The M15 Super Special Awesome Spoiler Thread!

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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Fenrir » 30 Jun 2014, 05:19

I have to admit, I really wanted to dislike M15 but goddamnit .... it's all so good! I'm now planning on getting a booster box once funds permit. I'm really digging the look of the new Nissa, Ajani & the mono green legendary.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby WickedBoy6 » 30 Jun 2014, 16:26

Volafortis wrote:I collect walkers, so I need 4 of him regardless. Also 4 Nissa, 4 Ajani, and 4 of that crappy new Jace.

My girlfriend's already turning the gears in her head with a W/B/G deck with both Standard Ajani's, Nissa, Elspeth, the M15 Liliana, and the new Garruk leading the charge. Instead of Superfriends, she's calling it the Legion of Doom.

Me, I'm just gonna keep my Mad Cow Disease deck - B/R Minotaur - for the duration. I have a feeling some good minotaurs could be in KHAAAAAANs of Tarkir.

...well, except for the 2 1/2 months M14 & M15 are in Standard. For that small time, I'll have the baddest-ass Sliver deck my FLGS has ever seen!
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby ElFuzzy » 30 Jun 2014, 17:37

So of the 5 Promos for pre-release I think Black or Blue have the best. They're both on 5 and I think Black has the best ability as you're getting something good regardless of what your opponent does.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Duckay » 30 Jun 2014, 17:45

Indulgent Tormentor does look pretty sweet.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby MowDownJoe » 30 Jun 2014, 17:45

Blue's is only creatures you control, though. So, black is the clear best, but is vulnerable to the likely reprint of Lightning Strike. Blue and White are pretty bad. Green's kind of crazy, and Red's great for a 7-drop.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby ElFuzzy » 30 Jun 2014, 17:59

Personally I prefer only cloning what they have so I don't find it a drawback. Green seems easy to get under control and I agree that Red is good. My problem with red is that it's good, and will get there. but rarely for full value. it not having haste does give the NME a chance to respond.

EDIT: whups, just noticed taht blue is YOU control. misread it a bit, taht is a mild annoyance now, but I think it's still good. I could replicate the squid guy.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby tamaness » 30 Jun 2014, 18:46

I think I'm going black at this prerelease, too.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Kapol » 30 Jun 2014, 19:25

Green seems pretty bad. A 7/2 for 6 isn't going to live long. It doesn't have anything like trample to help damage get through. And though it comes back, it takes two turns after it dies to attack or block with it. If it came back untapped, it'd be a lot better because it's the forever blocker at that point. As it stands, it's bad.

White is a 4/4 flier with life gain tacked on. I think that life gain can actually do a lot. "Alright, I go from 4 to 20. If you're aggro, gg? If not, you have a lot of work to do." But the body and cost are so bad that I just don't think it'll do enough.

Blue seems... eh. A five-mana clone that can only hit your own things. It's return to hand ability is nice, but doesn't seem that useful to me. If it wasn't limited to your creatures, I could see it being good. Otherwise, eh.

Red is pretty strong. The wall thing might or might not be relevant. But being able to hit all your opponent's ground creatures for 2 could be enough to wipe stuff (like the green promo) out. It also makes ground blockers worse.

Black feels pretty hugely powerful compared to the others. You either make them sac, lose 3, or draw a card if it lives even one turn. It's toughness is worrisome, but it's not that bad. The fact it trades with the dragon makes me like it more too.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Duckay » 30 Jun 2014, 19:32

Without the abilities, the black has the best body for the cost. That pushes it a fair way.

As for the abilities, the white one has the highest potential but I don't think that makes it good since the creature has such a high cost, and the value of the ability is so conditional. Green and blue seem fine but I can't get really excited about either.

Black and red come out well on top for me, since neither ability is anything to sneeze at and the bodies are fine. The big question is now cost: if the limited format is slow enough that you can reasonably expect to cast a 7 drop and still be alive to see value off it, the red becomes better. If that's less likely, the black one is better.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Utilitarian » 30 Jun 2014, 19:42

So, is it just a colour promo or are we also getting a colour seeded pack? That could make a significant difference. Maybe, for instance, Green promo looks meh but commons and uncommons are super strong, might be worth the subpar promo to get in on the better stuffings.

