Archive for the ‘card discussions’ Category

Drafting ZZW (in a 64-Man Premiere Event on MTGO)

Tuesday, March 9th, 2010

When I applied to write for Power9pro.com I highlighted the fact that I attended drafts pretty often and would be glad to write about them. One of the local stores has draft FNMs as well as a draft every Tuesday night as well. But with LOST moving to Tuesdays and trying to factor in dating with PTQs every saturday, my draft nights have been few and far between.

One of the great things about Magic Online (MODO from here on out) is it’s super easy to get in a draft. UNLESS those drafts happen to be the 64 man release event drafts. Those you have to sign up for days in advance. I haven’t had a chance to do one of these since I top 4′d an M10 64-man. What a top 4 in these events does is qualify you for the set release championship. It’s a sealed tournament where first place is a foil playset of the new set. Not bad. So my ultimate goal was to qualify for this. And being on a hot run of limited lately, I thought my chances were pretty good.

I had monday off so I spent it running errands and cleaning my apartment and playing MODO. I kind of got sick of that so I started playing xbox. I did this thinking I had all afternoon free b/c I signed up for the 8pm 64-man draft. Only I didn’t, I signed up for the 4pm. So when I got up to check my email for a second and saw the MODO tab blinking I was pretty pissed. Luckily I only missed one pick. I didn’t have my draft recorder set at the time (reformatted my CPU recently) but I can only imagine what I passed someone for the very sweet autopick of Soaring *Bleeping* Seacliffs.

Already disenchanted, I did my best with what I could scrounge up and ended up Red/Black with 2 plated geopede, 2 corrupted zendikon and light black removal. I had to pass 2 searing blaze because I was extremely low on creatures. I did end up with chain reaction, which I figure would get me back into games I was behind, but I only drew it once and I never cast it.

I never had to. I went 2-0, 2-0, 2-0 winning my pod and top 8ing.

Here’s the deck I ended up with. It’s missing a card but 3 of my game replays from the first pod were missing and whatever the card is, I never ever drew it in those three games.

Notable sideboard cards were Mind Sludge, Mire Toll and Bog Tatters. I don’t pick mire toll early, but it can deal with a guy who is otherwise undealwithable.

Now a few words about my personal feelings on Zendikar Block Limited.

-I really, REALLY like blue. All it’s good creatures are excellent. They have a lot of tricks with bouncing and tapping down and paralyzing. Vapor Snare might be the best non-rare in limited right now.Everything they do is really strong but you have to stay aggressive with them. I think that UB or UR are exactly what I want to be seeing and while I’m not willing to force it, I feel like if I can get blue even if it’s UW I’m going to be happy with having the chance to play into the top 4.

-I think white is really strong, but I don’t ever know what to couple it with. I’ve never been able to pull off mono white but I think if one could pull that off it’d be pretty awesome. White has some great stuff and I’d e happy to open any white.

-Unless I’m mono green I don’t really want anything to do with it.

-Above all else, I want to open Ob Nixlis he is the card I pray for every time I queue a draft or sign up for a sealed.

The draft converter software online does not come out well on our webblog here so I’m pasting the good old MODO converter text below so you can check out my picks with commentary!

Pack 1 pick 1:
–> Ob Nixilis, the Fallen
Piranha Marsh
Sky Ruin Drake
Journey to Nowhere
Makindi Shieldmate
Caller of Gales
Mark of Mutiny
Bladetusk Boar
Needlebite Trap
Grazing Gladehart
Desecrated Earth
Cobra Trap
Forest
Cliff Threader
Turntimber Grove

1 – I barely looked at the rest of the pack and saw I was sending Journey and mostly junk. I don’t like BG so I didn’t care about the gladehart, but I do like Black with any other color and wanted to be cognizent of what was shipping. Ob Nixlis is my favorite first pick. He’s the guy I pray for every time I start a draft. I even joked to my friend Andy about likely passing him in the first draft when I missed my pick.

Pack 1 pick 2:
Ruinous Minotaur
Slaughter Cry
Blade of the Bloodchief
Joraga Bard
Stonework Puma
Feast of Blood
Scythe Tiger
Akoum Refuge
Mire Blight
Sunspring Expedition
Paralyzing Grasp
–> Mark of Mutiny
Pillarfield Ox
Mountain

2 – This pack blows. My options are paralyzing grasp, mark of mutiny, stonework puma, slaughter cry or blade of the bloodchief. Forcing vampires is hard, so blade and feast of blood are off the table. I narrow it to mark and grasp, I’d really like to be UB but I don’t want to force it and I take the mark.

Pack 1 pick 3:
Ior Ruin Expedition
Swamp
–> Disfigure
Pillarfield Ox
Explorer’s Scope
Punishing Fire
Trapmaker’s Snare
Vampire Lacerator
Kor Hookmaster
Bala Ged Thief
Brave the Elements
Sky Ruin Drake
Timbermaw Larva

3 – I don’t like lacerator much and it’s not nearly as much a signal as disfigure, as disfigure rules combat so well. For disfigure to get 2 packs to the left means I should have no problem getting enough black to justify my bomb.

Pack 1 pick 4:
Seascape Aerialist
Noble Vestige
Merfolk Wayfinder
Tempest Owl
Shatterskull Giant
Spell Pierce
Zektar Shrine Expedition
Hedron Scrabbler
Plains (FOIL)
–> Giant Scorpion
Bloodghast
Swamp

4 – I go back and forth on this pick quite a bit and I actually originalyl almost slam-clicked bloodghast. Bloodghast is fine but like lacerator gets outclassed quickly so I take the scorpion who is usually a great piece of removal.

