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MIRAGE RUMOR/FACT LIST - 9/10/96 UPDATE

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Barrett W. Nuzum

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Sep 10, 1996, 3:00:00 AM9/10/96
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---------------> Mirage Rumor/Fact List <----------------
Compiled by Hogarth (b...@mv.mv.com)
v2.5 - UPDATED ON TUESDAY 9/10/96, 2:30pm EST.

NOTE: There are -=MAJOR=- spoilers in this latest
version. If you want to be surprised when you get your
Mirage, you are advised to NOT read on.

Major Thanks Go Out to Everyone who provided information.

Info to share? EMAIL ME -- b...@mv.mv.com

--> IF YOU WISH TO SUMBIT INFORMATION ANONYMOUSLY <---
You are welcome to do so, either by requesting your
name be withheld, or by using an Anonymous Mail Server
to send me the information.
-->-----------------------------------------------<---

New information since the last USENET update are marked *NEW*.
Corrected information features the mark *CORRECTION*.
Any other changes are marked *REVISED*.

This Document will be updated every 2 days, or when sufficient information
is received to merit an update. Updates will be posted to
rec.games.trading-cards.magic.misc, but the document at
http://www.mv.com/users/hogarth/mtg/mirage.txt
will be updated whenever I get new information.

This list will not be updated after September 14th, 1996, as the Mirage
Premiere Tournaments should allow others to develop a full card list.

Magic: The Gathering are registered trademarks of Wizards of the Coast, Inc.
Ice Age TM, Mirage TM, Jamuraa, Dominaria, Dominia, and lots more are
trademarks of Wizards of the Coast, Inc.
This document is neither published nor endorsed by Wizards of the Coast, Inc.

FACTS:
----------------------------------------------------------------------------

On Mirage's Theme: (from WOTC Press Release)

"The story behind Mirage is set in a tropical continent called Jamuraa, on the
equator of Dominaria -- one of many planets in the multiverse of Dominia.
Teferi's Isle, off the coast of Jamuraa, disappears after a wizard's time
experiment goes wrong. "More than 100 years pass and the island reappears --
its inhabitants are horrified by the unrest that's erupted in the land while
they've been gone," said Rose. "War soon breaks out.""

**NOTE** For the full story of Mirage, see below.

From the Duelist Online:

"The largest creature in the upcoming Mirage stand-alone expansion is called
the Phyrexian Dreadnought, pictured below. As revealed in Duelist #12, it
is a 12/12 creature with a casting cost of 1. [....]
Pete Venters [also] illustrated [Phyrexian Dreadnought], Afterlife, Prismatic
Circle of Protection, Talruum Minotaur, and Shauku, Endbringer for the
Mirage card set."

From Press Release:

Mirage premieres on 9/14/96, at Pro Tour IV in Atlanta, with
Pre-release sealed deck tournaments the following weekend, with more
Mirage as prizes.

" Wizards of the Coast is introducing new game rules, flanking and phasing,
in the stand-alone expansion. Flanking gives small, quick creatures an
advantage in combat. "Creatures that block flankers are weakened in the
attack," says Bill Rose, one of the designers of Mirage. "Their strength
and toughness are reduced by one until the end of the turn." Rose says
phasing refers to a card's ability to come in and out of play. "At the
beginning of each turn, a player's phased-out cards come back into play,"
he explains. "At the same time, all phasing cards in play leave play,
which we call 'phase out'." "

From Duelist #12:

A 0 Casting Cost Artifact that produces 3 mana of any color.
*CORRECTION* A Green Creature for four mana that CAN BE 7/7 with no upkeep.
A red card that lets you take another turn.

"...Rose also said the set "explores some off colour Magic", interactions
between rival colors (black and white for instance)."
(pg 11. (thx Cant) (Ed. Note: Previously a Rumor))

From USENET:

"Mirage will also use the 5th edition rules, so get ready for things to
change a little for the better. Any rules in Magic you think are stupid?
Hopefully we fixed them for you.

Relax, man. This is a good thing. I know it's rough when you don't know
what the changes will be. That's why we're putting together a 5th/Mirage
rules changes spoiler sheet. This way you'll be able to see what's coming
beforehand. Expect the spoiler sheet in late this month, perhaps August
(Nobody here has any free time, but we'll get it out somehow). We didn't
get rid of manaburn...we changed it though...

