Summary: Brand new 7 spells. 5 out 7 are dominion spells. Personally, dominion spells are overrated except for the blinding sky.
Ninja Fate Enhancer (C)

Casting Cost – 1
Type – Conjuration
Select a creature. Reveal the top most card on your library. If this card is the same race as the selected creature, you may cast this creature without paying its summoning cost. If the creature is not summoned, you must discard revealed card to the graveyard. The creature summoned using this spell cannot attack this turn. End turn if a creature is summoned.
Comment: Very interesting card. Free summoning cost spell (technically, 1 mana). This card could be very useful in the race based decks. One disappointment is this card is nothing specific about Ninja…
Flame Cultus (UC)

Cost – 0
Type – Dominion
Discard 2 creatures ( at least one must be a Fire creature). This spell targets all creatures on non-Fire fields.During opponent’s next turn, all target creatures (including newly summoning creature) will have +3 mana cost.
Water Cultus (UC)

Cost – 0
Type – Dominion
Discard 2 creatures ( at least one must be a Water creature). This spell targets all creatures on non-Water fields.During opponent’s next turn, all target creatures (including newly summoning creature) will have +3 mana cost.
Earth Cultus (UC)

Cost – 0
Type – Dominion
Discard 2 creatures ( at least one must be an Earth creature). This spell targets all creatures on non-Earth fields.During opponent’s next turn, all target creatures (including newly summoning creature) will have +3 mana cost.
Wood Cultus (UC)

Cost – 0
Type – Dominion
Discard 2 creatures ( at least one must be a Wood creature). This spell targets all creatures on non-Wood fields.During opponent’s next turn, all target creatures (including newly summoning creature) will have +3 mana cost.
Comment: If these elemental dominion include+3 to summoning cost, these cards could almost completely block opponent’s from summoning a new creature and also activating any of the existing creature during the selected turn. But discarding 2 creatures + 1 spell = 3 cards seem just a bit too much.
Steel Light (UR)

Cost – 0
Type – Dominion
Select a non-biolith allied creature on the board. Steel Light allows summoning a new biolith creature over the selected creature without paying its summoning cost. The summoned creature cannot attack this turn. This does not end your turn.
Scion’s Sky Precept (R)