Pack 1 pick 5:
Kabira Crossroads
Mold Shambler
–> Windrider Eel
Goblin Ruinblaster
Hagra Crocodile
Graypelt Refuge
Cliff Threader
Soaring Seacliff
Island
Oran-Rief Recluse
Teetering Peaks

5 – It could be wrong but I took the presence of EEL to be a signal. Eel is great if they don’t have removal and can end games on his own. I really would like to be blue over any other color so I slam this down figuring the croc will wheel if I really want it.

Pack 1 pick 6:
Swamp
Unstable Footing
Beast Hunt
Cancel
Quest for Ancient Secrets
–> Bog Tatters
Shieldmate’s Blessing
Crypt of Agadeem
Slaughter Cry
Kor Outfitter

6 – Even if I’m not playing black this guy blocks big guys well and is a force to be reckoned with when turned sideways.

Pack 1 pick 7:
Vampire Lacerator
Highland Berserker
Landbind Ritual
Vastwood Gorger
Harrow
Trailblazer’s Boots
Kor Cartographer
Island
–> Whiplash Trap

7 – Another tough one, again I don’t like lacerator and though my deck isn’t aggressive right now, I don’t expect it to stay that way and I windmill slam one of my favorite cards in the format.

Pack 1 pick 8:
–> Goblin Shortcutter
Plains
Desecrated Earth
Caller of Gales
Spidersilk Net
Caravan Hurda
Trailblazer’s Boots
Narrow Escape

Pack 1 pick 9:
Piranha Marsh
–> Sky Ruin Drake
Caller of Gales
Needlebite Trap
Cobra Trap
Forest
Turntimber Grove

9 – one of my favorite blue cards, should be called Stabilizer Drake.

Pack 1 pick 10:
Scythe Tiger
–> Akoum Refuge
Mire Blight
Sunspring Expedition
Pillarfield Ox
Mountain

Pack 1 pick 11:
Ior Ruin Expedition
Swamp
Explorer’s Scope
Trapmaker’s Snare
–> Bala Ged Thief

11 – She could make it if I end up with some Umara Raptors or other allies.

Pack 1 pick 12:
Noble Vestige
–> Tempest Owl
Plains (FOIL)
Swamp

I don’t hate tempest owl as a board card when I’m playing a deck that will just stall the board out.

Pack 1 pick 13:
Kabira Crossroads
–> Soaring Seacliff
Island

Pack 1 pick 14:
Swamp
–> Quest for Ancient Secrets

Pack 1 pick 15:
–> Island

—— ZEN ——

Pack 2 pick 1:
Bog Tatters
Archmage Ascension
Shoal Serpent
Khalni Gem
Grim Discovery
Kor Outfitter
River Boa
Spell Pierce
Runeflare Trap
Torch Slinger
–> Crypt Ripper
Forest
Demolish
Territorial Baloth
Soaring Seacliff

16 – Pretty bad pack, but I’m heavy black and would like to stay that way and Ripper is just fine for that. He also commands the board if I run 10+ swamps.

Pack 2 pick 2:
Heartstabber Mosquito
Beast Hunt
Gomazoa
Summoning Trap
–> Welkin Tern
Forest
Needlebite Trap
Spidersilk Net
Soul Stair Expedition
Shieldmate’s Blessing
Shoal Serpent
Plated Geopede
Molten Ravager
Sejiri Refuge

17 – Tough call here, but as I said before I’d like to be aggressive and welkin tern is the most aggressive 2 drop that blue has.

Pack 2 pick 3:
Turntimber Basilisk
Highland Berserker
Reckless Scholar
Magma Rift
Savage Silhouette
Zendikar Farguide
Shieldmate’s Blessing
–> Mind Sludge
Bog Tatters
Mountain
Slaughter Cry
Kabira Crossroads
Cancel

18 – Awful pack. I don’t much like reckless scholar, and in the off chance I am nearly mono black I take the sludge.

Pack 2 pick 4:
–> Guul Draz Vampire
Tuktuk Grunts
Narrow Escape
Expedition Map
Blood Seeker
Kazandu Refuge
Spreading Seas
Harrow
Island
Seismic Shudder
Hagra Diabolist
Goblin Shortcutter

19 – I’m not a huge fan of guul draz but I don’t love blood seeker either. Guul draz has a lot more upside so I snag it.

Pack 2 pick 5:
Ior Ruin Expedition
Scythe Tiger
Nimbus Wings
Harrow
Relic Crush
–> Summoner’s Bane
Frontier Guide
Trapfinder’s Trick
Vampire’s Bite
Mountain
Spire Barrage

20 – I don’t love this pick but it is a great sideboard card and a tempo swing. Vampire’s bite is possible but I didn’t see myself running it as most of my guys have some form of evasion so far.

Pack 2 pick 6:
Magma Rift
Baloth Cage Trap
Mountain
Mire Blight
Zendikar Farguide
Soul Stair Expedition
Khalni Heart Expedition
–> Jwar Isle Refuge
Quest for Pure Flame
Molten Ravager

21 – this pack sucks but I’ll take the fixing.

Pack 2 pick 7:
Plains
Goblin Shortcutter
Lethargy Trap
Tanglesap
Hellfire Mongrel
Goblin Bushwhacker
–> Crypt Ripper
Blood Seeker
Spidersilk Net

22 – Was really excited to see this guy, at pick 7 in this pack I’m likely the only heavy black drafter.

Pack 2 pick 8:
Savage Silhouette
Ravenous Trap (FOIL)
Hagra Crocodile
Island
–> Windrider Eel
Stonework Puma
Quest for Pure Flame
Kor Cartographer

23 – Though I now have a lot of high drops, they’re all top notch.

