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Post by CanterburyEgg on May 7, 2020 5:28:15 GMT
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Post by CanterburyEgg on May 8, 2020 1:24:56 GMT
We'll start with a teaser, as we so often do: tokens & basic lands.
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Post by CanterburyEgg on May 8, 2020 21:11:31 GMT
Today's pre-spoiler: a list of some of the creature types you'll find on Kahembo! (Note: this is not exhaustive.)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 10, 2020 9:39:47 GMT
And that's one of those weird creature type combinations down, a few dozens to go.
I like spellslinger-y decks. It just so happens that U/R is the best color pair for that stuff.
Check out this Goblin Electromancer sidegrade. It's more splashable, and also makes your instants and sorceries more splashable. It also has a thing that looks like Adventure but is kinda different. That's a Tale. A Tale on a creature card can be cast once while the creature is on the battlefield. It's basically a one-shot activated ability that counts as a spell for the purposes of triggered abilities, and that's pretty cool. It opens up quite a lot of design space, allowing for very flashy and/or very powerful spells locked behind creatures and having to keep them alive until you can cast their Tales.
Overall, I love this card, and I love Tales as a mechanic.
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Matt
0/0 Germ
Posts: 6
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Post by Matt on May 10, 2020 15:36:09 GMT
It began in Urza's Saga... It returned with a fiery vengeance in Planar Chaos... It got a little green around the gills in Conflux... It teamed up for a fair fight in Battlebond... And you thought it ended in Modern Horizons... You were wrong. {The Cycle Continues} Nine more to go...
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Post by 2wb on May 10, 2020 23:16:53 GMT
Perhaps you have seen, somewhere, once, forever ago, or in a story, The usurper, the challenger, the defiant; The tyrant, the incumbent, the company. And sometimes, there is more than one regal opposer. When, indeed, can the more refined shine? Look no further. Our dear Kambiro proves a monarch most active in their aristocracy. Working with shadows, and setting rules anew for their reign. To bring the people to their height, even at great cost. And so shall Kambiro do for your board. With the power of this Lemur you have a lot of potency: Being able to eat most anything your opponent can lay down and getting you back whatever important pieces you have, or recurring any enters triggers that you really care about. If you want to play around with the power of the Noble, you can get quite the mad recursion ready to pile on your opponent!
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Post by CanterburyEgg on May 11, 2020 1:20:28 GMT
Thanks to all who have already spoiled some community cards! Official spoilers start tomorrow. Here's a list of what to expect:
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Post by ThatDamnPipsqueak on May 11, 2020 18:54:49 GMT
One of the most subtly interesting things about Ikoria's mythic mutate legends is the hybrid in their mutate costs. This allows for a Temur colored legend to be playable in any UG or UR deck, hugely opening up the decks they can go into. But this technology has another set of applications. What if there was a Legend that could slot into either Esper or Grixis lists for constructed, while opening you up to playing 4c Spellslinging in EDH?
Enter Fakadeh, the general I wish I could play. Fakadeh allows you to gas back up after slinging a ton of spells, pushing you towards a more aggressive or tempo oriented spell slingy deck. Getting to recast something as simple as a cantrip feels great, from my experience playing with Dreadhorde Arcanist. If your opponent chump blocks her, you slowly build up a flurry of spells that will eventually pop off.
There are two primary abuse cases with Fakadeh that come to mind are definitely promising. The first one is more of a janky/silly line. Fakadeh's combat damage trigger is optional, you aren't required to cast any of the spells exiled with her. This means you can bank them and then go off in one big storm turn.
The other one takes advantage of Fakadeh's amazing synergies with extra combats. If you have a Combat Celebrant, Fakadeh, and either Heat Shimmer or Twinflame in your graveyard, you can take infinite combat steps, killing the entire table. Alternatively, if you find a way to give Fakadeh vigilance, Savor the Moment also allows you to take all the remaining turns in the game. If you have a Strionic Resonator to copy her attack trigger, you can loop an Angel's Grace and Final Fortune to keep taking turns and ducking the consequence.
Backing up all these synergies are the best array of interaction, tutors, and cantrips that the color pie has to offer. You don't get green's mana acceleration, but you get everything else. Fakadeh is a very promising EDH general, as well as having an excellent sense of style.
