Seventh Edition Predictions (VERY long)

E

Earendil

Guest
I'll admit, even though I'm no longer an active player of Magic, I was irritated when I realized what was, well, banished from the main set in Sixth. Not merely banding and trample, but also non-creature counters. {sigh} I think I know how to coordinate Chronicles II, in that instance...It helps that the Rath cycle doesn't seem to be in the running for Seventh Edition.

Anyway, even with those strictures, I think I've got a possibility for Seventh (if the designers remember what the word "vibrance" means, anyway; think Legends and The Dark). I basically assumed a set of 396 cards, not counting basic lands. Anything that has actually been confirmed has an asterisk (well, if I _do_ remember such. There were seven such, I think)

White:

Common:

Alabaster Potion
Benevolent Unicorn
Capashen Knight
Capashen Templar
Circle of Protection: Black
Circle of Protection: Blue
Circle of Protection: Green
Circle of Protection: Red
Circle of Protection: White
D'Avenant Archer
Death Ward
Devout Harpist
Disenchant
Ekundu Griffin
Festival
Healing Salve
Hero's Resolve
Mesa Falcon
Pacifism
Prismatic Ward
Reliquary Monk
Resistance Fighter
Samite Healer
Serra Zealot
Shield Wall

Uncommon:

Battle Cry
Blood of the Martyr
Castle
Circle of Protection: Artifacts
Daraja Griffin
Enlightened Tutor
Farrelite Priest
Honorable Passage
Justice
Kismet
Knighthood
Longbow Archer
Relic Ward
Righteous Avengers
Seasoned Marshal
Serra Advocate
Serra Angel
Serra's Blessing
Shadowbane
Wall of Swords

Rare:

Archangel
Blinking Spirit
Crusade
Elite Archers
Ethereal Champion
Exile
Faith Healer
Glorious Anthem
Intrepid Hero
Kjeldoran Royal Guard
Master Healer
Opalescence
Order of the Sacred Torch
Pearl Dragon
Planar Birth
Purify
Reverse Damage
Soul Sculptor
Sunweb
Tariff

Blue:

Common:

Awesome Presence
Boomerang
Bouncing Beebles
Brainstorm
Cloud Elemental
Counterspell
Deep Water
Exhaustion
Fatigue
Fishliver Oil
Flight
Gaseous Form
Horseshoe Crab
Hydroblast
Kukemssa Serpent
Memory Lapse
Mental Discipline
Merfolk of the Pearl Trident
Phantasmal Terrain
Spell Blast
Sunken City
Thornwind Faeries
Unsummon
Vodalian Mage
Vodalian Soldiers

Uncommon:

Abduction
Air Elemental
Anti-Magic Aura
Arcane Laboratory
Aura Flux
Douse
Dream Tides
Ether Well
Fog Bank
Harmattan Efreet
Hibernation
Iridescent Drake
Mystical Tutor
Power Sink
Prosperity
Relearn
Segovian Leviathan
Tangle Kelp
Thunder Wall
Vigilant Drake

Rare:

Archivist
Back to Basics
Blizzard Elemental
Dance of Many
Deflection
Desertion
Flash
Forget
Juxtapose
Library of Lat-Nam
Lord of Atlantis
Mana Short
Opposition
Recall
Second Chance
Teleport
Time Elemental
Time Spiral
Zephid
Zur's Weirding

Black:

Common:

Bog Rats
Coercion
Dark Banishing
Dark Privilege
Dark Ritual
Drain Life
*Drudge Skeletons
Fatal Blow
Gravedigger
Howl from Beyond
Initiates of the Ebon Hand
Lim-Dul's Cohort
Looming Shade
Necrite
Painful Memories
Phyrexian Boon
Phyrexian Debaser
Phyrexian Ghoul
Plague Beetle
Raise Dead
Sleeper's Guile
Soldevi Adnate
Soul Kiss
Squirming Mass
Vampire Bats

Uncommon:

Abyssal Specter
Blighted Shaman
Bog Wraith
Cloak of Confusion
Cursed Land
Desolation
Eater of the Dead
Fallen Angel
Gravebane Zombie
Horror of Horrors
Kaervek's Hex
Leshrac's Rite
Leshrac's Sigil
Mind Warp
Pestilence
Sanguine Guard
Simulacrum
Stupor
Treacherous Link
Yawgmoth's Edict