Pack 2 pick 9:
Archmage Ascension
Shoal Serpent
–> Spell Pierce
Runeflare Trap
Forest
Demolish
Soaring Seacliff

Pack 2 pick 10:
Beast Hunt
Forest
–> Needlebite Trap
Spidersilk Net
Shoal Serpent
Sejiri Refuge

Pack 2 pick 11:
Savage Silhouette
Shieldmate’s Blessing
Bog Tatters
Mountain
–> Cancel

Pack 2 pick 12:
Expedition Map
–> Blood Seeker
Island
Seismic Shudder

Pack 2 pick 13:
Scythe Tiger
–> Trapfinder’s Trick
Mountain

Pack 2 pick 14:
Mountain
–> Mire Blight

Pack 2 pick 15:
–> Plains

—— WWK ——

Pack 3 pick 1:
Surrakar Banisher
Jagwasp Swarm
Nature’s Claim
Kitesail Apprentice
Eye of Ugin
Corrupted Zendikon
Swamp
Kitesail
Smoldering Spires
Crusher Zendikon
–> Bloodhusk Ritualist
Join the Ranks
Refraction Trap
Cosi’s Ravager
Ricochet Trap

31 – This pack is brutal. I love corrupted Zendikon and I really want it, and it would go along with my “be aggressive” aim here, but Bloodhusk ritualist is a blowout, look for it to win me a game down the road.

Pack 3 pick 2:
–> Horizon Drake
Claws of Valakut
Mordant Dragon
Groundswell
Veteran’s Reflexes
Quest for Renewal
Surrakar Banisher
Fledgling Griffin
Grotag Thrasher
Snapping Creeper
Plains
Halimar Excavator
Shoreline Salvager
Khalni Garden

32 – Shoreline salvager is awesome and obviously with UB he’s so premium, but is a 3/3 four drop really going to compare with 2 rippers and 2 eels? probably not. Though horizon drake is tougher on my mana, he makes the three best Zendikons look so stupid, and he gets in for 3 in the air.

Pack 3 pick 3:
Mire’s Toll
Battle Hurda
Island
Halimar Depths
Quag Vampires (FOIL)
Twitch
–> Dead Reckoning
Leatherback Baloth
Permafrost Trap
Refraction Trap
Akoum Battlesinger
Explore
Agadeem Occultist

33 – I hate to see a second refraction trap get passed as it’s probably the biggest blow out instant in the format, but I love dead reckoning, especially with Ob Nixlis considering I couldn’t snag any grim discoveries.

Pack 3 pick 4:
Swamp
Kitesail
Enclave Elite
Nemesis Trap
Dread Statuary
Bojuka Bog
Ruthless Cullblade
Grappler Spider
Hedron Rover
Bull Rush
–> Caustic Crawler
Iona’s Judgment

34 – Another high drop, but he has so much value in this format. there are hundres if not thousands of creatures in Zendikar and Worldwake with just 1 toughness. But it was tough to pass a two drop.

Pack 3 pick 5:
Walking Atlas
Ruthless Cullblade
Hedron Rover
Roiling Terrain
Sejiri Steppe
Battle Hurda
–> Urge to Feed
Dispel
Forest
Calcite Snapper
Sejiri Merfolk

35 – Here I pass another ruthless cullblade for urge to feed because I’m really removal light. Calcite snapper was another option but I would rather not double blue.

Pack 3 pick 6:
Grotag Thrasher
Surrakar Banisher
Forest
Veteran’s Reflexes
Vastwood Animist
Selective Memory (FOIL)
Snapping Creeper
Perimeter Captain
Khalni Garden
–> Halimar Excavator

36 – Halimar Excavator is fine, he blocks a ton of guys. I don’t end up maindeckiing him but I board him in every match.

Pack 3 pick 7:
Bull Rush
Iona’s Judgment
Island
Grappler Spider
Scrib Nibblers
Bojuka Bog
–> Ruthless Cullblade
Enclave Elite
Spell Contortion

37 – Finally I take a ruthless Cullblade.

Pack 3 pick 8:
Perimeter Captain
Forest
Cosi’s Ravager
Kitesail Apprentice
Grappler Spider
Mysteries of the Deep
–> Æther Tradewinds
Halimar Depths

38 – I’m not going to run mysteries and I really like tradewinds, bounce in general is good when you’re trying to be aggressive.

Pack 3 pick 9:
Surrakar Banisher
Nature’s Claim
–> Corrupted Zendikon
Swamp
Smoldering Spires
Cosi’s Ravager
Ricochet Trap

39 – Never have I been so happy to see a card wheel.

Pack 3 pick 10:
Veteran’s Reflexes
Quest for Renewal
–> Surrakar Banisher
Snapping Creeper
Plains
Khalni Garden

40 – He won’t make the cut.

Pack 3 pick 11:
Mire’s Toll
Island
Halimar Depths
–> Quag Vampires (FOIL)
Twitch

41 – This guy is an all-star and I got him 11th pick, makes my curve so much better with his presence.

Pack 3 pick 12:
Swamp
–> Enclave Elite
Bojuka Bog
Bull Rush

42 – Same potential as the vampires but not as good and could come in out of the board.

Pack 3 pick 13:
Roiling Terrain
–> Dispel
Forest

43 – Awesome. In case of refraction trap!!!

Pack 3 pick 14:
Forest
–> Veteran’s Reflexes

Pack 3 pick 15:
–> Island

Here’s the 40 I end up with:

I ran the maindeck cancel over mind sludge b/c if I drop Ob Nixlis with Cancel backup they only have one turn to kill him before he’s going to end the game. Also it’s just good for dealing with bombs that my deck is not built to handle very well. Also cancel is just a huge tempo swing when you have crypt rippers beating in next turn.

I ended up boarding out Guul Draz Vampire almost every match for Halimar Excavator. the 1/3 is just too good of a statline to ignore and I never drew GDV.

Top 8 Round 1 vs. LAB103

Game 1 I kept 2 swamp, 2 island, Jwar Isle Refuge, Urge to Feed, Windrider Eel on the draw.