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Post by CanterburyEgg on May 11, 2020 23:48:21 GMT
Kahembo is an ancient plane, full of stories and ripe with people eager to tell them. Today, we visit the Mechanics of Kahembo: Olde Dawn.
KEYWORD COUNTERS Kahembo: Olde Dawn returns keyword counters as a deciduous mechanic, meaning they show up sporadically and without full support from the set (like Vehicles or hybrid mana).PERMUTATE Permutate is a new keyword that lets you manipulate the strength of your creatures throughout the course of battle.Permutating is simple--if you decide to permutate, remove a counter from a creature you control, then put two +1/+1 counters on a different creature you control. Note that 'different' here means different from the creature you removed counters from, and not necessarily different from the source of the ability. This is functionally similar to moving a counter from one creature to another, while getting an extra counter for your troubles!
Note that permutating requires any kind of counter and not necessarily a +1/+1 counter. While often you'll be turning one +1/+1 counter into two, every now and then a keyword counter or another unique kind can be turned into pure power (and toughness).PRISMATIC Prismatic is a new keyword that triggers whenever you cast a multicolored spell.The stories of Kahembo are rich and deep, rarely finding themselves restrained to one color of mana. Due to that, the spells of Kahembo have a heavier multicolored distribution than a normal set. This manifests itself in both true multicolor and hybrid, both of which trigger your Prismatic effects.SAGAS Sagas are a returning enchantment subtype, telling some of the stories from the plane in sequential form.STORIED Storied is a returning batch keyword first created by Pipsqueak. Enchantments and legendary permanents are both storied, as they tell Kahembo's history in vivid form.TALES Tales are a new mechanic first created by HonchkrowDavid. They use the adventure frame, but function a bit differently.While you control a creature with a Tale, you may cast its tale once while it's on the battlefield. This goes on the stack like any spell cast from your hand would, and resolves normally. Make sure you tell your creature's tale at the right time, though; once you've cast it, you can't cast it again!
However, if a creature becomes a new object by being flickered, bounced, or reanimated, it can tell its tale once again, as if it never remembered telling it in the first place...
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Post by Parasign on May 12, 2020 8:29:52 GMT
If you're anything like me, you occasionally get frustrated by how obedient your opponents' creatures are. They can be ordered to chump-block, forced to attack into certain death, or even sacrificed without so much as a questioning glance. Wake up, sheeple! You want to say. Think for yourselves for a change!But, sadly, cardboard can't think, no matter what Floral Spuzzem tells you. So sometimes you must do the thinking for it. But "liberating" your opponent's creatures for more than a single turn is expensive. Few decks are slow enough to routinely pull it off, and for good reason: it's among the most powerful effects in the game! But what if you had an aggressive creature that could free your enemies' minds just as easily as it frees their former masters of their life points? Obviously, such a powerful effect would not be something you'd be allowed to do often. Maybe… once. {Fume Whisperer} As if its skill in re-education, rhyming typeline, and dashing good looks weren't enough, the Fume Whisperer also becomes an unblockable beater whenever you target… well, anything. Removal buffs it. Combat tricks and auras buff it. Using its own ability buffs it. I haven't seen any more of this set than you have (assuming you did, in fact, click the above spoiler), but I already suspect this card is worth considering in whatever format Kahembo ends up in. That said, I don't actually play any formats Kahembo is likely to end up in, and I'm also somewhat biased, so take this recommendation with a hefty grain of salt. But, regardless of its playability, I think you'll agree it's an awesome and intriguing card. Big thanks to CanterburyEgg for letting me spoil it for all of you!
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Post by fluffydeathbringer on May 12, 2020 18:41:59 GMT
Tribal is honestly an unsung hero of Magic: The Gathering. A strong tribal archetype, whether in Limited or Constructed, provides an easy and effective playstyle for the easily choice-paralyzed and those without the time or inclination to dedicate to the intricacies of deckbuilding. The operative term here, however, is strong: if the cards themselves aren't worth playing on their own and barely rise to the level of serviceable with the crutch that is tribal synergies, you're playing with a handicap. Today's two-part spoiler, I believe, contributes to good tribal.
