Worldwake Set Review – Red

January 28th, 2010 by joe
joe

Time to look at some red cards. If you’re just tuning in, we’ve broken the new Worldwake cards into colors and given you our initial reactions to them. I will evaluate each card with an eye toward limited play with an occasional word about EDH or eternal formats. My colleague James will gear his comments more toward constructed formats like standard and extended. To read the series from the beginning, start with our white review, here.

Tally ho!

Akoum Battlesinger
1R
Creature – Human Berserker Ally
1/1
Haste
Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
Rarity: Common

I like this global pump ally. It’s a more fleeting kind of ability than the counter based allies, but this should help fill out an aggressive ally build for sure. A nifty common.

JAMES

As I’ve mentioned a few times through out the set reviews (white, Blue and black), I don’t see Allies being much of a powerhouse. They’re generally “meh” so for the time being I’m going to forgo looking at Allies cards from a constructive perspective–at least unless something really catches my eye. The time frame for constructing a kick-ass Standard/Type 2 build using Allies is just not within the scope of these reviews. One avenue worth examining is whether Boros Bushwacker could be converted over to an Allies deck (at least partially)…

Bazaar Trader
1R
Creature – Goblin
1/1
{T}: Target player gains control of target artifact, creature or land that you control.
Illus. Matt Cavotta
Rarity: Rare
Set Number: #72/145

Well, I’m immediately reminded of Trix, a notorious deck that used Donate on Illusions of Grandeur as its kill. I’m not sure what the best thing would be to use this ability on in recent times. Abyssal Persecutor, also from Worldwake seems cute, but not very good, really. Immortal Coil? Donate your Platinum Angel…. no wait! Maybe you donate your Platinum Angel to the guy who controls Abyssal Persecutor! Then what? I’m getting sidetracked here. In limited, I can’t think of a reason you’d activate this either. Maybe I’m missing something huge, but I think this is the Steamflogger Boss rare of Worldwake, only for limited you don’t even get a hill giant, but rather an anemic bear I’d probably not play in my monored deck.

JAMES

why would I want to do something like this? I am writing this review through a fog of [what I hope is] a 24 hour flu but I’m not seeing this. Maybe I’m just a selfish player but I can’t think of a card that if I gave it to my opponent, he/she would lose…so wtf would I want to do this for?

Bull Rush
R
Instant
Target creature gets +2/+0 until end of turn.
Rarity: Common

Well, it’s an okay trick I guess, but it’s definitely nothing flashy. Seems old fashioned. I like its simplicity, which is has in spades, and doesn’t have much else.

JAMES

At least it only costs R is all I can think of. There are so many better cards for constructed that deal two points of damage and have more flexiblity than this.

Chain Reaction
2RR
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Illus. Trevor Claxton
Rarity: Rare

Holy smokes! Say hello to one of the chase rares, folks. Feels a lot like a red Wrath of God, doesn’t it? Can’t praise this more than that. This is a global sweeper, and is an extremely strong card in limited. But sometimes it will be a lame pyroclasm, so it’s not quite the same as WoG. But for most intents and purposes, it’s a red wrath. Very cool.

JAMES

This is pretty sicko. A new varition on a Day of Judgement for red. Mass removal at 4cc is typically played extensively across a number of formats. I’ll wager this makes SB for Type 2 decks like mono-red burns (to bring in against Vamps and Jund). This is the kind of card that completely reverses the card advantage-nature brought about by Bloodbraid Elf, Sprouting Thrinax, Broodmate Dragon, and Gatekeeper of Malakir. I can also see this in the U/W/r control decks as another way of punishing players for over extending. That is [card]Wall of Denial[card] will likely sitck around (x/6 butt is huge) while the opposing players entire force will be reset. Hawt card.

Claws of Valakut
1RR
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
Rarity: Common

A strong aura. I have an aversion to auras because I love snagging someone in a 241 by killing their dude in response to their aura, or just killing it whenever with an aura like this that doesn’t shield the creature. Also, I don’t like having to carefully play around this pitfall when I’m the one wielding the aura… I often fail and fall in the 241 pit. So I have this aversion. But… this is the kind of aura that CAN be an exception in some narrow circumstances. In a very quick monored or similar deck, especially with evasive creatures, this can be the nail in the coffin. As your opponent struggles to keep up with your early pressure, you’ll have an opening sooner or later to confidently lay this on an evasive guy, and get in for serious damage. Anyway, this is usually not my bag, but I’ve seen it done to great effect, and if I’m in fast monored, I’ll definitely try one of these.