He starts with Bojuka Brigand on turns 2 and 3 but he never sees a third land. I drop a topdecked Welkin Tern on 2, urge to feed his 3/3 on 3, drop my eel on four, then on 5 drop a land with corrupted Zendkon and crush.

Game 2 I brought in Bog Tatters for Guul Draz Vampire and kept this on the draw: 2 Island, Jwar Isle Refuge, Windrider Eel, Bloodhusk Ritualist, Cancel, Bog Tatters.

He gets stuck on land again after leading with a Bojuka Brigand and Corrupted Zendkon. I trade Death Scorption with his 3/3, then Curve into Eel then Bog Tatters. He has hideous end for the Eel, so I drop a cullblade leaving cancel mana up. He taps out for Nimana Sell-Sword and I cancel it, then drop ripper and strike him down to 4. He has gatekeeper to pare down my board but he has nothing for Bog Tatters who swing in ftw.

So I’m qualified for the Worldwake championship, which was my goal. I missed the 64 man drafts for Zendikar, but I got to the top 4 in an m10 64-man. That time I bounced out due to bad keeps in the top 4 when I had an extremely strong deck. I didn’t want that to happen this time.

Round 2 vs. Ace of Drafts

Game 1 is missing from my recaps but I know I got there with Ob Nixlis despite his Felidar Sovereign. I know I was really low so I had to triple block the Sovereign to kill it even though I feared refraction trap, luckily he didn’t have it and Ob Nix went the distance.

Game 2 I decided not to bring in dispel b/c I didn’t see refraction trap but I did bring in the excavator. I kept: 2 Swamp, 1 Island, Eel, Drake, Crawler, Whiplash trap.

Definitely a slow hand, but he had a slow w/r deck game 1. This game he comes out swinging with Kazaandu Blademaster followed by cliff treader. He swings on 3 and tries to Join the Ranks to pump his blademaster but I cancel it.I drop my eel and trade with his treader, which may have been a mistake b/c when he dropped Grotag Thrasher next turn I really was behind in combat for the rest of the game. I stabilized a bit until he dropped Bladetusk Boar who went the distance.

Game 3 I keep 3 swamp, ripper, crawler, bloodhusk ritualist, halimar excavator on the play.

Not the best hand but it’s fine and I almost never mulligan in limited. He has a turn 2 steppe lynx, I play a turn 3 Corrupted Zendikon and a turn 4 blood seeker without a fourth land and swing with the Zendikon. He swings with his lynx and on my turn I rip blue and drop the excavator after swinging with Zendikon, seeker. He join the ranks and trades a token with my seeker. He swings in with his lynx and a hellfire mongrel he played the previous turn. I block the lynx with the excavator and disfigure the mongrel. He has no play so I drop ripper and swing him down to four, still fearing a refraction trap that never comes. Then he drops Felidar Sovereign. Great. So he has 2 card in hand, I have 5 lands out but one is the Zendikon. I can Bloodhusk Ritualist him out of a hand, but he’ll definitely be able to swing in with his Sovereign, I decide on this and he discards Land, Brave the Elements which would’ve had me calling my mama if he had the chance to play it.
On his turn he swings and goes up to 8 and I’m at 8. I go in with just the ripper with 4 swamps up, he chumps with the ally token. I pass b/c I just ripped urge to feed. He comes in with sovereign after Passing Ionas Judgement on my Zendikon. I block with Ritualist and Excavator, Urge to Feed pumping my Ritualist and he scoops to his dead Sovereign despite being at 9 life.

Finals vs. DutchMojo – This guy was cool, one of the cool few people I’ve come across on modo. He wasn’t spiteful about my bombs and even pointed out when I handed im game 2. He said he doesnt modo a lot but I threw him on my buddylist b/c I like to see when ppl are in certain rooms playing events. I’m a total stalker.

Game 1 on the draw I keep – 1 island, soaring seacliffs, jwar isle refuge, disfigure, ob nixlis, ritualist, ripper.

His first two turns he spits out Adventuring gear and Trusty machete, with no guys, and only mountains.

He plays a goblin shortcutter on 3 and equips the gear, figuring he’s short on guys I disfigure it. I rip cullblade and drop that. He pays three for a goblin torchslinger. I attack and he doesnt block, so I drop ritualist kicking once, he discards grazing gladeheart. He double equips the slinger and beats me down to 15. I swing him down to 14 and drop ripper in main 2 with a swamp up so I can trade if he doesn’t hit a land. He hits a forest and swings me down to 9 and drops summit apes. I’ve got ob nixlis and 2 islands in hand. I drop my ob nix and make him a 6/6. he double equips the apes, plays a land making him a 9/5 and swings. I trade my cullblade, my ripper and my ritualist for the apes. My turn comes I rip whiplash trap, make Ob nix a 9/9 and drop a welkin tern that I drew the turn before. He drops oren-rief recluse and passes. In his endstep I whiplash his 2 blockers and alpha ftw.

Game 2 on the draw I keep 2 swamp, Island, Jwar Isle Refuge, 2 rippers and Aether Tradewinds.

He leads with a shortcutter and I rip bloodseeker and drop it. He plays claws hitting me for 5. I swing for 1. He drops goblin guide and swings in. He gives me a swamp and I tradewinds the bloodseeker and his shortcutter getting rid of his claws. He redrops shortcutter in main 2. I rip horizon drake and drop it hoping to block and trade b/c I don’t want to trade either of my rippers who will totally outclass his 2 power guys on turn 5 becuase I can pump and control the board. I trade with his goblin guide after it reveals Quag Vampires. I decide instead of ripper to drop the Quag as a 2/2 and drop bloodseeker, hoping to trade across the board and then let my crypt rippers reign supreme. In his main 2 he drops a slinger for 3 and passes. I do my aforementioned play but he has a second shortcutter to mess up my blocks. I play a ripper next turn and swing pumping once and drop my second ripper with just 2 islands in my hand. He drops adventuring gear, equips and passes. I swing with a ripper for 3 and drop a windrider eel keeping my 2 lands in play. He plays a land and swings with his equipped shortcutter which I chump with bloodseeker. Then he drops summit apes.