Tribal, like many deck types, consists of two parts: setup cards that create synergy and payoff cards that convert that synergy into power. Here's a setup card for Kahembo: Olde Dawn's Hound tribal:
While nothing we haven't seen before, Bourasan Highguard comes down early and ensures that payoffs can go live at their most powerful as early as possible. And speaking of payoffs:
Greypelt Emissary is a prime example of a good tribal payoff: while it stands on its own as an aggro creature with its unique form of evasion, it rewards commitment to the tribe through an effect that allows tribal players to stand their ground. While its payoff doesn't directly make you kill your opponent quicker, its damage reflection makes it a lasting source of removal and evasion that patches up one of red/white's shortcomings: running out of steam due to being the two worst colors at card advantage.
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Post by gurfafflekins on May 12, 2020 22:52:26 GMT
Let me axe you a question: You ever seen a card quite like this before? Maybe something similar, but nothing like this. You might think it's an Ox-ymoron that it's a 0/0 with trample, but not so! It's a 3 mana 3/3 that gets bigger as you play lands because of it's very scalable passive, and gives you a stockpile of potential lands so you don't lose valuable hand space and prevents nasty topdecks of useless lands if you've got a few too many! Overall, I wood-n't want to miss this in a Kahembo draft if I were you! (Also, sorry about the puns - I can tell some of them just won't land!)
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Post by CanterburyEgg on May 13, 2020 21:34:23 GMT
Today, no frills. Nothing fancy. Just good old card previews. Let's do limited archetypes.
White/Blue: Permutate fliers
Blue/Black: Tale control
Black/Red: Auras
Red/Green: Sagas
Green/White: Permutate tokens
Black/White: Storied
Blue/Red: Prismatic spells
Black/Green: Insect stax
Red/White: Hound tribal
Green/Blue: 5c prismatic ramp
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Post by augur on May 14, 2020 20:14:37 GMT
"They say nothing lasts forever. I say, what about breath? For as long as ones breathes, they invite in life and stave off death." // "It is not the one that breathes, it is the multitude. All life, no matter the form, follows the same pattern- inhale, exhale." // "To cease breathing is death for the one. Life can no longer enter, and decay begins. Yet even in that state of rot the seeds of new life are sown." "The truest death- the most frightening death- is to be removed from that cycle." {Petrify} "The breath of the world would continue forever, but you would be sealed with lungs of stone."
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Post by CanterburyEgg on May 14, 2020 23:14:43 GMT
In order to make a multicolor format work, Kahembo: Olde Dawn needed to have a handful of multicolor commons. Let's take a look at them!
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Post by Daij_Djan on May 15, 2020 7:35:09 GMT
Have to say, I really like this set's themes, flavor and mechanics (nice to see keyword couters getting so much love so soon ).
I'm a bit unsure about Tales, though. Just to clarify: You cannot cast the Tale half from the hand (in contrast to Journeys), and when you do from the battlefield, the creature stays there, right? Not sure whether this really works well without really moving the card itself on the stack - wouldn't it be mechanically cleaner to cast a copy of the spell? It just adds one word to the reminder text, but I think it would work better without requiring some big rules baggage..
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kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on May 15, 2020 23:01:10 GMT
Since is my least favourite color pair, CanterburyEgg has kindly given me a card to preview. Without further ado, let's take a look: {CARD} You'll immediately notice that this card is positively tiny. In fact, it's as tiny as a multicolored card can be at a converted mana cost of 1, immediately giving it a ton of potential. It's not the strongest card at 1/1, but 1/1s are a pet theme of mine, so I'd play it for sure. Also, that's not just one, but two subtypes that, prior to this set, had only appeared on tokens. You've got to admire Egg's willingness to push boundries. But wait, there's a mana symbol in the text box. Is it an activated ability? Let's try activating it and see what happens. {CARD} It grew! Looks like this isn't just a 1/1 for , but also a 2/2 for , with a split payment in both and . A scrappy ability befitting the unlikeliest of heroes. But it looks like activating this ability has revealed another; perhaps this will turn out to be a Figure of Destiny / Warden of the First Tree riff? {CARD} As the ragtag army grows with more and more mice, so too does its card, with more and more counters. A payment of 4 mana brings it up to a formidable 4/4 with vigilance, and although it requires you to have already paid the to get there, the versatility more than makes up for it. But we're not done yet; there's one final activated ability left... {CARD} ... which brings the Unlikeliest Heroes to an 8/8 with vigilance and indestructible. I'd wonder who carries around all these counters—or who carries around enough spare change to be able to represent those counters—but nobody's playing paper magic right now anyway, so who cares. The point is that this is both a cool twist on an existing card and a cool use of keyword counters, and it makes me excited to see what kind of shenanigans can be brought about by adding keywords or counters to it early. Or removing them. I see permutate there. Also, here's the actual card. Sorry Egg.
