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Dissension Speculation

  • 28-02-2006 12:46pm
    #1
    Registered Users, Registered Users 2 Posts: 825 ✭✭✭


    I was just wondering what people think the mechanics/abilities from dissension will be. here's my two cents:

    Azorius Senate - centred around combat stopping and counterspells. the mechanic (i think) would be something like the following-

    Random Creature
    1/1
    Statute 2 -when you play this spell, choose a card type (creature, enchantment, artifact, instant, sorcery). Cards of the chosen type cost your opponent 2 more to play until your next upkeep step

    Simic Combine - centred around creature enhancement. i reckon auras and pumps will be the order of the day. Seeing as the simic seem to want to "improve" on creatures, it could be something to do with combining them or something like-

    Random Creature
    1/1
    Flying
    Xenograft 1U (if this card is in your hand, you may remove it from the game grafting target creature. that creature gets +1/+1 and flying. if the grafted creature would leave play, return Random Creature to your hand)

    Rakdos Cult- black/red would suggest an ability based around sacrificing creatures to get a more powerful effect. considering its a cult, itll probably have a "one sacrifing himself for the good of the cult" feel. i suggest the following:

    Random Creature
    1/1
    Commit to the Cult-sacrifice this creature. until end of turn, red and black spells you play cost 1 less to play


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