Adam Conus
Customer Services
Wizards of the Coast
wild...@wizards.com"

A summary of the changes was posted to USENET yesterday.
If you'd like to read a copy, go to
http://www.mv.com/users/hogarth/mtg/conus.txt

On Who Designed Mirage: "However, the people who did Legends were one of
the original groups that tested Magic. So were the people who did Ice Age.
And the same goes for those doing Mirage. There's a very high overlap
between Mirage designers, and people listed for original Magic design aid
in the rulebook.

-Chris Page
pa...@student.physics.upenn.edu"

Who DESIGNED Mirage:

Bill Rose
Charlie Catino
Joel Mick
Don Felice
Howard Kahlenberg
Elloit Siegel

(From Inquest #18 - note that Catino was part of the Alliances Design Team)

From WOTC Merchant Relations:

Telephone Conversation: "The first shipment will be very small, about the
size of the first Ice Age shipment, as Carta Mundi is going on vacation
and closing for two whole weeks. After that you should be able to get
as much as you like.", she said.

"Unlike Alliances?", I said.

"We won't do that to a stand-alone set. Limited Expansions, limited runs
are likely. But with Mirage being a stand-alone, we want everyone to be able
to get the cards." she said.

From Duelist #13's Table of Contents, taken from the WotC web site:

"Chris turns the spotlight on Mirage's big, blue bruiser, Taniwha, a 7/7
trampler with one of Mirage's tricky new abilities: phasing."

On Saturday, 8/24/96, Mark Rosewater, one of the developers of Mirage,
visited EFNet's #mtg channel and chatted with everyone.. Here are some
highlights: (atog == Rosewater)

"[2:40] <atog> We just got the first Mirage cards in. They look *very* good.
:)
[2:46] <atog> Of course. We always make more counterspells.
[2:46] <atog> This is a card type in every color (rare no less) but it isn't
gargoyles.
[2:46] <atog> Clue: It's a creature type players like. A lot.
[2:48] <Rami> atog: what colours has much flanking creatures?
[2:49] <atog> Flanking is militaristic. The rest you need to deduce yourself.
[2:52] <atog> It plays very nicely in sealed. The development team (of which
I was a member) worked very hard on its viability in Sealed.
[2:53] <Falcon> atog: will there be any group creatures like elder dragons ?
[2:53] <atog> Falcon: Yes. :)
[2:54] <atog> Aut: The best card in the set smiles back at you ;)
[2:54] <Clonifax> atog : what's this card that resembles a black lotus then...
what's it's disadvantage?
[2:55] <atog> I'll be honest with you guys. The "fixed" Lotus is probably the
worst (read: weakest) card in the set.
[2:55] <atog> Clon: I mean bad as in Erosion bad.
[2:56] <atog> But it is the rare exception in Mirage.
[3:00] <atog> There are a few cards for Necro to worry about. But Mirage
should do more to pump up other deck types
[3:01] <atog> Let's just say that there are a number of tools in Mirage for
people to go deck building with.
[3:05] <Falcon> will there be any card like twalk ?
[3:05] <atog> Falcon: Yes. It's red.
[3:06] <atog> Falcon: You have to play red. Yawn!
[3:09] <atog> Let's just say that players won't be using two of the new Time
Walk.
[3:12] <ExoByte> atog: how about giving a name to the attack same turn ability
.. like un sickness or anger, or rage... or
[3:12] <atog> exo: We're working on it.
[3:15] <Rami> atog: are gold cards have only friendly colorurs?
[3:16] <atog> Rami: Gold cards will be both friendly and unfriendly.
[3:16] <atog> Green/Black actually has a real good one. :)
[3:18] <atog> Mirage is a set for the people. (No lords.)"

(Thanks again, Mark, for telling us what you can about Mirage.)

Now that Strip Mine has been Restricted -- atog (Mark Rosewater)
came on IRC and asked us what we thought -- well, we were all worried
about Kjeldoran Outpost & Mishra's Factory. He assured us that there
would be a "card" which took care of "non-basic lands". Take that as
you will. PCL Member Mario Robania concurred, saying that a reliable
source said they were making such a card, but he didn't know if it'd
be in Mirage.

(Ed. Note -- the spoiler rumors below contain such a card )

*MOVED* Inquest #18 confirmed the entire story of Mirage as it was
printed here. As such, I've taken the liberty of moving
the story of Mirage up here.