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Post by CanterburyEgg on May 18, 2020 20:27:06 GMT
It's Mythic week on Kahembo, and we're going through them color-by-color up until Friday, when the full set spoiler will be released. Today, we'll start where the color pie starts: White. And along with White, we get to see two of the three Planeswalkers native to Kahembo that are depicted in the set. We'll start with
Mafua
Atop the tallest peak of the Kwende mountain range north of Bourasa stands a simple shrine. It is within this shrine that all of Kahembo's memories live on. The mortal may die, but their feats and achievements exist forever deep within Kahembo's memories, ready to be absorbed and retold by any of Kahembo's reverent storytellers. The shrine is guarded by none other than Mafua, who achieved eternal enlightenment through his connection with the world around him and the Aether itself. His card in KOD depicts him before his ascension, as he continued to attune himself to the harsh worlds surrounding him.
{All-Enduring Mafua}
Hembwe
All living beings on Kahembo are connected through the all-mother, an enigmatic concept that storytellers have woven to explain the seemingly transcendent link they feel with one another. Perhaps none on the plane understand this connection better than Hembwe, who has traveled the multiverse working to repair broken connections between nature and her inhabitants. At this point in Kahembo's timeline the link is pure and unbroken, leaving the plane as a safe haven for Hembwe to rest and recharge.
{Hembwe, the All-Mother's Hand}
Of course, as we know, all things eventually come to an end. On Kahembo, it came as an apocalypse brought about by man. While we don't see any humans in this set, we do get a sneak peek of their impact on the plane with white's final mythic...
{End of Days}
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Post by CanterburyEgg on May 19, 2020 20:22:25 GMT
Today on "Mythics of KOD:" Blue! RuchiThere is perhaps no Planeswalker more prone to randomly walking as Ruchi. They hop, jump, and skip around the multiverse seemingly at a whim, collecting oddities from wherever they go and storing them all within their quiet little corner of the Kalosi Jungle on Kahembo. Born with a spark, they found themselves on new worlds as early as age three, and have been experimenting ever since. However, even Ruchi cannot resist for long the temptation of the safety, peace, and quiet afforded by the tranquil harmony offered by Kahembo. {Ruchi, the Effervescent} Wait, what was that? It just slithered by through the dark, dank waters we're wading in. Why are we wading in such potentially-lethal waters? Well, in the caverns surrounding Kafyabar, it's the best we can get. Us peasants have to bathe in, wash our clothing in, and sometimes (god forbid) drink this water as a result of our caste in this punishing society. Luckily, we have homes to return to and we don't have to live in this muck. Can you imagine, something living in this place? Seriously, what was that? {Slippery Axolotl} PanyaOn Kahembo, no story is too big or too small to tell! And Panya relies on that as he routinely embarks on adventures seemingly too grandiose for reality. Whether the felling of the evil crocodile lord Hunja, the rescue of King Koswe from the Bourasan Barrens, or the discovery of the crown jewel of Lathego, Panya has seemingly seen and done it all! If you hazard a journey to Kahembo, ask your local storytellers about Panya. I assure you they will all have something different and exciting to tell about the plane's most glorious hero. {Prodigious Panya}
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Post by Daij_Djan on May 19, 2020 23:40:22 GMT
I love that Panya card so much, seriously
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Post by CanterburyEgg on May 20, 2020 19:20:25 GMT
We're back in black. The Naga on Kahembo have just begun dabbling in the dark arts, which as we know does not turn out well for the plane. At its current point in the timeline, though, their mysticism is relatively harmless, and confined to intense studies of the dead. They've also early on subscribed to the policy of quantity over quality, and honestly? It's working out pretty well. {Trouble Brewing} In the Kalosi Jungle, everything is trying to kill you. Well, that's not exactly true--everything is trying to eat you. Most species are carnivorous, making the jungle the single most dangerous realm on Kahembo. Ferocious jaguars, venomous snakes, and ravenous piranhas are enough to convince the layman to stay out, but those brave few who still set foot in the treacherous Kalosi have an even more dangerous threat to deal with: Carnivorous plants. And they're evolving. {Threshing Sundew} In the Kafyabari Highlands reside an elder race of lizardfolk named the Msuji. They are among the most powerful beings on the plane, though they mostly keep to themselves out of sheer disinterest in the plane's other happenings. Of course, get too close to their stomping grounds, and you could be in for a world of hurt. The Msuji are quick and adept at determining if you're a threat, and once they do... {Msuji Sureshot}
