker falls into the second category.
The timeshifted frames are intended only to "visually represent the future" and do NOT represent a permanent frame change.
Elminster
9th April 2007, 16:19
Weinig oninteressente kaarten... Vooral Nacatl War Band is echt gaaf :)
Angel
9th April 2007, 23:33
Dat transmute landje is leuk, maar mag je ermee naar ander land zoeken, omdat een landje geen spel heeft en dus ook geen castingcost kan hebben?
incubus
10th April 2007, 11:19
volgens mij zijn de ideeen wel op met al die geripte en klein beetje aangepaste abilities.
gravestorm :S
Elminster
10th April 2007, 15:40
Vind dat eigenlijk wel leuk... Het is inderdaad niet supervernieuwend, maar toch weer veel interessante nieuwe opties met bestaande bedenksels. Het scheelt in ieder geval in gezochte en gekunstelde abilities (zoals Fateseal... Sinds wanneer worden keywords op die manier gebruikt! :|)
Carnage
10th April 2007, 17:40
Dat transmute landje is leuk, maar mag je ermee naar ander land zoeken, omdat een landje geen spel heeft en dus ook geen castingcost kan hebben?
Yep, volgens mij wel...maar als je het zeker wil wilten wil ik het nog ff nakijken voor je hoor :)
Oh en check dit:
Carnage
10th April 2007, 17:41
What's with the frame? Oh, that's the "timeshifted" frame. Yes, Future Sight has timeshifted cards. But these cards come from the FUTURE (dramatic music).
Is this what the frames are going to look like in the future? Are they changing again? Should you start putting together the angry letters? No, no, and heavens no. We felt that each incarnation of the timeshifted cards should have a distinctive look. Because Future Sight's timeshifted cards are from the FUTURE (dramatic music) we wanted them to have a futuristic look, so we made a futuristic frame. But have no fear, we have no plans to change the frames.
Are all the timeshifted frames the same? Yes. I mean no. More yes than no. The vast majority of the futuristic frames are identical in that each timeshifted red frame looks the same. That said, there might be a surprise or two.
What is that claw symbol in the upper left hand corner? It means something, but I'm not going to ruin the fun.
How many timeshifted cards are there? There are 81 out of a set of 180 cards. Yes, that's the highest percentage of timeshifted cards yet.
How many per pack? Let's see. Time Spiral had one. Planar Chaos had four. Which means that Future Sight has, let's see, somewhere between five and ten. No, literally, somewhere between five and ten. As the future is very uncertain, we decided that the timeshifted cards should be as well.
Is the purple rarity symbol back? No, that's a thing of the past. (rim shot) But seriously, the timeshifted cards in Future Sight are all common, uncommon or rare (with appropriately colored expansion symbols).
So what in the world is transfigure? It's a mechanical evolution of Ravnica's transmute, except this mechanic turns a creature in play into another creature from your library rather than turning a card in hand into another card from your library. Curious how else the mechanic is used? You might be in for a little wait. You see, Fleshwrither is the only card with transfigure in Future Sight.
We used a new keyword mechanic on just one card? Do we do that? No, of course not. Transfigure will have plenty of cards when the mechanic is introduced in the FUTURE (dramatic music). But the Future Sight card is just a timeshifted card from that future set. Kind of like how the Time Spiral timeshifted sheet had just one card with threshold.
So instead of having a large number of cards with a few new mechanics, we have a large number of mechanics each only on a few new cards? Sure looks like it. Let me leave you with this statistic. As of Planar Chaos, there are sixty keyword mechanics (including ability words). Future Sight has fifty. A lot of these, by the way, are old ones coming back, including a heaping helping that haven't shown up in Time Spiral block yet, but a number of the mechanics – a number larger than any set ever in the history of the game – are brand spankin' new. (Okay, some, like transfigure, are new riffs on old mechanics, but you get the gist.)