JAMES

Pretty interesitng. If you can plop this on a creature with at least an x/4 butt this could be nasty. I can’t think of many auruas that see play–and the reason is obvious: auraus go to the graveyard if hte creature dies–contrasted with equipments that stick around. (ahem, Mr Obvious). So while probably a good play for a mono-Red play in limited it’s not that great for constructed. Too bad it’s not +x to toughness where x equals the nuber of non basics you control. that would be slick.

Comet Storm
XRR
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.)
Choose target creature or player, then choose another target creature or player for each time Comet Storm was kicked. Comet Storm then deals X damage to each of them.
Illus. Jung Park
Rarity: Mythic Rare

I like comet storm, but I am of the opinion that banefire is superior. This is not germane to the discussion of limited, in which this card is hands down bonkers nuts, and I’m glad it’s a mythic. Fireball type effects that can dome or is creatures are already sick in limited, and ones that can do both are fantastic. Ones that can potentially hit several creatures AND dome for a significant amount later on? Well, that’s just nutty. Comet storm does have speed issues, but this is Zendikar, home of landfall and 19 land limited decks that curve out at 3. I mean, you’ll have a chance to do stupid things with this. Or, hopefully, you’ll just need the one target, amirite?! Love comet storm.

JAMES

Well, let’s see. 8cc to deal 5 damage to a Baneslayer Angel and 5 to an opponent. On the low-end it’s pretty cheap to knock out a bunch of creatures–it’s cheaper than Fireball at least that is massively epxensive to hit multiple creatures with any real affect. Anyway, this is a good card. I’d not be surpised to this going into a Mono-Red Burn deck as a 1-2x or a x/R-control style deck that needs more kill outlets late game, such as Crypt of Agadeem powered deck. (not really controlling, I know, but it came to mind as a “big mana” deck).

Cosi’s Ravager
3R
Creature – Elemental
2/2
Landfall – Whenever a land enters the battlefield under your control, you may have Cosi’s Ravager Servant deal 1 damage to target player.
Rarity: Common

I’m not that pumped about this. This is too expensive for a piddly 2/2 that has a cute ability that won’t hit creatures. Nope, I don’t dig it.

JAMES

It’s aight. Not going to be very good in constructed.

Crusher Zendikon
2R
Enchantment – Aura
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Rarity: Common

Teetering Peaks, your time has come my friend.” TP: “I’m a real boy!” Sorry, Pinocchio reference. Yeah, I’m not into the red one as much as the blue and black ones so far. Still interested to see how this gets put to use.

JAMES

Lol @ Joe. Anyway, these aura series are okay. I mentioned liking the blue variation and I’ll stand by that being the most likely to see play.

Cunning Sparkmage
2R
Creature – Human Shaman
0/1
Haste
{T}: Cunning Sparkmage deals 1 damage to target creature or player.
Rarity: Uncommon

Yeah, this guy’s got the goods. Very nice. He’s even better than Vulshok Sorcerer, IMO, since the one power isn’t relevant on a pinger / timmy, and the extra R made the sorcerer less spashable. But a haste pinger is always superb.

JAMES

I don’t THINK this is good enough. I like pingers and a hasty pinger is definitly better. I just don’t think it’s good enough. I guess I have to ask myself, “If this guy/gal cost 5cc and did 2 damage, I would say, Yeah!” but as it is now, only 1 damage isn’t enough. I guess I just can’t think of a deck where I’d rather play the pinger over a straight up burn spell…

Deathforge Shaman
4R
Creature – Ogre Shaman
4/3
Multikicker {R}
When Deathforge Shaman enters the battlefield, it deals damage to target player equal to twice the number of times it was kicked.
Rarity: Uncommon

Pop Quiz: how many times do you have to multi-kick Deathforge Shaman before it is more efficient than a Comet Storm to the dome? You might be surprised to hear that a Deathforge Shaman multikicked four times (total mana cost 4R + RRRR or CMC 9 is more efficient than comet storm for X = 7, also costing 9, and the efficiency then grows in favor of the shaman. Kicked only three times, the two spells are equally efficient, costing 8 and doing 6 damage. This is all providing you have tons of red mana, as this multikicker requires. Plus Comet Storm is removal too, I’m just pointing out that this guy can be every bit as much of a late game neutron bomb laser beam as any X spell of old, and a 4/3 ain’t shabby either. I dig this guy.

