Couple of days ago fantastic new world of Innistrad revealed before our eyes. We found out everything about its mechanics, and we are still grasping mind boggling concept of double-faced transform cards. Is it the best or the worst thing Wizards did so far? Who knows, only the time will tell. But when they revealed all those funny, interesting and controversial mechanics, they also spoiled quite some number of Innistrad cards. Right now that number is around 40 cards or so, and in this article I’m going to go through most of them, at least the interesting ones.
I can not resist showing you all the transform cards right from the start! So, humans are the tribe in Innistrad, for the first time ever. And they are transforming into werewolves. Every werewolf transformation is the same: if no spells were cast on the previous turn you get to transform them into a werewolf. After that, you need to play zero or only one spell (and hope your opponents do the same) if you want to stay in this powerful form. Pretty simple but also quite complex at the same time. There will be lots of interesting interactions and smart plays revolving around this, I can tell.
On the other hand, unlike werewolves, vampires can transform more easily, whenever they want to, and there’s no way opponents can influence their transformation. Whether you need 5/5 ground vampire or 2/2 flying bat this card will provide.
Some other creatures except werewolves and vampires can transform in this set, as well. How about experimental test subjects? Why not! Also, when this baby transforms, there’s no going back! Like you’d want to go back, anyways… I’ll have my 13/13 trampler, thanks a lot.
Even more experiments with this mechanic. When you flip blue mr. goody two shoes Dr. Jekyll into red raging Mr. Hyde all hell will break loose!
I’m showing you this card just to remind you about the new evergreen keyword: Fight!
Another one of the “first ever”, this guy is a lord for 2 different tribes: humans when in human form, and werewolves/wolves when in werewolf form. In his werewolf form he can even produce wolf tokens. Flavor everywhere!
It has been confirmed that the complete cycle of this enemy colored lands is present in Innistrad. Original M11 lands saw a lot of constructed play (they still do) and there is no reason to believe Innistrad lands won’t get played.
This card looks very exciting to me. Finally you can use your Blaze to kill their early aggressive creatures and/or Llanowar Elves and still (re)use it late game to burn them for lethal damage. Just fantastic.
There is one of each mythic vampire, werewolf, ghost and zombie in this set. Vampire is right here and she kicks some major ass. She can kill her pray or convert it to vampire and take it on its side. But when you kill the master vampire, all its subordinates “wakes up”. Again, flavor is absolutely top notch.
This has to be one of the best aggressive creatures of all time. Goblin Guide is better but that’s about it. When you play some aggro strategy you don’t want to block, so his drawback is actually not that big of a deal. He is also a zombie which is quite useful creature type.
That’s it for this time, join me soon when I spoil more Innistrad goodness!
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