---------------here is the story of Mirage----------------------

(full text) Mirage: The Story of Jamuraa
(as told to me by one who saw a publicity sheet in Renton during Worlds
We're Talking MAJOR Spoilers here, people.):

Welcome to Jamuraa, a land steeped in magical traditions that have existed
for millennia. The northwest of the huge contenent of Jamuraa is occupied
by three nations: the militaristic kingdom of the Zhalfirins, the religious
state of Femeref, and the trading province of the Suq'Ata Empire.

ANCIENT HISTORY

Centuries ago, when the land was ruled entirely by the kingdom of Zhalfir,
an internal religious dispute led the church to secede. Though the incident
was resolved peacefully, the church created its own province called
Femeref--"Judgment" in their tongue. In time, Femeref grew apart from
Zhalfir, aided by the discovery of rich gold deposits that helped establish
it as an independent state.

Eventually, tales of mineral wealth within Femeref's deep mountains spread
to the Suq'Ata Empire. The empire annexed the lands bordering Zhalfir and
began to mine the mountains, pushing the dwarven residents into Femeref.
The leaders of Femeref happily accepted the new refugees, as their skills
would increase Femeref's gold yield substantially. The Zhalfirin nobility
were angered by the king's unwillingness to respond to the Suq'Ata invation
of the north reaches, and this bickering splintered Zhalfir into several
independent stats. Only the intervention of the returning planeswalker
Teferi restored Zhalfir to a state of calm. Teferi was an ancient court
mage of Zhalfir and his name still commanded respect centuries after his
departure for other planes. Sadly, Teferi was no diplomat, and after a few
decades he resolved to leave the kingdom to its machinations whilst he took
up residence on a small secluded island to begin a series of magical
experiments.

Teferi was attempting to manipulate time so that he might overcome the
difficulties of magical summoning. He theorized that he could drop
creatures in and out of the time stream, causing them to appear and
disappear at will--"phasing," as he labeled it. But his experiments met
with limited success: after years of trial and error, Teferi concluded the
process was inherently unstable. Random effects constantly occurred; worse
still, Teferi discovered that his early, clumsy experiments had damaged the
time stream and threatened to unravel that stream across Dominaria if left
unattended. Hardened by the knowledge of his culpability, Teferi prepared
to fix the time stream with a colossal enery burst, a dangerous maneuver at
best but his only real hope of repairing the damage.

What happened next was truly unexpected. The energy unleashed caused every
plant, animal, and building on Teferi's isle to phase out of existence. All
that remained was the barren rocky foundation of the isle.

THE COMING OF HARMONY

The nations of Jamuraa knew nothing of this... but three mages powerful
enough to perceive the subtle ripple in the time stream took notice. First
was Mangara of Corondor, a mage versed in politics and a great ally of the
Quirion elves of the White Woods. Second was Jolrael, who lived in a series
of palaces erected in her name at the heart of the Mwonvuli Jungle's delta.
Her influence spread through the animal kingdom and beyond to the sentient
lizard people, the Viashino, and through them to the mighty dragons. It was
rumored that Jolrael was once a great Zhalfirin mage who turned her back on
that society to build her own empire of beasts. Third was Kaervek of the
Burning Isles, a mage known for his allegiances with many malign spirits
and their allies throughout Urborg and Bogardan, chiefly the Breathstealers
and the easily manipulated Panther Warriors.

The three mages met on the barren rock that had once been Teferi's Isle. No
one could explain the mysterious residual temporal energy, but the three's
curiosity was piqued and they agreed to settle in Jamuraa and keep a close
eye on the isle.

Mangara immediately dealt with the rival nations: if he was to settle in
this place for any length of time, he refused to have any wars disturbing
his new home. Mangara's gifts for diplomacy and intimidation encouraged
peace agreements within a few short years. When Femeref and Zhalfir could
not agree on a border, Mangara created a buffer zone near the Unyaro
jungle. To police this zone, he summoned a large contigent of Quirion
elves. The elves had always had a good relationship with Mangara and
happily populated this new land. The agreement with the Suq'Ata was
trickier but eventually a trade agreement (the Suq'Ata's favorite kind) was
created.

Within a century "Mangara's Harmony" created a new age of enlightenment as
the nations began to trust one another. They exchanged ideas and shared
their strangths--even that dwarves and elves were welcome within the
cities.