Some people have expressed worry that Time Spiral block hasn't had as much innovation as some previous blocks. It does. We've just saved a large chunk of it for Future Sight. I would like to ask any players with sensitivity to brain cramps to take extra care opening booster packs.
:D
Elminster
11th April 2007, 00:01
Leuk geschreven stukje... Maakt je toch wel weer enigszins lekker voor de prerelease :P
Carnage
11th April 2007, 22:59
Carnage
11th April 2007, 22:59
FAQ Entry for Spellweaver Volute:
This Aura targets, and enchants, an instant card in a graveyard. This is the first Aura that enchants something that's neither a permanent nor a player.
The Aura will be in play attached to a card in a different zone. The Aura won't be in the graveyard. The enchanted card won't be in play.
If the enchanted card changes zones (due to being played with flashback, or being removed from the game with Cremate, for example), Spellweaver Volute "falls off" and is put into its owner's graveyard as a state-based effect.
When you play a sorcery spell, Spellweaver Volute's ability triggers. It will make a copy of the enchanted card. The copy will exist in the graveyard. You'll have the option to play the copy. If you don't, the copy remains in the graveyard and ceases to exist the next time state-based effects are checked. If you do play the copy, the copy is played from the graveyard. After you finish playing it, the enchanted card is removed from the game and you must choose a new instant card in a graveyard to attach Spellweaver Volute to. If you can't, Spellweaver Volute remains in play attached to nothing and is then put into the graveyard the next time state-based effects are checked.
Say Spellweaver Volute's ability triggers, then the enchanted instant card is removed from the graveyard in response. Spellweaver Volute, which is now enchanting nothing, is put into its owner's graveyard as a state-based effect. When the Volute's ability resolves, it will check its last existence in play and identify the "enchanted card" as "nothing," so no copy is created.
Say Spellweaver Volute's ability triggers, then Spellweaver Volute leaves play in response. Then the instant card that was enchanted is removed from the graveyard in response. When the Volute's ability resolves, it will check its last existence in play and identify the "enchanted card" as that instant card, so the card is copied and controller of the triggered ability may play it.
Elminster
13th April 2007, 03:16
Om t makkelijk te maken... :|
Dat wordt echt hoofdpijn, da's zeker :S
Carnage
13th April 2007, 09:25
Haha :P nou er komt nog een batterij aan kaarten aan, daar wordt je echt eng van. Dit wordt echt een unieke set!
Carnage
13th April 2007, 09:28
Een 6e wish??? En een offspring van een beroemde legend...
aekold
13th April 2007, 12:13
De art van die wish is wel super mooi.
Carnage
13th April 2007, 16:44
En de flavor tekst is ook super in-line met de rest :)
Elminster
14th April 2007, 16:47
Ja maar da's ook te makkelijk :P
Iig leuke restrictie, gaat zeker gespeeld worden lijkt me..
Carnage
14th April 2007, 18:13
Op MTGSalvation.com is een complete explosie aan nieuwe kaarten...kijk daar maar voor meer informatie, het is me iets teveel geworden :)
NB - je gaat je nog verbazen tijdens de pre-release!
Carnage
16th April 2007, 21:15
FS Rules Primer:
Future Sight_(TM) Rules Primer
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe
Document last modified March 25, 2007
_Future Sight_ Prerelease tournaments: April 21-22, 2007
_Future Sight_ official release date: May 4, 2007
The _Future Sight_ set becomes legal for sanctioned Constructed play May 20, 2007.
The _Future Sight_ set contains 180 cards (60 common, 60 uncommon, 60 rare).
The Rules Primer is intended to support the _Future Sight_ Prerelease tournaments. It covers major changes to the _Magic: The Gathering_(R) game rules and the most complicated of the set's new mechanics. If the wording of a card contradicts the rules or Oracle, assume that the printed card is correct.
