From Velvet DiceBag: Exclusive Shards Of Alara Spoiler Cards!

The great people at Wizards of the Coast have once again graced the GayGamer castle with an exclusive preview card from Shards of Alara, the upcoming addition to Magic:The Gathering.
With Magic: The Gathering set to expand its universe with the fivefold worlds of Shards of Alara this October, GayGamer and Velvet DiceBag are proud to host this exclusive spoiler card, Skeletonize, a flaming harbinger of death and eventual resurrection - in the enemy's hand. We're also sharing five other spoiler cards - after the jump - that each reflect the nature of one of Alara's sundered worlds.
What was long ago a single plane brimming with mana is now a sundered world of five realms, each divided along the lines of mana and with access to only three of the five colors of magic essence. Bant, Grixis, Jund, Esper and Naya represent five lands separated by magical alignment, each boasting an environment specialized to its mana color.
Make the jump to learn more about the Shards of Alara!
The world of Bant is one that has never seen magics of pyromancy or necromancy, and hence has become a society of order and hierarchy. Laborer castes support knightly castes, which support castes of monarchs and religious leaders, which in turn support the angels who watch from the heavens. Mages here hone their skills in magic that fosters order and protects celebrated, sigil-laden champions chosen from the elite of Bant's armies.

Without the magics of light and growth, the shard of Grixis starves for sources of new life. Scourged by winds of death and lightning, Grixis supports only an undead mockery of civilization, as necromancer barons and demon lords war over any extant scrap of valuable territory.

On volcano-choked Jund, battlemages have no knowledge of the orderly magic of thought and community. They practice an ancient shamanic magic as primal and savage as the tar pits below and the dragons above, stoking the fires of their own reckless passion to the extremes of life and death.

On Esper, knowledge is literally power. Cut off from the wild mana of chaos and nature, the mages and ruling sphinxes of Esper have cultivated a civilization based around intellect and progress.

On Naya's teeming jungle paradise, nature blooms in earnest, a world only possible in the absence of magics of death and deception. But even in paradise there is competition--the footfalls of gargantuan beasts sound a constant rhythm, a reminder that might and sheer size are the mark of virtue here.









Skeletonize, what a strange card... One hopes they rewrite the description, cause right now I'm not entirely sure if one could ressurect a creature smoten by said card. Answer is probably yes, but logically it doesn't make sense right now.
If by "resurrect" you mean bring back from the graveyard, there's nothing that says a creature dealt damage by this card is removed from the game or can't be brought back by any of the graveyard recursion that is so familiar to those who play Black. The creature is simply dealt 3 damage, and IF it's put into a graveyard the person controlling Skeletonize must put a token into play.
Let's see, deal 3 damage and get a regenerating token for 5 mana. Creature advantage ain't all that bad. If you use it merely for the damage, there are spells that cost less and deal 3 damage to creature OR player.
If by "resurrect" you mean bring back from the graveyard, there's nothing that says a creature dealt damage by this card is removed from the game or can't be brought back by any of the graveyard recursion that is so familiar to those who play Black. The creature is simply dealt 3 damage, and IF it's put into a graveyard the person controlling Skeletonize must put a token into play.
Let's see, deal 3 damage and get a regenerating token for 5 mana. Creature advantage ain't all that bad. If you use it merely for the damage, there are spells that cost less and deal 3 damage to creature OR player.