THE SERPENT IN PARADISE

But Kaervek was horrified. Kaervek had always had dreams of ruling a
nation, but the powerful entities of the Burning Isles had ensured that his
dreams might never come to fruition. Frustrated by Mangara's success and
incapable of believing that Mangara would control Zhalfir for any purpose
rather than aggression, Kaevek began to work on Jolrael's fears and her
inability to understand the ambitions of humans (at this point, she had
lived with animals for several hundred years). Slowly, as Mangara's rule
took shape, Kaervek was able to draw the reclusive Jolrael into the
politics of the region. In time, the two mages built covert armies of
animals and spirits throughout Jamuraa.

Kaervek waited, occasionally instigating border disputes between Zhalfir
and its neighbors and infighting among the Zhalfirin nobility. Eventually
the disputes flared and blood accidentally spilled. Within days, civil war
seemed imminent. This disruption was all that Kaervek needed--he sent
dozens of evil spirits into the lands, fanning the flames of old hatred to
spark across the borders. Mangara was at a loss, unable to control the
steadily worsening situation. It was then that Kaervek sent a message to
Mangara, and offer of "assistance" in dealing with the troubles. Mangara
agreed to meet with Kaevek in the Mwonvuli Delta.

Mangara never returned from that encounter. Kaevek and Jolrael ambushed
him, capturing him within an Amber Prison that now sits in the throne room
of one of Jolrael's palaces. Many of the Zhalfirins believed that Mangara
had fled the land, leaving it to civil war; others believed he died in the
Mwonvuli.

So began the dark days for Jamuraa. Reports increased of people mauled by
wild cats, of citizens dying in their sleep with expressions of horror the
only clue to the cause of their demise. Farmers began to mysteriously
vanish from their fields.

The three nations met at a great council. They shared their tales, and the
greatest of the storytellers, Hakim Loreweaver, presented myriad reports
from across Jamuraa. Indeed, something was afoot, and they would have to
find a way to put aside their own territorial squabbles if they were to
deal with these mysterious terrors. It was then that Kaervek chose to make
his appearance, demanding the surrender of the three nations. Kaervek's
love of making a grand appearance had blinded him to the fact that he had
now given the nations a look at their enemy. United against a common foe,
the nations of Jamuraa flatly defied Kaervek, stating they would pay him no
fealty.

WAR IN JAMURAA

Over the coming months, attacks were infrequent. The occasional Zhalfirin
village was scorched from the map by dragonfire. The trail through the
Uuserk marshes was closed after the deaths of a troupe of scouts. The
entire Femeref grand assembly was slaughtered by a terrifying entity known
as the Spirit of the Night. The attacks began to increase in intensity and
reports reached Zhalfir of armies of the dead rising from the land. But
among all of this activity one major event had been overlooked by
everyone...

...Teferi's isle had returned. Almost two hundred years after its
disappearance, the isle returned to its verdant origins. The people of the
isle were unaware that any time had passed, and their first realization
that something was wrong came when one of Jolrael's dragons, drawn by the
scent of people, attacked the isle. Teferi slew the dragon and immediately
set out to discover what was happening--and when! He was horrified to
discover foreign wizards warring within Jamuraa, and he began to consider
how to remove these urchins without dragging anyone else into the war.

As we reach the present, the human nations are once again united by fragile
agreements. Kaervek has taken command of most of Jolrael's forces, and the
human nations find themselves under attack by spirits, animals, orcs,
goblins, cat warriors, Viashino, and dragons! Teferi has refrained from
entering the conflict, choosing to tend his experiments lest they run out
of control. But be assured, he is watching.

This is a time of heroes: both royalty and commoner alike have risen to
defend their home, throwing aside political boundaires to fight the forces
of Kaervek. They are not only battling to survive, but to ensure the new
Golden Age endures. If they can free Mangara, they have a fighting chance.

----------------------- end of story -----------------------------

(Ed. Note: Viashino are from a M:tG novel entitled "The Prodigal Sorceror".)

From Inquest # 18:

Mirage's release date is October 8th.

"Jamuraa's Movers and Shakers

Unlike past expansions, in which most of the major characters
were represented only in flavor text, Mirage will have
its prominent characters appearing on "Summon Legend" cards.
Here are some of the character's that you'll find in the set. If you're
looking for Teferi or the three mages, don't; They're all too powerful
to be represented by a single card.

Asmira the Prophet -
A visionary from Femeref who foresaw the war, only to have her
warnings ignored. Expect to see more of her in Visions.