JAMES

Cool. I like Joe’s breakdown actually. Need a LOT of mana to get it going but you do have the creature too. Neat. I’ll bet it’s too expensive as a 5 drop but the concept of a 1x is interesting. But building decks with a bunch of 1x’s is for the EDH crowd. ;-) What I mean is, this is too expensive for constructed play.

Dragonmaster Outcast
R
Creature – Human Shaman
1/1
At the beginning of your upkeep, if you control six or more lands, put a 5/5 red Dragon creature token with flying onto the battlefield.
Rarity: Mythic Rare
Set Number: #81/145

Yowza yowza. Okay, so this seems totally crazed. Than goodness this is a vulnerable 1/1! I think if you even get one dragon out of him, you’re looking just swell. Man. I’d definitely run him and I think I’d splash him as my only red card if I see him but aren’t playing red. “Used all your removal yet? Let’s find out.” It’s a must kill removal bait if nothing else. And if they don’t have such, you just won the game for sitting there and then tapping a mountain. This is the kind of thug that makes removal king of limited.

JAMES

Ultimately the issue I have the 1-drops that do amazing things (like Scut Mob) is that they are seriously vulnerable and you don’t have much incentive or playing them early game. And Red decks don’t like have 6 mana on the table. That means they missed a copule of burn spells or the opponent was able to stablize and the game state is swinging toward the red burn deck ‘never’ winning. There is the off-hand chance that this makes an excellent SB option for Red that (as I just said) has serious issues digging out of late game states…Testing will tell.

Goblin Roughrider
2R
Creature – Goblin Knight
3/2
Rarity: Common

Well you can’t be strictly better than gray ogre and be less interesting than this, I think. Still, not bad stats for a vanilla guy.

JAMES

Nothing here.

Grotag Goblin Thrasher
4R
Creature – Lizard
3/3
Whenever Grotag Goblin Thrasher attacks, target creature can’t block this turn.
Rarity: Common

Yeah, I like this. I’ll wait a turn and pay more for my hill giant for this. Very cool.

JAMES

WAAAY to expensive for contsructed.

Kazuul, Tyrant of the Cliffs
3RR
Legendary Creature – Ogre Warrior
5/4
Whenever a creature under an opponent’s control attacks you, put a 3/3 red Ogre creature token onto the battlefield unless that creature’s controller pays {3}.
Rarity: Rare

Hey, not bad! Swell body for the cost, and maybe an ogre here and there. More likely you staunch much of their attacks until they can kill this. Also, this is a dud EDH general.

JAMES

Very freaking interesting. Very. The general stats are good enough to warrant a look. My biggest hestiation is that it costs 5cc and doens’t “mana-sap” your opponent enough. There are plenty of deadly two drops like Putrid Leech that will take this bad boy out. I guess that means I don’t see this being a constructed staple.

Mordant Dragon
3RRR
Creature – Dragon
5/5
Flying
{1}{R}: Mordant Dragon gets +1+0 until end of turn.
Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to a creature that player controls.
Rarity: Rare

5/5 flier for 6 is damn good in limited, and this one pumps and represents long term reusable removal. This is a house in limited, in short.

JAMES

Cool dragon. It’s no Broodmate Dragon but it acts as a piece of flying removal too. That’s pretty cool. Red Deck Wins style decks should toy around with this. I know it seems expensive but being able to knock out creatures is nothing to scoff at. It’s an “investment” play. That is, you’re investing in next turn removal. Maybe too risky in the end but DAMN worth experimenting with.

Quest for the Goblin Lord
R
Enchantment
Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.
As long as Quest for the Goblin Lord has five or more counters on it, creatures you control get +2/+0.
Rarity: Uncommon

Well, I dunno about this one. How many goblins are there? Torch slinger. Goblin shortcutters. I’m not sure you can get enough of them to make this even go active. Even if you did… well, I guess if you did it’s still a constant trumpet blast, which is good, I’m just highly skeptical about how consistently this will go active.

