Power 9 Pro Spoiler for Rise of the Eldrazi

The release of Rise of the Eldrazi is right around the block and as customary for the Magic the Gathering community that means, Spoiler Season!

Power 9 Pro is elated to participate in its first spoiler. To get a broad look at these cards, we thought we’d do another round table discussion (carried out via email). Without further ado. :)

Pathrazer of Ulamog, Rise of the Eldrazi
Pathrazer of Ulamog, Rise of the Eldrazi

Sean:
If this guy attacks he will just take over the game. The problem is the 11 mana price tag. There isn’t much more I can say. If there is the mana accel that people think there will be in the format he could be great. If there isn’t, he will never come into play.

Mike:
Just knowing that this guy is uncommon is his most interesting trait. I think WOTC gave us Everflowing Chalice and Eye of Ugin in Worldwake and not Rise of Eldrazi for a reason, and non-rare Eldrazi creatures are likely the reason. I have a feeling it’ll be hard to cast these creatures but when they’re getting passed around the draft table it could get awfully silly.

Justin:
I think this card shows that Eldarzi will all be pretty darn expensive CC wise (time to pick up any extra [card]Eye of Ugin[/card[). Annihilator seems like it will be an Eldrazi only mechanic. It fits if you have read any of the MtG fiction from this set. Makes me wish (shudder) for Urzatron to come back in M11.

James:
Rather than mana acceleration or cards that reduce the cost by one, there could be a mythic Master Transmuter like card as a way to cheat this into play–or any of the anticipated big mana Eldrazi? It would be neat if it turned out to be a 2/2 Kor creature.
Annihilate is ridiculous obviously; I just don’t get all drooly for an 11 cc creature. Annihilate 1 on a 5cc creature would be sick though.

Valakut Fireboar, Rise of the Eldrazi
Valakut Fireboar, Rise of the Eldrazi

Dillon:
The Valakut Fireboar looks like a nice finisher in Limited. I could see him being splashed for in a control style limited deck. I don’t see red wanting to run him in Constructed when they have three Ball Lightning effects at their disposal.

Rob:
Valakut Fireboar is a Wall for Red that can get there in a final push. If you are attacking with him and your opponent won’t die this turn, you’re doing it wrong.

Justin:
I have to agree with Rob “If you are attacking with him and your opponent won’t die this turn, you’re doing it wrong.” I want to put this piggy in a Chandra Ablaze red control deck. I HATE the flavor text on this card. Boo.

Mike:
I think in limited this is fine. We’ve seen similar creatures at similar costs stabilize boards. Now this guy can turn things around and Kill it. Probably counter intuitive to what you want to be doing with red, but there’s limited potential here.

Sean:
Rawr!

This guy is red’s convertible turtle. Sometimes you need a guy with a huge ass, which the Fireboar certainly has. He will only attack if the board is empty or if going for the win, but that’s fine. Sometimes red just wants a guy to keep the pressure off. I see this guy as a role player in limited.

Mammoth Umbra, Rise of the Eldrazi
Mammoth Umbra, Rise of the Eldrazi

Mike:
While this card isnt very strong (but, if ROE has a lot of trample it could see limited play), the mechanic is interesting. It’ll only be relevant in standard if there are low costs versions in specific colors. The creatures that could benefit from this right now are pretty limited and only Knight of the Reliquary leaps out in my mind as potential busted card with extra protection, especially when he can load you up a sejeri steppe to protect anyone else your opponent might try to destroy.

Sean:
Why are auras bad in limited? 2 for 1s. Unless we are talking about something absurd like Gigantiform or Power of Fire, this risk of bounce and removal are too great. WotC’s latest attempt to solve this problem seems to be Totem Armor. It could have simply been “If enchanted creature would be destroyed, instead regenerate it and destroy this Aura”, but they didn’t even go that far. It’s just remove all damage, which only saves the creature from burn spells and combat.

About the card itself, it costs too much. I expect the card will be fine in limited and never see play in constructed.

Justin:
Once again WotC is trying to make auras playable *sigh*. The biggest concern when playing an aura is obviously getting 2-for-1ed. This card would be house if we did not have O-Ring, Path, or an exile (rfg) zone. Limited seems like the only place we will see this hit the table. Maybe white gets a wall that brings back enchantments??

Corpsehatch, Rise of the Eldrazi
Corpsehatch, Rise of the Eldrazi

James:
This looks like the exact reason that auras just don’t make the cut. After counting the Spawn’s mana, this is the same cc as Hideous End and that card is obviously good. Everything so far has been uber-expensive, and this is certainly a form of the ramp everyone’s been alluding hoping for.

Mike:
This is fine removal for limited with 2 chump blockers or ramp. It’s pretty clear it won’t have any constructed applications but if removal is light in the next set then there’s no reason why this card wouldn’t be fine.

Sean:
This card is pretty strong in limited. 5 mana removal is a little costly, but always welcome in sealed. The value of the two dudes will largely be determined by the rest of the set, but at worst they chump block pretty well. I’m thinking this card could be comparable to Skeletonize, despite it’s sorcery speed.

Rob:
These give me a feeling of WotC repeating a mistake they made in the Kamigawa block: Pricing pieces higher to make up for generated advantage elsewhere. In Kamigawa block, pricing on Arcane spells was wonky and higher than they would have otherwise been because they can be spliced onto. Here, I think they are pricing things higher because there will in theory be plenty of abundant mana floating around.