Hakim, Loreweaver -
The greatest storyteller of all time, this inspirational man
travels on a blue drake that he is rumored to have reared from birth.

Purraj of Urborg -
Whereas most of the Panther Warriors are generally neutral
in ther world view, Purraj is out and out evil. Having sacrificed her
soul to a dark being, she is Kaervek's most important ally.

Rashida Scalebane -
The daughter of a wealthy family that was killed by a dragon,
Rashida has dedicated her life to hunting dragons. She is aided by an
army of commoners and her sword Scalebane, a family heirloom that
has developed an affinity for killing dragons.

Sidar Jabari -
The leader of Zhalfir's largest and most experienced standing army,
he may be the kingdom's best hope for victory.

Telim'Tor -
The general of Suq-Ata's army is not a great tactician, but
what he lacks in skill he makes up for with brutality. His regime is
stern -- the slightest hesitancy obeying an order is grounds for death --
but his army is effective."

*MOVED* "Pacifism 1W
Enchant Creature
Enchanted creature cannot attack or block.
Flavor text: "For the first time in his life, Grakk felt a little
warm and fuzzy inside." Artist: Robert Bliss"

(This is a real card, as included with Inquest #18 -- and has neat
art -- at least, I think it's funny.)

*NEW* (Thanks, Gavin Kenny!)
"The latest issue of Arcane magazine in the UK has three Mirage cards
in it. They are (and I'm paraphrasing because I don't have them in
front of me) :-)

Skulking Ghost 1B Flying 2/1 If Skulking Ghost is targeted by
a spell or effect, then bury it.
Stalking Tiger 3G 3/3 Cannot be blocked by more than
one creature.
Goblin Elite Infantry 1R 2/2 If Goblin Elite Infantry is
blocked, it gets -1/-1."

RUMORS and UNCONFIRMED INFORMATION:
---------------------------------------------------------------------------
Submitted Anonymously:

*REVISED* To remove duplication with other rumors.

"fact: talking of opposite color cards, there are not les than 2 cards with
opposite color for every combination. Red/blue are both creatures (and quite
interesting ones - djinn and efreet) and black/white are enchantment (one is
a circle of protection that works with creatures as fuel instead of mana,
the second is a powered-down enduring renewal).

fact: the 2/2 griffin are only white, not of every color (but there's also a
gold griffin, it's a legend)

fact: there's a new fireball - an INSTANT one!

fact: the 0 casting cost that gives 3 mana of any single color is real crap.
No one will use it (there's an enormous disadvantage)

fact: there's a new artifact that let you browse trough opponent's library.
Less powerful than Jester Cap, but much more intimidating.

fact: lots of Dragons everywhere (3 red ones, 1 for each other color. Even
an artifact one). There are also creatures that work in conjunction with
dragons (no +1/+1 to every dragon, tough)."

*NEW* "UU1 - Counter target spell, remove the countered spell from the game
WW - Counter target damage-dealing sorcery or instant.
7/7 trampler: 2UU casting cost. Gives phasing to all yours lands.
Fixed lotus: 0 cost, 1,tap and sacrifice, add 2 manas.
Fixed mox: 2 casting cost. comes into play tapped
Fixed braingeyser: UUU3 draw 4 cards...if you don't use all the cards in
the same turn, they're removed from the game.
There's a blue legendary land, and the lame thawing glaciers like lands."

(Ed. Note: The 7/7 trampler above is probably "Taniwha", and the Fixed
Mox follows with the spoiler information at the bottom of this document.
I still doubt that the Fixed Lotus is as above, though, so take it with
a grain of salt.)

From Jaffe's Web Page.

RUMOURS ABOUT MIRAGE (next stand-alone expansion for MtG)

- 2/2 Gargoyles of every color
- Elephant horde cards
- White creatures with protection from other colors / flying
- A card (artifact?) that makes your life same as opponents when
sacrificed.

From Usenet:

"Mrenda Herder
W
Summon Scout
1/1 Flanking

Zhalfirin Knight
W2
Summon Knight
2/2 Flanking
WW: First Strike until EOT

Merfolk Raiders
U1
Summon Merfolk
2/3 Islandwalk, Phasing"

One person claims he saw an uncut (Common 2) sheet printed by the company
that prints the Chinese edition, with the following cards:
"No new colors. No Artifacts on this sheet.