JAMES

Luckily there are enough very good goblins that this might be doable. Goblin Guide, Warren Instigator, Siege Gang Commander. Hmmm…Probably a playble goblin I’m forgetting. I don’t like this card as a main strategy but the only way to use it reliably is to play it as a 4x. Hmm, what does everyone else think? Too dependent on other goblins to make it worth it?

Ricochet Trap
3R
Instant – Trap
If an opponent cast a blue spell this turn, you may pay {R} rather than pay Ricochet Trap’s mana cost.
Change the target of target spell with a single target.
Illus. Jaime Jones
Rarity: Uncommon
Set Number: #87/145

I’ve always been a sucker for Deflection type spells, so I’m already in love with this spell, even at full price. The discount against blue is a tradition dating back to Red Elemental Blast. This is an awesome spell, in my opinion, and it’s a particularly insulting subtype of 241 interaction when you send your opponent’s removal spell back at their own hapless minion. I love this. Don’t forget that this spell is effectively “counter target counterspell-like spell with a single target” or something along those lines, because you can use this spell to change the target of a counterspell, cancel, flashfreeze, etc. that’s on the stack to target Ricochet Trap instead. This is a largely unknown use of these spells… I’ve seen people punt on this in the past, so know the trick!

JAMES

I’m trying to remember the rules around Cruel Ultimatum and whether you can swing this at the opponent’s dome. For some reason I remember it doesn’t work that way because it’s “target opponent” and (baring not a multiplayer game), you’re the only opponent so it resolves on you anyway. If I’m completely about that ruling then this is great. But I’m 99% sure I’m right. [Sad Face].

Roiling Terrain
2RR
Sorcery
Destroy target land, then Roiling Terrain deals damage to that land’s controller equal to the number of land cards in that player’s graveyard.
Rarity: Common

This looks like fun. In a lot of games, this will actually Lightning Bolt your opponent or better after nuking their land. Between fetchlands and extra lands being discarded and the land you kill with the spell itself, 3 seems like about the upper limit for limited. In constructed formats, this could be a nice 4-slot land destruction spell, since it doubles as burn and will do much more in those formats. I like it in limited simply because LD spells, even as late as turn 4, will punish most mis-step draws an opponent might have. If they miss one of the first four land drops and you don’t and you cast this spell… well, that should be game over right there in a majority of such games. Therefore, this definitely has a place at the table.

JAMES
This could be sort of interesting. There are a lot of fetch-based mana builds. The question is, Is removing one of your opponents lands (knocking them back a turn, granted) AND doing maybe…3 damage worth 4cc? I don’t think it’s enough. Wouldn’t a Red mage rather cast something like Hells Thunder AND have mana left for an EOT Lightning Bolt? That’s 7 damange for the same 4cc. Plus, what type of player are we doing this to? Vamps is going to scoff at your play because of the low mana curve–same for Boros and mirror Red burn. I think Jund and U/W/x are the most vulnerable to this card. It may be worth taking Jund off color–that is destroying their only green source for example. But then it’s likely you’re only doing 1 damage (they don’t run a lot of fetches…only 4x Verdant Catacombs). Yeah, I guess this is a “no” conculsion.

Rumbling Aftershocks
4R
Enchantment
Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to target creature or player equal to the number of times that spell was kicked.
Rarity: Uncommon

Nice. This could potentially sneak into a weird mini-archetype of its own creation. There’s enough multikicker spells, it seems, to have a deck that can consistently mutlikick a spell or two in the late game. But this doesn’t do anything “on its own” which is usually the hallmark of bad spells for limited. Still, I think if the critical mass is there, you might get away with this. Enchantment removal is seldom maindecked, and you can always play mind games in game 2, siding this out if it’s your main or only enchantment. This is a very narrow, unlikely deck to succeed with, but I still think it might be fun to try. For 90%+ of situations in limited, I would advise you avoid this card.

JAMES

Barfy, do-nothing spell.