The more comprehensive _Future Sight_ Frequently Asked Questions (FAQ) document will be posted on <MagicTheGathering.com> on Monday, April 23, 2007. _Future Sight_ cards will appear in the Gatherer database and the Oracle(TM) card reference at that time.
-----
GENERAL NOTES
***"Timeshifted" Cards***
The _Future Sight_ set contains "timeshifted" cards, but they are different from the _Time Spiral_(TM) and _Planar Chaos_(TM) timeshifted cards.
Each _Future Sight_ timeshifted card is a possible "preprint" of a card that's theoretically from a future _Magic_(TM) set. These cards appear in a unique card frame. They don't have a unique rarity, and they're intermixed with the "normal" _Future Sight_ cards. Multiple timeshifted cards will appear in each booster pack, but the exact number varies.
All of the timeshifted card frames feature an icon in the upper left corner that indicates the card's type. All cards with more than one type use the same "multiple types" symbol. Some creature cards with no printed abilities don't have a text box; however, these creatures can gain abilities as normal.
-----
***New Keyword Mechanics***
Because it spans the next, oh, let's say one hundred years of _Magic_ innovation, the _Future Sight_ set features a flurry of keywords. Many will already be familar to you. A few affect the wording of older cards in the Oracle card reference, the definitive guide to how cards work. Not all keywords are included in this rules primer.
-----
***Cycle: Legendary Creatures with Grandeur***
Grandeur is an ability word with no rules meaning.
Tarox Bladewing
{2}{R}{R}{R}
Legendary Creature -- Dragon
4/3
Flying, haste
Grandeur -- Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power.
* The grandeur ability can be played only while the creature that has it is in play. To play the ability, a different card with the same name must be discarded.
-----
***Cycle: Pacts***
A cycle of instants in the _Future Sight_ set have "Pact" in their names. Each one has a mana cost of {0}, and each creates a delayed triggered ability requiring you to pay an amount of mana at the beginning of your next upkeep or lose the game.
Intervention Pact
{0}
Instant
Intervention Pact is white.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
* Each of these cards has a characteristic-setting ability stating what color it is. This kind of ability is in effect in every zone.
* If a Pact is countered, none of it has any effect -- including the delayed triggered ability.
* Paying the mana at the beginning of your next upkeep is not optional. However, playing mana abilities to generate the mana is optional. The effect can't force you to tap your lands, but it will force you to spend mana in your mana pool if you've generated enough.
* Effects such as Platinum Angel or Angel's Grace will prevent the game loss effect.
* If a player is enchanted by Paradox Haze and plays a Pact during his or her first upkeep of the turn, the delayed triggered ability will trigger at the beginning of the second upkeep of that turn.
-----
***Cycle: Spellshapers***
The _Future Sight_ set contains a cycle of Spellshapers. These Spellshapers create tokens that mimic old creatures (or, in one case, a creature from . . . the future!).
Llanowar Mentor
{G}
Creature -- Elf Spellshaper
1/1
{G}, {T}, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "{T}: Add {G} to your mana pool."
* With one exception, the tokens that are created by these Spellshapers have the same names as existing creatures. The tokens share many of the same characteristics, but are not actually copies of them. The primary difference is that these tokens have no mana cost, whereas a real Llanowar Elves, for example, has a mana cost of {G}.
* Any effect that cares about permanents with the same name will treat one of these tokens as equal to the original version of that card. For example, if Echoing Decay were played on a creature named Llanowar Elves (either a token or a nontoken), all creatures named Llanowar Elves (both token and nontoken) will get -2/-2.
-----
***Theme: New Twists on Suspend***
While the suspend rules are not changing, there are some cards with interesting twists on the ability in this set.
* Remember, if a card in the removed-from-the-game zone has suspend and has time counters on it, it is "suspended." Its suspend triggered abilities will trigger. It doesn't matter how it got there.
* If a card with suspend is removed from the game but has no time counters on it, it is not "suspended."
This set has a cycle of five cards with suspend that, as they resolve, remove themselves from the game with time counters on them so they're suspended again.