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Post by CanterburyEgg on May 21, 2020 22:13:47 GMT
High in the skies above Kahembo, majestic beasts soar, casting legendary shadows onto the ground below. Legend says they were birthed from the flames of Kwende's active volcanoes, and it is told that with each beat of their mighty wings volcanic ash rains to the ground in a dazzling display. Are these stories true, or are they simply... stories? Well, they are as true as any story you might hear from the elder storytellers of the plane. It is up to you too choose whether or not to believe. {Rainbow Phoenix} Bourasa is a city with a punishing social caste, where those at the bottom stay at the bottom while those at the top continue to rise. Many of the city's commonfolk are Hounds, and often the highest they can rise within the social structure is to high-ranking military positions. For this region, the king's legion is overwhelmingly filled by Hounds looking to make a name for themselves and their families, and hoping to protect those of their kind from the city's greedy and inconsiderate upper class. It is here and only here that the Bourasan poor can make their names heard. {Warhound Shuja} Much of the life on Kahembo is supported by the overflow from the Kwaulu River, and the more nomadic tribes often set up camps on the riverbank as it provides a simple source of both water and food. Perhaps the most prolific of these tribes are the Gnolls, who scavenge the swaths of open desert for anything dead or close-to-dead they can rip apart for food. If, by some happenstance, you find yourself in the vicinity of a Gnoll camp, the smartest move is to run in the opposite direction. They're unlikely to chase, but if they do catch you, chances are you won't live to tell the tale. {Manic River-Fishers} With no family to speak of and nowhere to truly call home, a young panda wandered the multiverse looking for answers to life's questions. He settled for awhile on Kahembo in the great city of Ndengo, where he learned the art of battle and numerous survival skills from the city's reverent fighters. He did not know where his life might take him, but he knew this world where creatures young and old fought against and alongside one another to survive was a special one, and his time here would form the panda he was destined to become. {Xiong Mao, Restless Waif} And that's it! We've gone through just bits and pieces of Kahembo, but there's so much more on the plane to discover. From Mouse Armies to Lizard Artificers, from fighting pits to back-alley brawls, from royalty to peasantry, the plane truly has something for everyone. So without further ado, take my hand, and let's explore Kahembo: Olde Dawn!
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Post by fluffydeathbringer on May 22, 2020 0:51:45 GMT
canid simulacrum is hilarious and the kind of weird where I'm not sure if it's busted or not. you're gonna lose keywords off it but statistically speaking you'll be left with good combos more often than not pacifism is weird because the king is simultaneously a regular lion and a furry? olde king koswe is a superb edh card kiana is a good kind of wtf for sure love how kafyabari enforcer mitigates the aura weakness shabil and trouble brewing look like they could really get up to some bullshit and I'm into it animorph is def my favourite card love this serum smoker tech calling it, frontier savior is too much beef arts I want: fume whisperer, berylscale alaj, coldblood bender, nightmare chanter, bogfume pact, aether sculptor
kudos for finding enough art to support yet another no-humans set
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PEacefulOtter
1/1 Squirrel
Posts: 87
Formerly Known As: MTG_Sappy
Favorite Card: Shape Anew
Favorite Set: Throne of Eldrain
Color Alignment: White, Blue, Red, Green
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Post by PEacefulOtter on Aug 2, 2020 22:51:11 GMT
Have hounds been errata to dogs?
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Post by ThatDamnPipsqueak on Aug 14, 2020 18:06:32 GMT
I can answer on his behalf! They have not, at least for now.
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