Searing Blaze
RR
Instant
Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall – If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.
Rarity: Common

I like this spell, reminiscent of Lash Out. Ironically, the place I want this most outside of limited is a dedicated burn deck, the mirror match of which happens to make this the worst card in your deck, as you have to have an opposing creature to target in order to cast this thing. Anyway, that’s irrelevant to limited, where this will almost always be two lightning bolts on one card with the requirement that you hit one creature with the first bolt and dome them with the other. Sounds good to me.

JAMES

Proably good enough for limited…but even there I think “one damage isn’t shit.” I’d say “yes” if it was 2 damage divided as you choose between any number of creatures or players. Alas, it is not and you’re stuck doing an amazing 1 damage each for 2 red. It is good against Mirror Red burns where the player is running x/1 tramplers like Ball Lightning…I guess I really don’t like this. Seems too underwhelming to me.

Skitter of Lizards
R
Creature – Lizard
1/1
Multikicker {1}{R} (You may pay an additional {1}{R} any number of times as you cast this spell.)
Haste
Skitter of Lizards enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Illus. Warren Mahy
Rarity: Common

Yet again we have a 1/1 that can be a gray ogre or a bad hill giant or an even worse… uh… 7-drop 4/4? Anyway, this is all helped by the haste in this case, making the 1/1 version a Raging Goblin, and the 2/2 version a Goblin Chariot, and the others…. well, the other versions are hasty, put it that way. I’m not sure there are historical antecedents. This is among the best representatives of this cycle so far, I’d say. I’m happy to play this guy in fast red decks.

JAMES

Weak sauce just like the whole cycle.

Slavering Nulls
1R
Creature – Goblin Zombie
2/1
Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card.
Rarity: Uncommon

Not bad. It’s the right bear body for the money, and will sometimes nuke a slow opponent in the style of Ravenous Rats or some such. I think this has a lot going for it. What’s with the (mono)red zombie? That’s a Magic first, from what I can tell (not counting Changelings). Am I missing something? This one gets the nod, but barely. I’d rather have Goblin Shortcutter, for example.

JAMES
Turn three could be pretty brutal if you get hit with a Blightning AND this guy. In the black review, there was also a discard outlet I liked. (Bloodhusk Ritualist) Maybe R/B running this guy, blightning, bloodhusk ritualist, quest for the nihil stone, and good ol’ Hypnoic Specter could be good. Backed up with the standard suite of Lighning Bolts and Burst Lightnings and a Bloodcheif Assension???

Stone Idol Trap
5R
Instant – Trap
Stone Idol Trap costs {1} less to cast for each attacking creature.
Put a 6/12 colorless Construct artifact creature token with trample onto the battlefield. Exile it at the beginning of your next end step.
Rarity: Rare

Holy crud! 6/12? Twelve? Really? I can see this costing 2R a lot of times. It’s going to kill something, so it’s a decent removal spell, but then it also is going to either kill something else, soak a removal spell, or smash your opponent for upwards of 6 damage. So yeah, I think this is knocking on the door of Bomb country for limited.

JAMES

I’ve seen extended Doran, the siege tower decks running blue for counter magic but I wonder if against the Zoo decks this is better than blue. Probably not but it is a good stabalizer…Just don’t want to pull this off a Dark Confidant. I REALLY don’t like only getting the one chance to swing with it but it needed to be balanced I guess. Hmm, that was really the only immediate application I saw but in standard this is also viable. The trample makes it huge. I’m on the fence.

Tuktuk Scrapper
3R
Creature – Goblin Artificer Ally
2/2
Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage equal to the number of Allies you control to that artifact’s controller.
Rarity: Uncommon
Set Number: #94/145

Interesting. Definitely gets played in allies, where critical mass is uber important. This will usually not hit a lot of artifacts though… I’m thinking 1-2 on the high side. Still, there are a couple of really annoying artifacts, and this uncommon helps allies combat them with little lost opportunity cost. I like it okay, even though it’s a very vulnerable 2/2.

JAMES

I like the idea of destroying a Trusty Machete but that’s limited. I don’t think this will see much play in any format outside limited.

As always we want to hear what you think. Did we miss anything? Are we completely off base on any of our comments? Let us know in the comments! :)

Tags: , , ,

ShareThis

Subscribe to the P9P Newsletter for special offers
and a FREE Ben Lundquist Workshop video clip!



Leave a Reply