Arc Blade
{3}{R}{R}
Sorcery
Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it.
Suspend 3--{2}{R} (Rather than play this card from your hand, you may pay {2}{R} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
* If the spell is countered, none of its effect happens, so it will not be removed from the game with time counters on it.
Some cards in the set remove cards from the game and grant them suspend.
* If the removed card already has suspend, it's still removed from the game with time counters on it, but it won't gain an additional copy of suspend. The card will be removed with the number of time counters specified by the effect instead of the card's normal amount.
* If a spell or ability gives a card suspend, that card will have suspend only as long as it's removed from the game. As soon as it moves to a different zone, it will become a new object and will no longer have suspend.
* Through certain combinations of cards, it is now possible to have a suspended land. If you have a suspended land, the suspend ability will trigger normally until it's time to play that land. When the last time counter is removed, three possibilities can occur:
1) If it's not your turn, you can't play the land at all. It will remain removed from the game.
2) If it's your turn and you've already played a land, you can't play the land. It will remain removed from the game.
3) If it's your turn and you haven't already played a land, you must play the land. It doesn't matter what part of the turn it is or whether the stack is empty. Playing the land doesn't use the stack. That counts as playing your land for the turn.
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***Theme: Tapping Enchantments***
Some enchantments in this set (including a couple of Auras) have tap abilities.
* Although no enchantment has ever had a tap ability before, it requires no new rules. This kind of ability can be played only if the enchantment is untapped. It can be played the turn the enchantment comes into play. The enchantment is tapped as a cost. The enchantment untaps during its controller's untap step, like every other permanent that player controls.
* Tapping a permanent doesn't tap the Auras (or Equipment) attached to it. Tapping an Aura doesn't tap the permanent it's attached to.
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***Returning Keyword Action: Scry***
Scry is a keyword action previously seen in the _Fifth Dawn_(TM) set. It's a verb, like "sacrifice" or "regenerate." (The section about keyword actions is new for the May 1 update of the _Magic_ Comprehensive Rules.)
Judge Unworthy
{1}{W}
Instant
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card’s converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
The rules for scry are as follows:
501.9. Scry
501.9a To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order.
* Remember, you perform the actions stated on a card in sequence. Sometimes that means you'll scry last. Sometimes that means you'll scry, then you'll perform other actions (as in Judge Unworthy, above).
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***Returning Keyword Ability: Morph***
The _Future Sight_ set contains cards with morph that are not creatures.
Zoetic Cavern
Land
{T}: Add {1} to your mana pool.
Morph {2} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
To handle noncreature cards with morph (and some rulings that have been made in the past), part of the rules for morph are being updated. The affected area is as follows (the third sentence is new):
502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to playing a card with these characteristics (and not the face-up card's characteristics) are applied to playing this card. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
* The important change is that playing a spell face down works as though the card were already face down in your hand when you start to play it. It's treated as though it's a creature card with no name, color, abilities, mana cost, or subtypes while it's in your hand, and you can play that creature spell by paying {3} rather than its mana cost. You can also play it face up as normal, of course.
* If you have Teferi, Mage of Zhalfir in play, creature cards in your hand have flash. If you play a noncreature card with morph face down, you can do so as though it had flash. If you play a noncreature card with morph face up, you can do so only at the time you could normally play that type of card.
* If a card such as Voidstone Gargoyle prohibits you from playing a certain card that has morph, you can still play that card face down.
Other notes related to noncreature cards with morph:
* As soon as a noncreature card with morph is turned face up, it stops being a creature. Any Equipment attached to it fall off. Any Auras that can't be attached to it fall off. Any counters that are on it will remain, though they may not have any effect.
* If such a permanent is in combat when it's turned face up, it's removed from combat. Combat damage that it assigned will still be dealt. Combat damage assigned to it will not be dealt because it's no longer a creature.