WW 2/2 knight with flanking WW gives it first strike.
W 1/1 with flanking.
GG2* 8/4 Trample with no upkeep. Name was clash of rhinos
W1 a COP that let you pick the name the color. Cul. Upkeep of 1
R1 enchant creature that gives +1/+1 and flanking
U enchant Creature or artifact gains phasing.
U1 Merfolk 2/3 island walk and phasing.
U1 flyer and you can pump up one U to give +1/+0
BB 2/2 with BB to regenerate.
W3 2/2 Flyer with first strike
W3 2/2 flyer with banding
U creature gains phasing and can only be blocked by walls.
RX (fireball no splitting damage) but all interrupts must pay addition 2
to counter."

* == Maybe Three

"Rumor mills close to the source have said [Phyrexian Dreadnought]
will involve sacrificing x number of creatures whose casting cost adds
up to 12"

"I just got a free Mirage card in a Magazine....probably a common
(very probably!)
It's an italian card so probably my translation will not be perfect...

Crocodile of the Dune 4U
Phasing 6/5
Illus. Una Fricker" (Ed. Note: English name is "Sandbar Crocodile")

There will be a new color. (yeah, right - Ed.)

There will be 'sky' cards -- cards that you can pay the casting cost
with either one color mana, or another. (U2, "Instead of paying the
casting cost, you may pay W2" or something like that... This is possible.)

From EFNet #mtg:

"[K^razy] The 7/7 green creature for 4 mana will have both Flanking and
Phasing."

"<Canticle> Overall Impression? Ok...well, ever watch the Simpsons?
<Canticle> Here's my take on Mirage: "Mmmmmmmmmm....Mirage.""

( Canticle is author of Single Card Strategies and a Duelist writer, as well
as being Big Cheese of Single Card Strategies Magazine. His new book,
Single Card Strategies, Book II, will include Mirage cards. At this point,
I'm inclined to agree with him. - Ed. )

[hades^_] damage lands that go across the pentacle thing

( Considering what Rose said in Duelist #12 above, I'd believe it. :)
(Pentacle thing meaning opposing colors -- Like Adarkar Wastes, but
R/W or B/G.))

lands that produce only one colored mana, but are NOT one of the basic
land types. (Unlikely to me, and the person who submitted it.)

*NEW* "the 'big' green creature they talk about is called Maro."

Through Electronic Mail:

(From Jeffrey) "There was a rumor a while back on Usenet that you
haven't gotten into your list yet about a Blue Interrupt (for 1U) called
manalace, which would act as a hack/sleight for mana symbols instead of
lands/colors."

(From Jeffrey) Speculation about lands:
"I expect either a set of 5 Phasing single-color lands or 5 or 10 Phasing
Multilands, but not both. Phasing Multis would not be strictly better
than basic lands, but would be strictly better than phasing single-color
lands. 5 Phasing single-color lands would reconsile a couple of the
rumors you have there [non-basic lands that produce only one type of
mana; all the non-basic lands suck]..."

(Ed. Note: I have a feeling they'll be Phasing Lands that tap for 2 of
any one color (i.e. Quiron Cache -- Phasing, T: Add GG to your mana pool))

(from Jeff Donais! Thanks Jeff!) The green creature that can be 7/7
has P/T equal to # of cards in your hand.

(Anonymous)
"When Rosewater talked about a creature type in every colour, he referred
to Atogs. There will now be an Atog of every colour. Please note the new
Atogs will not all eat artifacts, each one will eat a different thing
(one eats lands, for example)."

(Ed.: Knowing Rosewater's love for Atogs, and the fact that he's one
of the Designers, I'm not surprised.)

THE BIG STUFF: Here we go.
This is Information was added 9/2/96.
-----------------------------------------------------------------------

(Ed. Note: The First set of spoilers below has been verified by
Several atendees of the World Championships. Might as
well consider them fact.)

(From MTG-L, a WotC-run Magic Mailing List)

"During our last trip out to WotC's Tournament Center, a buddy of mine
found a few pages of the upcoming Oct Duelist. The find consisted of a
full checklist and two of Mark's puzzles. I don't have the checklist in
front of me, so I can't share that at this time. If interest is high, I
think I can scare it up somehow. The card spoilers that follow came from
Mark's puzzles.

(No, I won't spoil the puzzles themselves, so don't even ask. I'm sure
Mr. Rosewater worked hard on them.)