Promos alone, yea Black has it all tied up no question.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Kapol » 30 Jun 2014, 19:43

Seeded packs too.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Utilitarian » 30 Jun 2014, 19:48

totes going to be taking that into consideration then. I'll take a pack of good uncommons and commons over one rare
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Duckay » 30 Jun 2014, 19:55

It's worth keeping in mind that there's no way of knowing which commons and uncommons you'll get, even in the seeded pack. The only card you can control is the promo. Everything else is just estimating the odds of getting good stuff based on how you rate the commons/uncommons in the set (by which logic I would be picking red).
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby WickedBoy6 » 30 Jun 2014, 20:21

Whatever color has the most Slivers, that's what I'm going for.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby MowDownJoe » 30 Jun 2014, 20:29

All the Slivers in M15 are uncommon, except for 5-color INDESTRUCTIBLE SLIVER. WAT
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Phosphatide » 30 Jun 2014, 21:11

Can you imagine if the Sliver Hivelord still used the old templating and instead all slivers were indestructible?
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Kapol » 30 Jun 2014, 21:37

Dumbest. Game. Ever.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby WickedBoy6 » 30 Jun 2014, 22:51

Well, I now know I need 5 Sliver Hives, and at least 2 Sliver Hivelords. Possibly 3 or 4 Constrictings, as well.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby tamaness » 01 Jul 2014, 03:31

I need all these slivers for reasons.

I remember the original slivers, and the second run of them. I wasn't around for the time spiral ones. I like the ally versions better, honestly, because I don't have to track which changelings get bonuses off of my slivers.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Phosphatide » 01 Jul 2014, 06:03

Dang, now I want to win with Grindclock.

M15 is just getting more and more exciting.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby MowDownJoe » 01 Jul 2014, 07:09

Grindclock could be pretty good in Scars block. I'm less confident about its chance of success in M15, unless the format is as slow as M14.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby jkefka » 01 Jul 2014, 08:08

I suspect M15 will be a little slower than it looks. It's got a lot of stuff that comes down early but then has activated abilities that cost some mana and make them tap for that rather than attacking. My bet is that it will be faster than M14 but slower than, say, M12 or M13. I expect to be able to hit 7-8 mana fairly reliably.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby Utilitarian » 01 Jul 2014, 10:39

Hmmm Grindclock plus Vorel of the Hull Clade plus Kiora's Follower plus Prophet of Kruphix.... that could be some seriously accelerated mill
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby korvys » 01 Jul 2014, 15:37

Just did some math: Assuming your opponent has a 40 card deck, it is as good or better than any other option to charge the clock to 4 before activating it. If you land it on turn 2, you should win on turn 11. If it's late enough (or you've milled enough) to have only 15 cards left in their library, charging to 3 will do.

EDIT: Also, Utilitarian, if you want accelerated mill, you should see my friends Standard Phenax deck. 2 Wall of Frost, Phenax, and a Triton Tactics is 40 cards EoT, then 14 more on his turn. Plus BUG colours means Prophet of Kruphix to flash in Phenax to make it a surprise, ramp (Sylvan Caryatid and Kiora's Follower (also doubles as a second Wall of Frost)) to get it going on turn 4, and enough card draw to find the pieces. It's surprisingly good. It doesn't lose a lot in rotation, either, so I'll be interested to see how tuned he can get it after Khans.
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Re: The M15 Super Special Awesome Spoiler Thread!

Postby WickedBoy6 » 01 Jul 2014, 16:38

I've always wanted to make a Mill EDH deck with Phenax as the Commander, with LOTS of mill all around, but in a four-way match, I'm not sure how it would do. Granted, Grindclock is only one player, but in Commander, you could do so many things, like Contagion Engine or Inexorable Tide.

Also, where's the other Slivers? Come on, I need to know what color I need to select for Prerelease to know where to get the best ones.
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