Here’s where my opponent says I screwed the pooch and after rewatching I totally did. He’s at 11 with a summit apes and a goblin shortcutter. I have eel, and 2 crypt ripper with 7 black mana sources. I dropped an island making my Eel 4/4 and decided not to swing with just the eel. But If I had done the math I would’ve realize that he had to block both my guys or he dies. As a result he ended up dropping two more guys and being able to get me to 4 and spire barrage me out. so I lose game 2.

Game 3 on the play I keep 2 swamp, 1 Island, death scorpion, crypt ripper, urge to feed, whiplash trap.

He has a turn 1 goblin guide (for the record has anyone ever won with a turn 1 goblin guide in limited? I know I haven’t) revealing halimar excavator which I play on turn 2. His turn 2 is Basilisk Collar. SERIOUSLY?!. I swing w/ my 1/3 and drop another 1/3 in Death Scorpion. Instead of equipping he plays claws of valakut putting me to 14 since I can’t block it. His GG gives me a swamp and I rip another swamp on my turn. I attack him to 17 with my army of 1/3s and urge to feed his goblin guide. He has no play on turn 4 so I drop the ripper with one swamp up but I choose not to pump for fear of punishing fire or burst lightning or something. (while I haven’t seen these cards, I almost never tap out with ripper on the board if I can help it, he’s too important to let die).

On his turn he drops highland bezerker and equips the basilisk collar. I rip jwar isle refuge, drop it and then aether tradewinds it and his bezerker so I can beat in for 5 and catch him down to 8. He plays Spire Barrage on my ripper then passes and I swing him to 6. I topdeck dead reckoning which I use to get back my ripper and shoot his bezerker for 2 but he has groundswell to keep it alive! Haymakers are going left and right right now and I’m out of answers to his basilisk collar for the moment.

He goes, equip gear, plays a land and drops shortcutter and goes up to 10. My hand is whiplash trap and swamp with Crypt Ripper on top of my deck. I drop my ripper but he moved his collar to the shortcutter to hold me off. This turn he swings in and trades with my scoprion but goes up to 14. Then he equips his bezerker and passes. My draw is ritualist, so if I wait on attacks and whiplash trapping, I can let him gain more life but will be able to bounce in his end step, then make him discard his whole hand, basically taking him out of the game. So I wait again and he swings again and I don’t block so it’s 18-8 in favor of him and I’m pretty sure he thinks he has the game. He drops Crusher Zendikon in main 2 and passes. In his end step I bounce his enchanted land and his bezerker, then in my main2 I discard his hand with ritualist after swinging for 10. On his turn he rips a shortcutter and equips but I drew disfigure so I kill it and swing in for the win before he can try and re-stabilize with life gain.

So I win my first ever premiere event, pocketing 20 packs and 6 QPs. I’ve come up short on QPs the last two seasons with 7 each, but this season I’m already at 9 and it hasn’t even been a week, so at this point I’ll be just trying not to choke. But with a trip to New Orleans slated for next week I’m going to be hard pressed to fit in MODO. I’m also going to be missing one of almost a dozen PTQs online and in New England over the next two weeks, which is kind of a bummer, but I already let magic affect my every day life well… every day, I really don’t want to let it affect the special plans I make to take trips and do things with friends and/or babes.

Thanks for reading,

Mike Gemme
mike@power9pro.com
Bobbysapphire on MTGO

Kozilek, Butcher of Truth Revealed in Arcana

Monday, March 1st, 2010

I’m somewhat of a Magic Arcana junky. Today was one of those days that reinforce this addiction. I was greeted by this innocent looking article on Eye of Ugin, a Legendary land from Worldwake which piqued our collective Magic player Borg consciousness.

I’m a computer scientist by trade, and if I were paying attention, I’d have noticed that the “Arcana Archive” link didn’t work, and that a left-click revealed the telltale Flash menu. But I didn’t. I clicked, as instructed, on the legendary Eye and was pleased with the cool flash animation of the gargantuan, legendary, colorless eldrazi creature who came to life and demolished my browser window.

In the end, I was looking at this bad boy:

Kozilek, Butcher of Truth

Kozilek, Butcher of Truth

Holy smokes, eh?

So the cat’s out of the bag here. The first thing I noticed was the ridiculously awesome transparent card frame. How cool is that? It’s like WotC took note of those infamous full-frame art mod cards, and decided to do a series of their own!

The next thing I notice is that Krozilek is a 10-drop 12/12. He’s Phyrexian Dreadnought’s cousin from the styx, I think. And he draws you four card when you cast him? Yow! This is also an elegant new way to phrase the whole “if you played ~this~ from your hand” template… “cast” is all you really ever needed to say.

Annihilator 4. So this looks like a pretty damn crazy mechanic. Sacrifice N permanents upon attack? Damn. I hope I have my Bloodthorn Taunter in play by the time he hits!

And then, of course, no megalithic super-creature is complete without the “Darksteel Colossus clause” AKA the “Serra Avatar Clause.” AKA, “you think we’re dumb enough to let you reanimate this?”

All in all, this is a pretty cool glimpse at things to come. I’m super pumped about the stylish execution of this gaea-themed, lands-come-alive, Solaris sort of meme that Rise of the Eldrazi seems to represent. Very cool indeed.

I wonder whether this guy has a future in EDH as General…?

Hypergenesis players, look alive!

