Come check out the latest Magic: the Gathering Spoilers–come and take a look at some of the cards from the upcoming Arena set: Jumpstart Historic Horizons.
That’s right folks, it’s time for another batch of spoilers from Jumpstart: Historic Horizons, the upcoming all-digital all-Arena expansion set for Magic: the Gathering. We’ve already seen how the digital only nature of some of these cards lets JHH play with mechanics and try some fancy tech tricks, now let’s see some of that in action. Check ’em out!
With Baffling Defenses we see once more the Perpetually mechanic, which applies its effect perpetually across all zones. So once you set a creature’s base power to 0, it stays there whether you send that creature to the graveyard, back to your hand, or whatever. There’s no getting rid of it.
Wingsteed Trainer lets you Conjure which basically means adding a card to your hand from outside of your deck. In this case it’s a Stormfront Pegasus, but we’ll see more as we go through the spoilers.
Blue’s control archetypes are going to be extremely strong with the new Perpetually mechanic, as you can see here. 2 and a blue to lock down a creature pretty hard.
Bounty of the Deep lets you Seek some cards–seek is a mechanic that lets the game pull cards randomly from your deck without reshuffling it after the fact, so your deck order isn’t reconfigured. Which seems like one of those mechanics that doesn’t feel like a huge deal but probably will be.
More Bird Wizards. Especially bird wizards that grant a creature card you haven’t even cast yet flying. This is one of those digital only tricks that could let you surprise an opponent who can’t see what you’re perpetually boosting, though the computer can.
The Shoreline Scout gives you an interesting way to pull a Tropical Island into your hand while also getting you a cheap 1/1 (or 2/1 if you’re playing right).
We get a look at another Planeswalker–Kiora the Tide’s Fury. Like Davriel, the Soul Bargainer, she’s linked to the new digital-only mechanics, allowing you to Conjure Krakens into your hand. Which is interesting because you could in theory run her whole emblem loop without needing to have any other cards that support her.
Finally, the Tome of the Infinite opens up access to a ton of spells that aren’t necessarily in the set. The Tome of the Infinite’s spellbook is as follows:
- Swords to Plowshares
- Light of Hope
- Force Spike
- Dark Ritual
- Lightning Bolt
- Assault Strobe
- Giant Growth
Black’s removal game continues to be on point, giving you a way to put a target in the graveyard and keep it there.
This one feels mean depending on what else you have in your hand at the time.
Everyone loves Phyrexians. Especially secret Phyrexians.
As you can see, Dragons are a big theme for Red in this block, with a permanently buffable Scion of Shiv. It also shows off my personal favorite Planeswalker:
Sarkhan’s got dragons for days. He’s got dragons for hands! And he makes dragons even cheaper to run. What more could you want?
How about a burn based on the number of turns you’ve started so far?
Green’s removal remains incredibly entertaining. Love a good “1v1 me” kind of card.
Things could get wild with the Pool of Vigorous Growth–again it’s a copy of a random creature card, so you never know what you’re going to get.
Veteran Charger can help you beef up your beefiest chonks before they even hit the table…
…and Faceless Agent can help even the odds of having a good one ready to go.
What do you think of the new mechanics? Let us know in the comments!