Curse of Chaos – R2 (uncommon)
Enchantment – Aura, Curse
Whenever a player attacks enchanted player with one or more creatures, the attacking player may discard a card. If he or she does, he or she draws a card.
I’m not sure how I feel about effects that interact with the ‘command zone’. Maybe just because its new, but I feel like it’s trying to almost sort of reboot the feel of commander and have wotc take over how it flows.
Or maybe I’m just crazy.
so far nothing that seems really exiting. I’m not seeing anything near Karador pwr lv. yet
Kind of cool that these legends like to die and get recast for more, but the idea doesn’t seem all that powerful.
I wish there were less damned Dragons and more fuckin sphinxes in this game. Get it together WOTc!
Eye of Doom – 4
When Eye of Doom enters the battlefield, each player chooses a nonland permanent and puts a fate counter on it.
2, T, Sacrifice Eye of Doom: Destroy each permanent with a fate counter on it.
Translation from the French by PlanetWalls:
Identity Nemesis UU1 – R
Creature – Merfolk Rogue
As Identity Nemesis enters the battlefield, choose a player.
Identity Nemesis has protection from the chosen player.
Translation by someone else:
Fallen Keeper BB5 – R
Creature – Avatar
Whenever Fallen Keeper deals combat damage to a player, you may return all creature cards put into your graveyard from the battlefield this turn to your hand.
B, Sacrifice another creature: Target creature gets -2/-2 until end of turn.
Flavor fail, Sudden Demise is Sorcery speed
nice cards,but the price?
I’m liking these cards. The way they interact during 3+ player magic is interesting, it promises to make good games and challenging play situations. The commanders themselves for this set seem kind of “eh” to me, but that’s probably just because I have no real idea of how they combo.
In any case, this is a bunch of good cards, that are bound to effect the MTG play-space.
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