Take Corpsehatch for instance. For 5 mana, we kill any non-black (non-pro-black) creature, Get two chump blockers, and those two blockers can become mana. With you investing mana into guys that can give some back, you get to do funny things. For example: Turn 6 you can kill the opponent’s Baneslayer, making the spawn, sacrifice the two spawn and tap mountain to Ghostflame his Kor Firewalker and be free to swing in.

Add spawn token generating spells to Storm in older formats and things could get out of hand fast. If you have ramping upwards cycles of spawn makers, you can cast devastating chains of spells, reclaiming the spawn to make more, until a finale. The only way to combat this is to make things cost more. Sadly, this is likely to be applied to most of the set.

Justin:
More bang for your buck. This card plays into M.J. Flores’s “Grand Unifying Theory of Magic.” (More info: Zvi’s original response and a recent post on Five with Flores) 5 mana to off an opposing creature and get 2 bodies that store mana is strong.

Mnemonic Wall, Rise of the Eldrazi
Mnemonic Wall, Rise of the Eldrazi

Dillon:
Mnemonic Wall has a lot of potential. It reminds me of Nucklavee, which usually targeted Cruel Ultimatum and Cryptic Command. Right now there aren’t powerful enough instants and sorceries in blue to target.

It can’t target Planeswalkers which would have been a bit plus. It also doesn’t have flying which is a bit hit to it. It is a card I feel that will see play, but just not right now. It targeting a Martial Coup is awesome, but you are usually winning after you resolve one anyway. It can’t get you an Oblivion Ring, but it can get you back a Treasure Hunt. It is obviously useful, but not right now.

Justin:
Recurring key instants is always huge so the cc price tag doesn’t put me off in the slightest. I think that blue EDH decks will make room for this guy. Don’t forget that Æther Tradewinds is out there to have fun with.

Mike:
If there’s a really strong instant or sorcery in limited I could see this being playable. But, in control decks right now, most people are not playing any creatures that will make an opponent’s removal “Live.” This card doesn’t accomplish that, and drawing into cruel ultimatum is just as good as regrowthing it most of the time.

Sean:
It feels to me like this guy is costed at 5 mana to be ‘safe’. At 4 mana I expect he would be pretty good, but at 5 he is just limited filler. Izzet Chronarch was a reasonable popular card in casual formats so I expect the Wall will be too.

James:
Hmm, I like this for Urzatron and Gifts Ungiven plans. Flying would have made that a little too strong I guess. Shrowd would make it a lot better. Nonetheless, I really had fun playing with Gifts Ungiven decks and the idea of this fitting in well is tantalizing.

Mike:
Totem armour seems extremely strong; if they make anything low cost I could see it being a real player.

These are all really expensive, I wonder if anything in the set will cost less than 5 haha.

James:
If we do get a reprint of Uraz’s lands, or a new variation of them as we saw with Cloudpost, that would be really helpful.

Rob:
Totem Armor will depend solely on casting cost as to whether it will be good or not. If I can armor a guy up when you don’t have mana for removal yet, then I just got a toy and a free regeneration shield. I think the Mammoth would have made more sense with Trample than Vigilance, but it also seems out of place flavor-wise in White too, so I digress. Also, how innovative will they get with the Totem Armor? Could we get one with Flash? Gives a Creature Regenerate? Enchant Creature or Land so that your man-lands can have a bonus and be safe from LD/Removal?

Justin:
All in all I think that most of these will be good in Limited. EDH will love the wall and any Kozilek decks will want Pathrazer. If the big mana Eldrazi thing sticks I don’t think it will make an immediate impact on our current super-fast standard.

4 thoughts on “Power 9 Pro Spoiler for Rise of the Eldrazi”

  1. James, great call on the wall for gifts piles with mnemonic wall. it gives you a blue source for recurring things you want back with gifts, something you previously needed white for.

  2. “It could have simply been “If enchanted creature would be destroyed, instead regenerate it and destroy this Aura”, but they didn’t even go that far. It’s just remove all damage, which only saves the creature from burn spells and combat.”

    Actually Totem armor >does< protect from things other than burn and combat damage. Any form of destruction is replaced by the replacement effect – the reason that the replacement effect specifically mentions removing all damage is because otherwise the damage would just cause the creature to be destroyed again. Make sense?

  3. I think Mnemonic Wall should see limited play. We gotta remember that this set is meant to be drafted by itself so it will dictate its own speed and could be very different than what we are used to now. I can’t see triple RoE being as fast as the current limited now and definitely nowhere near triple Zen.

    Corpsehatch, barring a bevy of better removal (not going to happen), will be a card people will love to scoop up in their draft/ sealed decks.

    The totem armor is interesting and the 1/7 red guy is fine for right now, but who knows what other cards come out

    The big eldrazi goons are the hardest to evaluate…and until we see the whole picture of the set aren’t really worth talking about on a limited perspective because there’s no real way to see how good they’ll be. The only thing of note was said, which is that its an uncommon.

  4. I’m not saying Mneomic wall should ONLY see limited play. Just that is the perspective I look at these cards from.

    The gift thing is cute but there’s usually other, better cards to make your gifts piles do exacly what you need.

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