Rare:

Abyssal Hunter
Ashen Powder
Attrition
Broken Visage
Derelor
Greed
Infernal Contract
Krovikan Vampire
Necrosavant
Nightmare
Oppression
Rag Man
Spined Fluke (I ran out of room in the uncommons...I suppose you could transpose it and Fallen Angel, but I think the latter is better as an uncommon)
Subversion
Tainted Aether
Vampiric Tutor
Warp Artifact
Western Paladin
Yawgmoth's Will
Zombie Master

Red:

Common:

Active Volcano
Anaba Bodyguard
Anaba Shaman
Artifact Blast
Atog
Balduvian Barbarians
Chain Lightning
Dwarven Warriors
Firebreathing
Flame Spirit
Giant Strength
Goblin Lackey
*Goblin Hero
Goblin Raider
Headlong Rush
Lava Burst
Mountain Goat
*Pygmy Pyrosaur
Pyrotechnics
Reflexes
Sabretooth Tiger
Talruum Minotaur
Viashino Warrior

Uncommon:

Burning Palm Efreet
Burrowing
Cinder Cloud
Conquer
Fire Elemental
Fit of Rage
Flashfires
*Goblin Matron
Hulking Cyclops
Keldon Warlord
Orcish Mechanics
Orcish Oriflamme
Parch
Pillage
Pyroclasm
Scald
Spitting Drake
Viashino Heretic
Volcanic Geyser
Wall of Lava

Rare:

Bloodshot Cyclops
Crimson Hellkite
Earthquake
Fervor
Final Fortune
Goblin King
Goblin Warrens
Hammer of Bogardan
Impending Disaster
Inferno
Jokulhaups
Mana Flare
Manabarbs
Orcish Squatters
Reckless Embermage
Relentless Assault
Shatterstorm
Sulfuric Vapors
Volcanic Dragon
Winds of Change

Green:

Common:

Carapace
Cat Warriors
Elven Cache
Fog
Fyndhorn Brownie
Gang of Elk
Giant Growth
Gorilla Chieftain
Gorilla Warrior
Grizzly Bears
Llanowar Elves
Marker Beetles
Plated Spider
Pradesh Gypsies
Rampant Growth
Redwood Treefolk
Regeneration
Stalking Tiger
Stream of Life
Tranquility
Treetop Rangers
Village Elder
Vitalize
Weatherseed Elf
Wild Growth

Uncommon:

Blanchwood Armor
Creeping Mold
Familiar Ground
Fecundity
Femeref Archers
Foratog
Freyalise's Charm
Fyndhorn Elder
Lure
People of the Woods
Radjan Spirit
Reincarnation
River Boa
Spitting Slug
Summer Bloom
Thicket Basilisk
Tropical Storm
Uktabi Orangutan
Warthog
Worldly Tutor

Rare:

Ancient Silverback
An-Havva Constable
Argothian Enchantress
Birds of Paradise
Citanul Hierophants
Defense of the Heart
Dense Foliage
Early Harvest
Elder Druid
Elvish Archers
Emperor Crocodile
Exploration
Lhurgoyf
Living Lands
Maro
Nature's Resurgence
Pattern of Rebirth
Uktabi Wildcats
Waiting in the Weeds
Wyluli Wolf

Artifact/Non-basic Lands:

Common:

Amulet of Kroog
Braidwood Sextant
Clay Statue
Desert
Staff of Zegon
Worn Powerstone
Yotian Soldier

Uncommon:

Adarkar Sentinel
Bone Flute
Charcoal Diamond
Crystal Chimes
Crystal Vein
Dwarven Ruins
Ebon Stronghold
Fire Diamond
Fountain of Youth
Glasses of Urza
Havenwood Battleground
Helm of Awakening
Ice Floe
Lead Golem
Life Chisel
Mana Prism
Mantis Engine
Marble Diamond
Mobile Fort
Moss Diamond
Obsianus Golem
Ornithopter
Rod of Ruin
Ruins of Trokair
Skull Catapult
Sky Diamond
Soul Net
Svyelunite Temple
Tawnos's Weaponry
Urza's Armor

Rare:

Adarkar Wastes
Amber Prison
Ankh of Mishra
Brushland
Chimeric Staff
Citanul Flute
Crown of the Ages
Cursed Totem
Damping Engine
Dancing Scimitar
Defense Grid
Dingus Egg
Disrupting Scepter
Dragon Engine
Flying Carpet
Grinning Totem
The Hive
Horn of Deafening
Howling Mine
Jade Monolith
Jalum Tome
Jayemdae Tome
Karplusan Forest
Meekstone
Pentagram of the Ages
Phyrexian Vault
Storm Cauldron
Sulfurous Springs
Thran Lens
Thran Quarry
Underground River
Wand of Denial
Whetstone

{pant, pant} I hope I didn't accidentally put any restricted or banned cards in there...Admittedly, the list didn't change THAT much, but then, I'm reticent about draining worthies. Still...anything that should have gone in (or out), but wasn't made such? Any unworthies put in? Too small a set size? Anything?
 

Spiderman

Administrator
Staff member
Is this your wish set or what you actually think will be in 7th?

'Cause there's a couple threads in CPA Magic Issues concerning 7th... do a search and see if you can dig them up. I think they're predictions of what will be in 7th.
 
T

Thrash Golem

Guest
uhh sorry but thell never reprint chain lightning or time spiral.. and noWAy there making phyrexian vault rare. it sucks for an uncommon
 
D

Darsh

Guest
Wyluli Wolf? WYLULI WOLF?!? I hate getting that card as my rare!:mad:
 
R

Ristik

Guest
First, Hydroblast and Pyroblast are a matched set. I don't think we'll see one without the other. Pyroclasm is an interesting choice, but I think Steam Blast is more balanced and more likely. Scald is definate possibility, but I don't like it. I didn't see any red hosers against white or any black hosers, period; this makes white and green extremely powerful, even with Hibernation back. Additionally, I don't think Hibernation will make the cut; Wash Out is a more useful, more balanced version. Also, Serra and Nightmare are probably too good to be nonblue flyers in t2. Just my few cents worth.
 
H

Hellion

Guest
Hey!

Where's Stone Rain? Without it, red mages can't play Ponza!
Anyways, it a pretty good set except for Chain Lightning which I think will never get reprinted in a tourney legal set. Also the set lacks a "sweeper" card something like Nevinyrral's Disk or Power Keg....

I also rather have Wildfire than Inferno, Fireball than Lava burst and Good old Shivan Dragon back. Also, I rather have Anarchy then Flashfires for Red's battle against White, rather evil but the same goes for Perish No? Some burn is also missing, from a realistic point of view, Incinerate will be more feastible than Parch.

You might notice that I have only made comments about red, well that's because red is the color I play most often and it's the color I know best.

Any other color specialist mages will pick on your choices for the other colors if they have a look at it.

Over all, your list is only a SLIGHTLY improved version of 6th Edition though......

Just my few cents.....
 
B

Baskil

Guest
The last couple of base sets have taken on the flavor of the a standalone set. 5th was ALICE, and 6th was Mirage...

Your 7th edition rares contain no Rath Cycle cards. That is the next cycle to be reprinted. Also, the would *never* reprint Time Spiral, since the untap thing was a mechanic (same reason the wouldn't reprint sleeper cards either).

Sorry to burst your bubble. ;)
 
E

Earendil

Guest
When I was checking the page at the WotC site about the Reserved List, it specifically said that when 7th Edition came out, the reservation of leftover rares would be applied to the Urza's block. I know, I was confused when it didn't mention the Rath cycle, but I suppose that, given how many expansions have dropped in during the interim, they had to fast-forward a bit.

On the other hand, this leaves the Rath cycle's cards (and all the left-out white-borders, outside of Unlimited-only) as a perfect substrate on which to develop a Chronicles II...

Basically, I tried my best to maintain as many of the worthy cards in Sixth Edition as possible, while infusing all the greatest worthies from the non-Reserved (and non-Rath, and non-Portal) groups that I could. I'm just not the sort who considers change for the sake of change to be sane. And I still believe that the design team MUST have some measure of sanity...Even though it seems that they're determined to play the rare limits decreed by the Reserved List to the limit (I think the exact maxima were observed for each post-R.L. base set. I'm not so sure that's a good idea, if it sacrifices a worthy for no other reason than change.).

I still don't understand why Reincarnation, Tangle Kelp, and Bone Flute have never been reprinted to date...No, I don't consider them very powerful (I don't use supreme power as a criterion anyway), just with, in a sense, basic abilities. And this is supposed to be a BASE set, remember.