* Three _Onslaught_(TM) block cards (Aphetto Runecaster, Aven Farseer, and Bonethorn Valesk) have triggered abilities that trigger whenever a creature is turned face up. These will be getting errata so they trigger whenever a permanent is turned face up. They will trigger when one of these three _Future Sight_ cards is turned face up.
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***Returning Keyword Abilities: Cycling and Typecycling***
Cycling is a keyword ability last seen in the _Onslaught_ block. The basic ability is not changing.
Typecycling was previously seen in the _Scourge_(TM) set. At the time, it was called "landcycling" because the only versions of it included land types as part of the ability (for example, swampcycling). The ability has been expanded so it can incorporate other subtypes (for example, slivercycling), so the name was changed accordingly. The way the ability works is not changing.
The updated cycling rules are as follows:
502.18. Cycling
502.18a Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card."
502.18b Although the cycling ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.
502.18c Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from the graveyard.
502.18d Typecycling is a variant of the cycling ability. "[Subtype]cycling [cost]" means "[Cost], Discard this card: Search your library for a [subtype] card, reveal it, and put it into your hand. Then shuffle your library."
502.18e Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from playing cards' typecycling abilities.
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***New Keyword Ability: Lifelink***
Lifelink is a new name for an existing ability (as seen on cards such as Exalted Angel). The rules for lifelink are as follows:
502.68. Lifelink
502.68a Lifelink is a triggered ability. "Lifelink" means "Whenever this permanent deals damage, you gain that much life."
502.68b If a permanent has multiple instances of lifelink, each triggers separately.
* The ability triggers whenever a permanent with lifelink deals any damage, not just combat damage.
* All older cards with this exact ability will be receiving errata to change that ability to lifelink.
* Note that the card Spirit Link does not grant the creature it enchants lifelink. The lifelink ability has the creature's controller gain life. Spirit Link has Spirit Link's controller gain life.
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***New Keyword Ability: Reach***
Reach is a keyword ability that replaces the "[This creature] can block as though it had flying" ability seen on creatures such as Giant Spider. The flying rules are changing accordingly.
The revised rules for the flying ability are as follows:
502.4. Flying
502.4a Flying is an evasion ability.
502.4b A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 309, "Declare Blockers Step" and rule 502.70, "Reach.")
502.4c Multiple instances of flying on the same creature are redundant.
The rules for the reach ability are as follows:
502.70. Reach
502.70a Reach is a static ability.
502.70b A creature with flying can't be blocked except by creatures with flying and/or reach. (See rule 309, "Declare Blockers Step" and rule 502.4, "Flying.")
502.70c Multiple instances of reach on the same creature are redundant.
* All cards that have or grant the Giant Spider ability will be receiving errata to change that ability to reach.
* The interaction between creatures with flying and creatures such as Giant Spider will not change.
* Some card interactions are changing:
-- Creatures with reach (and without flying) won't be able to block creatures that say they "can't be blocked except by creatures with flying," simply because those creatures don't actually have flying (and will no longer act as though they do). Cards affected by this change are Elven Riders, Silhana Ledgewalker, Treetop Bracers, Treetop Rangers, and Treetop Scout.
-- Creatures with reach (and without flying) will be able to block creatures that say they "can't be blocked by creatures with flying," for the same reason. Cards affected by this change are Dust Corona, Gnat Alley Creeper, Greater Stone Spirit, and Stone Spirit.
-- Talruum Piper, which says "All creatures with flying able to block Talruum Piper do so," will not force creatures with reach to block it.
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***New Keyword Ability: Shroud***
Shroud is a new name for an existing ability. The rules for shroud are as follows:
502.36. Shroud
502.36a Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities."
502.36b Multiple instances of shroud on the same permanent or player are redundant.
* All older cards with this ability will be receiving errata to change that ability to shroud.
* Cards with variants of this ability, such as "[This creature] can't be that target of spells or abilities your opponents control," will not be getting errata.