How to Quest for the Goblin Lord in Standard.

Thursday, February 25th, 2010

Decks can sometimes come from the most off-handed and reckless thoughts or actions. It seems a fitting occurrence that such impulsiveness would get Goblins into my bag for a trip to our local store’s new “Playtest Tuesday” event. The plan was to have players gather at the store for a couple hours of building, trading, talk, and testing, followed by a brief casual three round swiss tournament. Part of the idea is to try out deck ideas that you maybe wouldn’t want to trot out at FNM, but still want to give a good shake.

My Tuesday afternoon was to be busy and as I’m about to head out the door I looked at all the halfway torn apart decks and my FNM deck and decided this simply would not do. Needing to get out the door, I quickly put together in my head the not-yet-complete Legacy Goblins deck that I’ve been piecing together and a seemingly random Uncommon out of Worldwake: Quest for the Goblin Lord, which I remember being last pick in a recent draft.

Goblins are a competitive consideration for Legacy, made occasional showings in Lorwyn-era Standard, and briefly blipped on the radar shortly after M10 was released. Decks built around the tribe can put out impressive damage very quickly; there was a new card to play with, and I had a core set of cards to pull from already set aside and aching to be played. Besides, the night was to be ideas and semi-casual competition, right?

With around ten minutes of searching and sleeving, I cobbled together the following decklist, although I will admit a certain amount of shame at the poor sideboard that I just slapped together:


I arrived at the store just before the tourney, and I didn’t really get any time for small talk or discussion of the deck. I quickly asked around for my missing Quests, as I only had that single draft reject when I built the deck, and the folks there were plenty happy to be rid of them.

With only three rounds, the night was due to go quickly, but I was excited to try out my contraption against some of the decks I saw there. My matches went Jund, Boss Naya, and ended on UW Chapin. I ask forgiveness as in my haste and the casual nature of the night, I lack detailed notes on each game, and that’s not really the point of this article anyhow, but I will recall briefly what I can.

Jund seemed to suffer from being Jund against the massively fast amounts of damage Goblins could dish out, being slow on mana, and only getting guys down on turn two and three allowed me to quickly roll them. Getting Quest online and dropping Chieftans into play as early as turn 3 didn’t hurt either and Jund stumbling on mana just laid down and died.

Boss Naya, other than the name giving flashbacks to my console gaming days, gave me figurative fits. I quickly applied ludicrous amounts of pressure game one, but quickly came under the hammer, quite literally, as a resolved Behemoth Sledge began to eat my guys and bring the Naya player from burn range to victory in short order. This is where I became grateful for one quick consideration I did make during my speed-building session: Tuktuk Scrapper in the SB.

This little Goblin Ally comes in with a handy Shatter that will handle a Sledge or Basilisk Collar and ping the owner of such implements while he’s at it. My only regret is not having at least one more SB. Thanks to the Scrapper, I take game two. Surprisingly, and thanks to game one’s Naya come back from the brink, game three ends with a draw due to a frantic race in turns with Naya only one (missing) top decked Lightning Bolt away from death.

UW Chapin is a frustrating and strange deck to sit across from. Game one, again I get a high-powered Warren Instigator in before there is anything the opponent can do, and I roll them like a ball downhill. Game two, and for this I kick myself, I fail to consider that the opponent might side in Kor Firewalkers, In my defense, I had not seen the UW Chapin list yet, so I was not fully informed, but I slapped a playset of Unstable Footing in just for such a circumstance.

Quickly applying pressure, I bring him down to the single digits when he drops a Firewalker. I mentally roundhouse myself, but also can’t help but smile at what may be one of my new favorite creatures.  Besides, even with him gaining life and having a protected blocker, my goblin swarm can get damage through, and if I resolve an Eldrazi Monument, the game will be mine. I keep him on low life, even with him countering my guys and gaining from it. Of course this means when I have him at two life he drops another Firewalker.  Thanks to Ruinblaster and Edge eating his manlands, the game goes on till he finally drops Iona, Shield of Emeria with only 2 minutes left in the round. We called it a draw.

Good for a cheap pack, I took this deck to play against some buddies the next night. My goblin horde has eaten a weak Vampire deck, a UB Ally Combo deck, and in the toughest matchup, they lost to a Bant Shroud deck, courtesy of Deft Duelist.

In discussion of the deck, we have considered a couple of splash opportunities, using either Arid Mesa to enable a Stoneforge Mystic package with Firewalker as a possible extension, or going with Scalding Tarn and a package of cheap and unexpected counterspells like Dispel to help power down things in the control match, or fend off opposing removal.

I’m personally leaning towards the white splash, allowing me to do tricks such as the one suggested by fellow Power 9 Pro team member Dillon Wilson, equipping SGC with a Basilisk Collar. Tentatively, I think the package will look something like this:

Out

In

The sideboard needs some help, but I know that I’m going to be looking for at least one more Ruinblaster and Scrapper, likely more Searing Blaze, and possibly a Path to Exile or two. I want to avoid going too Boros, but the power of the Stoneforge Mystic and Basilisk Collar are undeniable, and having a couple non-goblins allows me to run Assaults without leaving the door open. Another great thing is that the Quest for the Goblin Lord only cares about goblins as they enter the battlefield. Once it is online, it’ll gladly give everyone a +2/+0 boost.

Now, I’ll open up another thought or two for feedback which you can leave in the comments below. Should Voracious Dragon take the place of Eldrazi Monument? Should we look at Glory of Warfare instead of the Quest?

I’ve had a lot of fun with this randomly thrown together, Quest-inspired deck and look forward to working on it and making it as strong as possible. Is there a chance that WotC is throwing us a bone here and that the tribal deck that maybe poised to kick Jund off its throne is not Vampires, but rather Goblins? Packing synergy, speed, and power, I really think the little red guys have a decent chance.