FULL SPOILERS - 17 Cards

Artifacts:

Lead Golem 5
3\5 Artifact Creature
If Lead Golem attacks, it does not untap during your next untap phase.

Chariot of the Sun 3
Artifact
2,T: Target creature you control gains flying and has its toughness
reduced to 1 until end of turn.

Black:

Catacomb Dragon 4BB
4\4 Summon Dragon
Flying. Whenever Catacomb Dragon is blocked by any non-artifact,
non-Dragon creature, that creature's power is halved, rounded up, until
end of turn.

Tainted Specter 3B
2\2 SUmmon Specter
Flying. 1BB,T: Target player chooses a card in his or her hand and then
chooses either to discard that card or put it on top of his or her
library. If the card is discarded, Tainted Specter deals 1 damage to
each creatue and player. Play this ability as a Sorcery.

Blue:

Mind Harness U
Enchant Creature
Cumulative Upkeep: 1. Play only on a red or green creature. Gain
control of that creature.

Soar 1U
Enchant Creature
You may choose to play Soar as an instant; if you do, bury it at end of
turn. Enchanted creature gets +0\+1 and flying.

Cloak of Invisibility U
Enchant Creature
Enchanted creature gains phasing and cannot be blocked except by Walls.

Vaporous Djinn 2UU
3\4 Summon Djinn
Flying. During your upkeep, pay UU or Vaporous Djinn phases out.

Green:

Gibbering Hyenas 2G
3\2 Summon Hyenas
Gibbering Hyenas cannot block Black creatures.

Uktabi Faerie 1G
1\1 Summon Faerie
Flying. 3G, Sacrifice Uktabi Faerie: Destroy target artifact.

Armor of Thorns 1G
Enchant Creature
You may choose to play Armor of Thorns as an instant; if you do, bury it
at end of turn. Play only on a non-black creature. Enchanted creature
gains +2\+2.

Seedling Charm G
Instant
Choose one - Return target creature enchantment to owner's hand; or
regenerate target green creature; or target creature gains trample until
end of turn.

Red:

Volcanic Dragon 4RR
4\4 Summon Dragon
Flying. Volcanic Dragon is unaffected by summoning sickness.

Flame Elemental 2RR
3\2 Summon Elemental
R,T,Sacrifice Flame Elemental: Flame Elemental does an amount of damage
equal to its power to target creature.

Lightning Reflexes 1R
Enchant Creature
You may choose to play Lightning Reflexes as an instant; if you do, bury
it at end of turn. Enchanted creature gets +1\+0 and gains first strike.

Crimson Hellkite 6RRR
6\6 SUmmon Dragon
Flying. X,T: Crimson Hellkite does X damage to target creature. Spend
only red mana in this way.

White:

Ward of Lights WW
Enchant Creature
You may choose to play Ward of Lights as an instant; if you do, bury it
at end of turn. Enchanted creature gains protection from a color of your
choice. The protection granted by Ward of Lights does not bury Ward of
Lights.

The following are playtest versions of cards, and may have been changed
for the final release. The real names were included, but I won't supply
them for sake of continuity.


Durian 3
Artifact
1,T: Target creature you summon this turn becomes 0\1 until your next
untap. At the beginning of your next upkeep, put a +1\+1 counter on that
creature.

Durkwood Wurm 4GG
5\4 Summon
Trample.

Dwarven Regiment 3RR
Sorcery
Put three Dwarf tokens into play. Treat these tokens as 1\2 red
creatures with mountainwalk.

East Wind 1W
Enchantment
Cumulative Upkeep: 1. Whenever any other player gains life, he or she
does not do so; instead, you gain the life. If more than one East Wind
is in play, no player can gain life.

Immunity 1G
Enchant World
Name a card, except basic land. That card cannot be played.

Lotus Blossom 0
Artifact
1,T: Sacrifice Lotus Blossom to add 2 mana of any color or combination
of colors to your mana pool. Play this ability as an interrupt.

Shiva the Destroyer 3WW
5\6 Summon Legend
Flying, counts as a wall. Cannot block white creatures.

Unseen Wildlife GGG
Sorcery
Each player puts a Squirrel token in play under his or her control for
each forest he or she controls. Treat the tokens as 1\1 green creatures."