Now, someone explain why Time Spiral--and, for that matter, Timetwister--are overpowered. Considering that your opponent gets the exact same benefit you do...Not to mention Chain Lightning. I'll admit it, I'm trying to restore the old plan of each color having a common with a casting cost of C, and some effect measured in 3 (thus, Brainstorm). With Lightning Bolt named as overpowered, all red has left is Chain Lightning...and you KNOW what happens if a red player is on the receiving end...

P.S. I really did think I'd included Stone Rain in that list. I may have missed it when I typed the list.
 
B

Baskil

Guest
Even if it were reprinted when Masques/Invasion was legal, it would be broken as hell. Any time you can DRAW 7 CARDS, and UNTAP 6 LANDS so you can play those cards, you have an overpowered card. Add to that the possibility of essentially getting free mana (when lands produce >1 mana when tapped) and seven free cards, and you have a potential for a card that is way too broken, even if it does cost twice as much as the original.

Look at the High Tide decks from two years ago. Look at the Dream Halls decks. The power from these decks weren't High Tide and Dream Halls, it was Time Spiral.

Also (and I think I'm being incoherent here), have they ever reprinted a card after it was banned?

On another note, WoTC is really missing out if they skip over Rath Cycle. Cards like Static Orb and Echo Chamber never really got a chance to show how good they were. It's the Broken Block that they should skip over. Oh well.
 
T

The Magic Jackal

Guest
I think we all know why time spiral is broken (and banned)
 
E

Earendil

Guest
I should have thought to check the banned/restricted list...Granted, I did ask you if I committed that sort of crime.

Putting Time Spiral aside for the moment, why is TIMETWISTER overpowered? As I said, your opponent gets the exact same benefit as you do, so how can you call it overpowered (I'll admit that, to me, overpowered and gravely imbalancing are perfect synonyms)?
 
R

Ristik

Guest
Timetwister is overpowered because the benefits it grants can easily benefit you far more than your opponent. You cast it with an empty havd, you draw 7 cards, and since it costs 3 mana, you can cast spells right away. If in the right deck, the spell will cripple every other deck in the environment if the player can time it right. In multiplayer, Timetwister is all good and stuff, but who wants to let everyone get 7-card hands?
 
D

Duel

Guest
Me! My opponent has 6 cards in hand, and a huge creature swarm. I have 1 card in hand and 1 creature, but my card is timetwister. Hmm..... let's wrath of god and wheel of fortune, all for 3 mana of one color......
see?

I agree, time spiral is better, but not much. Mostly, because of the untap mechanmic, which broke it.
 
T

The Undertaker

Guest
Curious, how is casting a Timetwister in that situation like casting a Wrath of God unless you meant he had those creatures in his 6 card hand? Granted you get 7 new cards but so does your opponent. From that point, it is a matter of who has the better deck and the better draw.

The reason timespiral is so useful is the untapping of 6 lands. With the right mechanic, you have a potential for a game ending situation by casting just one. Timetwister on the other hand is not nearly as beneficial (in comparison to TimeSpiral). Your down 3 mana and you give yourself as well as your opponent a chance for their deck to grab hold of the game. The difference is roughly 9 mana (assuming just basic lands). You mentioned timing of the card but Magic is all about timing. Most any card in Magic played at the "right" time can be game winning.

Don't get me wrong, I think it is a powerful card but not to the extent TimeSpiral is and I don't think if it was reintroduced into T2 that it would destroy the environment. Just my opinion.
 
C

Crazy Pierre

Guest
Hello? Earth to CPA.
Having 4 Time Twisters in your deck would create the following situations

1)Interminable matches, as one player or another ecycled his deck, regetting all his combo elements, or refreshing his counters, etc.

2)It's half a time walk. Yes, your opponent also gets the new cards, BUT IT'S STILL YOUR MAIN PHASE,
and YOU get to use all those shiny new cards before they do

3)It draws you seven cards. ANything that does this can and will be abused. DOn't believe me? I had a friend that used Diminishing Returns with Mom and still won while Spiral was banned and MoM wasn't.

4)It's too much of a swing card. Hahahah I am beating you but WAIT now you have seven new cards,
and you win....

Let's not even go there, this will never happen, nor should it.
 
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