Rob J.
P.S. Follow me on Twitter @RobJelf

Naya Boss by LSV: Official Deck Analysis and Discussion

Thursday, February 25th, 2010

In this video interview with Luis Scott-Vargas, we take a look at the deck strategy and play techniques for the Naya Boss build that propelled LSV to a remarkable 17-1 record at Pro Tour San Diego.

Hear LSV’s reasons for including one Basilisk Collar or Sejiri Steppe

One major comment I have is that back in mid-2009, LSV was claiming that players need to stop trying to play so much mid-range and focus on control. He basically implied that mid-range was a losing strategy. I suppose like everything related to Magic, it’s all format dependent.

Thoughts? Comments? We’d love to hear them in the comments below. :)

New EDH Generals from Worldwake

Tuesday, February 9th, 2010

Elder Dragon Highlander is one of my favorite formats to play.  The rules of this format allow for some very exciting interactions with cards that would be rarely played in any other format.  The most important aspect of EDH is the General.  Any Legendary Creature can be the General for your EDH deck with very few exceptions ( Braids, Cabal Minion is banned for example), and with the release of Worldwake some new potential Generals join the fray.

Anowon, the Ruin Sage is a strong new General for mono-black EDH decks.

Anowon has an ability that reminds us of the Abyss.   Mono-black is a strong color in EDH and with the addition of Anowon, vampire themed decks get a power boost.  There are plenty of Vampires running around in Magic but the fact that their creature type lets them dodge a bullet from Anowon makes them really shine.  Vamps that work well on team Anowon include Ascendant Evincar which can destroy token strategies; Repentant Vampire shines against other decks running swamps; Mephidross Vampire is a house when you start turning your opponents team with Krovikan Vampire and Soul Collector.  Anowon’s Worldwake friends are also welcome additions to the army: Bloodhusk Ritualist, Butcher of Malakir and Kalastria Highborn.

The next addition to the EDH world is Thada Adel, Acquisitor.

Thada Adel will give any opposing player fits as most decks run very powerful artifacts.  Thada will see play not only as a General just for the chance to steal things like Mindslaver, Nevinyrrals Disk, Rings of Brighthearth, and Oblivion Stone.  Even nabbing a Sol Ring can be devastating.

Next up is Kazuul, Tyrant of the Cliffs

Kazuul is not quite as impressive as an EDH General as Anowon and Thada but it’s ability can be good.  Red has access to Land destroying effects that can make it more likely for Kazuul’s ability to resolve.  I like the idea of adding Pandemonium to prevent people from attacking you with swarms.  If you wanted to try an Ogre themed deck pick up Deathforge ShamanRustmouth Ogre, Initiate of Blood and Heartless Hidetsugu (who makes a good General himself).

Representing Green we have Omnath, Locus of Mana

The great thing about this General is that its low casting cost ensures that it will hit the battlefield early and often.  Cards like Early Harvest, Extraplanar Lens and Gauntlet of Power make this Elemental a beatstick.  Omnath’s best friend is Rofellos, Llanowar Emissary.  Mana ramp is a must when playing Omnath, so be sure to have Staff of Domination and Helix Pinnacle for alternate win conditions.

Last on our list of new EDH Generals we have the killer Kraken Wrexial, the Risen Deep

Big body, evasion and a relevant ability makes sure that Wrexial wrecks stuff.  Using a semi-mill strategy can ensure plenty of juicy targets for our sea monster friend.  Glimpse the Unthinkable, Mind Funeral and the other deep-sea threat Nemesis of Reason go perfectly with Wrexial.  Other graveyard loving cards that can go along with our General are Beacon of Unrest, Memory Plunder and Puppeteer Clique. Sexy Wrexy definitely has a lot going for it.

EDH just got more exciting with these new Generals.  I wish there was a new white Legend to round out the list.  Out of all of these newcomers I feel that Anowon and Thada will have the biggest impact, but that won’t stop me from putting Wrexial in my Szadek, Lord of Secrets deck.

Worldwake Set Review – Multicolored, Colorless, Lands

Saturday, January 30th, 2010

Welcome, dear reader, to the final installment of our Worldwake Set Review. We broke the set up into batches. Here’s links to the white, blue, black, red, and green reviews. As usual, I will add my comments, evaluating each card with an eye toward primarily limited play, but with the occasional anecdote on Eternal formats and the beloved EDH format. James will then add his comments evaluating each card for standard, block, and extended play.

Novablast Wurm
3GGWW
Creature – Wurm
7/7
Whenever Novablast Wurm attacks, destroy all other creatures.
Rarity: Mythic Rare
Set Number: #119/145

Well, I love this card in my old Sneak Attack deck! If you think about this card as a Day of Judgement, then you’re getting a 7/7 creature for 1GG, and in exchange for the “now” of the sorcery, you get the effect over and over again. When you drop this Wurm in limited, the game becomes “do you have a removal spell capable of killing this guy, or can you find one in the next ~1-2 turns?” This, my friends, is about as bomby as it can get. Anything that must be killed, the alternative being game loss, is a bomb, especially something costing a very castable 7. Thumbs up from me.

JAMES

This is crazy. If you can cast it and still have a Vines of the Vastwood ready…that’s crazy. I’ll let someone else figure that one out.

Wrexial, the Risen Deep
3UUB
Legendary Creature – Kraken
5/8
Islandwalk, swampwalk
Whenever Wrexial, the Risen Deep deals
combat damage to a player, you may
cast target instant or sorcery card from
that player’s graveyard without paying
its mana cost. If that card would be
put into a graveyard this turn, exile it
instead.
Rarity: Mythic Rare
Set Number: #120/145

This is a lame EDH general, IMO. There’s just not enough consistent effect on the board… I dunno… this just seems weak. Now, in limited, this could indeed be pretty fierce, but it’s not on the level of, say, Novablast Wurm. This will occasionally kill a few chump blockers, and then re-use your opponent’s removal or burn on them as you crush them. Also, you’re bound to run into a few players sporting islands and/or swamps, and luckily those two colors are also the most likely to have instants and sorceries to hijack. So it’s not like this isn’t incredibly good, it’s just not really an “I win” kind of bomb the way some of this other stuff is. Against blue or black mages, it may very well be “I win”.