(ED. Note -- End of rumors from MTG-L.)

vvvv You'll want to read this portion! vvvv

*NEW* The following was sent to me by a very reliable source.
This contains a partial card list, and should keep you
satisfied until the 14th. Note especially the FIXED MOXES --

"Here is what I remember (please tell you readers that the wording is not
precise, but the cards are 100% REAL).

Starburst (R) - Sorcery
Take another turn after this one, if your opponent is alive at the end of
the next turn, you lose the game.

??? (R2) - Sorcery
Take control of target non-basic land.

Dusk Tranquility (G1) - Sorcery
Destroy all enchantments that are played on permanents.

Dawn Tranquility (G1) - Sorcery
Destroy all enchantments that are not played on permanents.

??? (G?) - Enchantment
Name a card. That card may not be played. You cannot name a basic land.

Sword of ??? (6) - Artifact
If, at any time, any player is at 5 life or below, bury Sword of ???,
that player loses 5 life.

???? (??) - Summon Legend
Counts as a Knight. All creatures with Flanking get +1/+1.
(**There is a card that affects Knights).

??? (0) - Land
(**There are 5 of these lands, each with 2 opposing land types named, I will
quote the Black/White version.)
T: Search your library for a basic plains or swamp, and put that land
into play tapped. Shuffle this land back into your library.

Phyrexian Dreadnought - (1) - Artifact Creature - 12/12
Trample. When Phyrexian Dreadnought comes into play, sacrifice creatures
equaling at least 12 power total.

??? Torch (RX) - Sorcery
Deal X damage to target creature or player.
(** Notice that this card is worse than Fireball, Lava Burst,
Disintegrate, possibly meaning they will eventually be replaced).

Trampage (GXX) - Instant
Target creature gains Trample and Rampage: X

??? (RX) - Instant
Deals X damage to all creatures.

??? (R2) - Instant
Deals 3 damage to any target. This damage may not be prevented or
redirected.

??? (WW) - Interrupt
Counter target sorcery. (** Also counters something else I have forgotten)

Sylvan Atog (G1) - Summon Atog - 1/2
Sacrifice a Forest to get +2/+2 till end of turn.
(** There is an Atog for every colour)

Elven Woodsman (G2) - Summon Elf - 1/2
T: Put a 0/1 wood token into play (counts as a wall). Wood token may be
sacrificed for 1 red mana.

??? (2) - Artifact
When comes into play may tap for 1 mana of ??? colour.
(There is one for each colour)

Prismatic Cop (W1) - Enchantment
CU:1 . Name a colour when comes into play. Acts as a COP of that colour.

??? Auction House (??) - Sorcery (or maybe a Land?)
Select a creature. Each player bids life, whoever bids the highest gets
control of target creature and loses that amount of life.

??? (WGX) - Sorcery
Gain XX Life.

(** There are a few new cool lands, including a land which acts nearly
identical to a Desert, although it has some tiny difference which slips
my mind at this time).

(** There are several spells and creatures which haves opposite aligned
casting costs, including several green/blue, white/black, red/white,
red/blue, black/green).

(** There is a red creature with protection from blue, it is a fairly
standard red creature, I think 3/4 for RR2 or something similar).

(** There are creatures with protection from blue in the set, and
creatures with protection from green in the set).

(** There is a fixed Vise in the set, although it completely slips my
mind at this time).

(** There is at least one Efreet in the set)

(** There is a new Minotaur in the set, but I remember it as being fairly
lame, in general).

(** There are several good black creatures in the set, that do not have
deadly upkeeps, I remember a couple in the 4-6 power range that had very
reasonable casting costs).

(** The common sheet had at least 30 cards from the original set, like
power sink, stone rain, etc).

(** The best, most interesting cards were Rare, the commons were fairly
basic cards like Dust Tranquility, etc. No surprise there, I'm sure.)

(** I did not notice the "set of 10" cards that were supposedly making up
a tiny sub-set, but maybe I didn't catch on to some theme. The cards
were arranged by rarity, but not by colour, so the sub-set was probably
broken up).

(** There were not as many creatures with phasing and flanking as I would
have expected. I remember seeing Flanking about 8 times, and Phasing
about 6-7 times. I assume Visions will add to this list).

(** It is quite possible that some of the cards above may be used in
Visions and not in Mirage)."

----------------------------------------------------------------------------

END OF RUMOR/FACT LIST FOR MIRAGE


--
Barrett W. Nuzum | http://www.mv.com/users/hogarth
barr...@world-media.com | personal home page
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