Cost – 1
Type – Sorcery
Select non-ultrarare cards equal to the number of cards in the hand from graveyard. After the selection, discard all cards in the hand and replace it with the selected cards.
This ends your turn.
Comment: So we now know 15 out of 20 spells. These dominion cards do not appear to be that useful at first, but I could be wrong. Steel Light is very interesting card with a potential; however, since it is dominion with 1 per deck limit, I am not sure if this card will worth replacing blinding sky in the biolith deck. Lastly, Sky precept seems Set.2 version Call of Timeless Juno, the least useful card in the Set.1.
Filed under: News, Set.2 News
Ninja fate enhancer is good especially in a heavy biolith deck. It would make an ideal replacement for the white cubic. In fact this card is stupidly powerful. With this card you can summon a biolith god on the very first turn in the game.
Hmm hang on when it says select a creature is that one from your hand? Also the card you summon is that the one you chose from your hand or the one you reveal from the top of your library?
The other spells are ok but nothing compared to blinding skies.
@Spazzfish
It’s actually select a card from the board. Then if the race of the card matches up with the race of top most card from library, you get summon the creature.
At first I thought the same and this card is a bit overpowered, especially for biolith but RACE is actually not AFFILIATION so all biolith creatures have affiliation of Biolith Castle, but Race differs. So This card is only useful in the deck based on the race such as Lizard, Goblin, Elf etc. Otherwise, too much luck factor unless there is a card to allow you to look at top of your library.
can i use ninja fate enhancer on a cubic to bring out another cubic? that would be awesome
Using Steel Light may mean you can’t use Blinding Skies, but with the possibility of getting ANY Biolith on the board for FREE, you can’t complain. That Flame Magus got 1hp left? Steel Light him into Biolith Battleship and watch your opponent scream in anger!
I don’t really understand the Cultus spells. “During opponent’s next turn, all target creatures (including newly summoning creature) will have +3 mana cost.” That bit, what?
Ninja Fate Enhancer may not mention Ninjas on it, but it certainly makes Ninja decks easier to play. Use it one of your current on-board Ninjas, pray to Sciondar Fire God you have a Ninja on the top of your deck and slap it out for free (or 1 mana).
@d co
I love your jokes. People will totally freak out when you cast a cubic using only 1 mana!!
@purehatrred89
For the Cultus spells, as I commented above because there is “including newly summoning creatures” line, I highly +3 include activation and summoning cost of all creatures on the board except ones on the specific elemental field; however, since it only works during your opponent turn, even if the spell affect your creatures, you don’t really care.
+3 mana cost is such a huge number. Think you have to pay 4 mana to just cast a flame magus. Or just to activatie Alhuja Priest. So I feel like Cultus will essentially block your opponent from doing anything during the following turn after the Cultus is casted unless he/she is willing to spend extra mana, but if so that’s a great way to deprive opponent’s mana.
Although you may be able to counter this by using Spellshield. (I’m not 100% sure though). So some people may look at these spell as almost complete single turn blocker against opponent.
Pray to Sciondar Fire God? I prefer Biolith God… j/k
totally disagree with scions sky precept being as bad as call of timeless juno.
it costs 1 to cast.!!!!!
u use it late in the game with blue draw/card cycling spells and creatures to build whatever hand you need
i think its pretty good
@ummm,
Thanks for your input.
The reason why I said it would be Tilemess Juno equivalent in the Set.2 is because the card appears to be very situational.
1) You cannot select UR. So if you have UR in your hand, I believe you don’t really want to use this card.
2) Swap all cards. Sure you get to choose which cards from the graveyard, but you cannot keep any cards in your hand. It’s all or none swapping.
3) Overall, net loss of 1 card in your hand. In the early game, probablly the graveyard won’t have enough # or no decent cards to swap with. So as you stated, more likely this card would be used later in the game, but there is high chance in the later game that # of cards in your hand is less than 5. Something like 3 or 4? With use of this card, your hand becomes one less than that. So swapping only 2 or 3 with net loss of one card seems a bit too much.
4) Finally, it’s a sorcery. I think this is the major reason I did not like this card. Using this card will end your turn. So even if you can change your entire hand in a way you like, you are giving extra turn to your opponent without you casting any creatures.
But I could be totally wrong.
I think I’d agree with houshasen…Scion’s Sky Precept doesn’t look all that great. I think the first major problem with this card is the fact that you have to be at a state of the game where you have as many or more cards in your graveyard than your hand. This makes this card completely worthless in the early game. Assuming you don’t drop down to less than 3-4 cards in a game, you’re probably going to have to wait for at least 2-3 of your creatures to die before you can even use this properly. Even then, you have to assume that the cards in your graveyard are going to be more useful than the ones that you currently have in hand. This is unlikely, considering the cards in your graveyard are likely to be your cheap, early game, one casting cost critters, which you probably don’t want back at that time. Yeah it will be good late, late game sometimes, but you’re going to have to clutter your hand up with these to get to that moment.
Though I will say that if it’s usable, this card’s most likely use would be in some kind of spell recursion deck with lots of card draw. The problem is, you’re going to have to spend a significant chunk of your mana to use this AND draw the extra cards. I don’t think there’s any card draw out there yet that’s efficient enough to make that happen.
Just for fun though, consider this scenario… Start your turn with four cards in hand and 2 mana. Your opponent has four creatures on the board and you have a Scion’s Sky Precept in the graveyard (somehow). Your four cards are Altar, two Summoner Mesmer’s Errand, and Scion’s Sky Precept. Cast Altar to go up to 6 mana. Cast double Errands to go to 5 cards and 4 mana. Cast Scion’s Sky Precept to recover a Precept, two Errands, and the Altar. You’re now back to 4 cards in hand and 3 mana (one net gain from when you started) and you can repeat the process as needed. This is basically an infinite mana combo, except you’re limited by the number of cards in your deck. You’re drawing four cards with each cycle, so you’d only be able to do this five times or so. Not at all useful, but funny, and it does show that the card may have some combo potential in the future. I think it’s probably bad otherwise.
Oh wait, this ends your turn? lol, that settles it then. This card is god awful.
Seems like the new dominions are designed to create an unbreakable check. But for it to work, you need to have in your hand:
The dominion card.
Two creatures to discard, one of which must be of the element of the dominion.
A third creature to put your opponent in check.
A fourth creature to win the game the next turn (or pray that you draw a creature you can summon next turn).
Also, ideally, you control the fields of the element of the dominion, so they can’t summon or activate creatures on those fields. If you have that hand, it’s probably game over for your opponent. But it will be tough to create such a hard consistently.
cubics are no joking matter. they needs cards to increase cubic power
Here’s one use I can think of for Steel Light =P
In a ninja deck, summon something like a Tritonan Ice Guard to the Biolith field to draw a card. Next turn, use Steel Light to transform your Ice Guard into an Ouroboros Dragon, making your invisible ninjas invincible as long as the dragon is on the board.
@FilliamHMuffman
Dominion does sound like as you said a way to stop your opponent from doing anything during one of his turn (like unbreakble check). Only thing I am curious about and unclear is whether the Spellshield will actually negate this effect or not.
The reason why I say this is because the text of the spellshield uses the word “cast” rather than “effect”. To me Casting only refers to the new use of spell rather than existing effect.
So I am not sure once the dominion is used, if the opponent can do anything about it.
I agree with you that Steel Light has potential, and it could be as good as blinding sky in certain decks. The senario you described depict one of many great cases, but just to remind in the Set.2 there is a card that can take the invisibility effect.