* Some cards, such as the _Onslaught_ set's True Believer, grant shroud to players.
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***New Card Type: Tribal***
Tribal is a new card type (like "creature" or "instant"). The rules for the tribal card type are as follows:
212.8. Tribals
212.8a Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type.
212.8b Tribal subtypes are always single words and are listed after a long dash: In "Tribal Enchantment -- Rebel Aura," "Rebel" is a subtype of tribal. The set of tribal subtypes is the same as the set of creature types; these subtypes are called _creature types_. Tribals may have multiple subtypes.
* Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so.
* Since creatures and tribals share their list of subtypes (which are still called "creature types"), some other rules that govern subtypes are changing. Here are some of these revised rules:
205.3d Artifacts, enchantments, and lands each have their own unique set of possible subtypes. Instants and sorceries share their lists of subtypes; these subtypes are called _spell types_. Creatures and tribals also share their lists of subtypes; these subtypes are called _creature types_. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.)
205.3e If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type.
* The _Onslaught_ card Artificial Evolution can change the creature types of a tribal.
* Various older cards that refer to creature types will be getting errata to work as expected. After this errata, if an ability mentions just a creature type, it can affect any permanent with that creature type. (For example, "tap an untapped Wizard you control" means "tap an untapped Wizard permanent you control.") If an ability can affect only a creature, it will say so. Some cards will use the new term "permanent card," which means "an artifact, creature, enchantment, or land card."
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All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2007 Wizards.
Elminster
17th April 2007, 11:42
Amai, waar is de tijd dat je twee keywoordjes moest doornemen vóór een toernooi ;)
Planetouched
17th April 2007, 12:08
jesus wat een lijst :|
Carnage
17th April 2007, 21:25
Komt door al die Timeshifted kaarten...die een powerset vormen van alle mogelijke richtingen die Magic in de toekomst kan/zal opgaan. Er zijn dus waarschijnlijk behoorlijk wat keywords die slechts op 1 kaart voorkomen...
En wij maar denken dat ze out of ideas waren.
Elminster
18th April 2007, 09:20
Nou vind ik keywords als Grandeur non-keywords... Ze hebben niet eens betekenis. En ook Lifelink etc getuigt niet van overvloedige inspiratie...
Wel veel bestaande effecten in nieuwe combinatie, da's wel gaaf. Landjes met morph of transmute, tappende enchantments (wat bijna nooit kon), dat vind ik dan vernieuwender!
incubus
19th April 2007, 11:29
ik vindt de inspiratie wel erg zwakjes om eerlijk te zijn. Alle kaarten hebben een ability die net iets anders heet maar wel veel op hetzelfde lijkt. Maargoed ben benieuwd ;)
Carnage
29th November 2007, 11:27
Q: I was just wondering why we haven't seen any of the Future Sight timeshifts yet, and what the policy is in dealing with them? For instance, is there any time limit on bringing them into the game in their "real" incarnation, or is it simply a pool of cards that development can use as desired? Judging by the cards, and by their flavor and/or mechanics, it seems as though there will need to be some level of shift in thinking to integrate these cards?
–Chris, Colorado Springs, CO, USA
A: From Mark Rosewater, Magic Head Designer:
Chris,
Yet? There's been one (non-core) set released since Future Sight, and it had Goldmeadow Harrier. True it wasn't a timeshifted "future reprint," but it was a card that was hinted at by one. Your real question, though, seems to be Will we see "future reprints" from Future Sight in future expansions? Yes. Part of planning Future Sight was coming up with areas of design that we meant to go, allowing us to reprint some of the timeshifted cards in new sets. So yes, some of the Future Sight timeshifted cards will return in new sets. It also means that aspects hinted at by future cards might also see print even if the exact card itself doesn't return.
While I don't want to give any secrets away, I can say this: We are very conscious of Future Sight as we design new sets. This should be clearly obvious as more sets come out.
(Y)
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