JAMES

Crazy. I don’t think this will be a meta shaping card. It’s crazy though. I want 1-2x in my G/W deck now! lol.

Amulet of Vigor
1
Artifact
Whenever a permanent enters the battlefield tapped and under your control, untap it.
Rarity: Rare
Set Number: #121/145

Wow, this is a hell of a trinket. Even doing something as mundane as turning Ravnica dual lands like Hallowed Fountain into their Alpha counterparts, like Tundra, makes this thing pretty hawt. In EDH, I can see running these, since Nevinyrrals Disk is ubiquitous, and can function more like a sorcery then. I think I’d be pretty hard pressed to run this in a limited deck of any sort, however. It’s just not going to do a lot. So yeah, cool in constructed where you can abuse it, and a bummer of a rare in limited, where it’s all but worthless.

JAMES

I’m thinking about this as something affinity would play with…maybe a control deck in type 2 that wants lands to enter untapped? It’s a pretty interesting play on that premise. Turn one you’re not likely to see something you want to counter but T2 you need/want the extra mana open…? Does a Thopter-Foundry, Sword of the Meek deck want something like this?

Basilisk Collar
1
Artifact – Equipment
Equipped creature has deathtouch and lifelink.
Equip {2}
Rarity: Rare

Yikes! Another sick trinket. (For those who wonder, this is a reference to Trinket Mage, a mainstay of many decks with tutor-packages of 1-drop artifact toolboxes) Anyway, this will just rock some fools in limited, making every single blocker a removal spell in disguise. Not only that, but the lifelink will quickly get out of hand as well, and functions a lot like double-strike in terms of increasing the life total changes generated by any given attack. The nice thing about lifelink is you get half of the life total change even when they block! So yeah, I consider this a stone cold bomb in limited, and am tempted to run it in various EDH decks, though it’s probably sub-par to the other options there (umezawas jitte).

JAMES

lol. I don’t see this be played a lot. Maybe I’m missing something great about it but for constructed I don’t see it being a must-have.

Everflowing Chalice
0
Artifact
Multikicker {2}
Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.
{T}: Add {1} to your mana pool for each charge counter on Everflowing Chalice.
Rarity: Uncommon
Set Number: #123/145

Mike Flores did a good job evaluating this. A lot of times it’s like Mind Stone without the cantrip. Occasionally it’s somewhere between Worn Powerstone and Thran Dynamo. sometimes it’s a storm count, and sometimes it’s some weird 6-drop or beyond. In any case, it’s flexible and likely to see play. In limited, I can get behind this in basically any deck. Why not have a chance to ramp up? Quite strong.

JAMES

I don’t like paying 4 mana for 2 of any color because it means T4/5 is “dead.” Maybe as a 2 for one mana but Explore seems a lot better.

Hammer of Ruin
2
Artifact – Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, you may destroy target equipment that player controls.
Equip {2}
Rarity: Uncommon
Set Number: #124/145

Interesting Manriki Gusari variant here. This is a hollow shell of the original though. Still probably gets played in some limited decks, mostly those with fliers, but you’ll always be hoping instead for the trusty machete, etc. Having to connect to kill an equipment makes this mostly an expensive Bonesplitter.

JAMES

Not for constructed imo.

Hedron Rover
4
Artifact Creature – Construct
2/2
Landfall – Whenever a land enters the battlefield under your control, Hedron Rover gets +2/+2 until end of turn.
Rarity: Common

Well, this isn’t TOO terrible, but it’s still sub-par in my estimation. It’s a wimpy Territorial Baloth. But then, any deck can run him. He’s too vulnerable for my liking, setting you up to be down 3 mana to a Disfigure or Burst Lightning.

JAMES

Constructs suck. They should all be allies.(thinking limited). Otherwise, they totally suck.

Kitesail
1
Artifact – Equipment
Equipped creature gets +1/+0 and flying.
Equip {2}
Rarity: ?

Excellent. Flying is key here, the +1 is like icing, or a nice wrapper. This should do some strong work, especially if the rarity turns out to be less than rare.

JAMES

I don’t like the question mark in this one, but whatever. It’s not going to make it. Equip cost is too high. Probably fine/great for limited though.

Lodestone Golem
4
Artifact Creature – Golem
5/3
Nonartifact spells cost {1} more to cast.
Rarity: Rare
Set Number: #127/145

This guy’s wicked cool, and probably has a place in several EDH decks. In limited, he’s pretty sweet, especially if you’ve got either good mana ramping, or many artifact creatures (thanks, Doctor Obvious!). I like the Juggernaut stats. Pretty solid all the way around. Even if this just comes down and beats until it dies, you’ve slowed down their advancement as well as their ability to kill him. Solid, but not killer. I wouldn’t call it a bomb.

JAMES

I love these cards that only provide minor advantage. It could be enough for control decks to like this a ground/offensive card. Probably worth trying due to the tempo play. Downside is lack of evasion.

Pilgrim’s Eye
3
Artifact Creature – Thopter
1/1
Flying
When Pilgrim’s Eye enters the battlefield, search your library for a basic land, reveal it, and put it into your hand. Then shuffle your library.
Rarity: Common

Weird and wild. I like it, especially in the UW skies kind of archetype. This ensures a land drop and “replaces” itself in a pseudo cantrip. It provides a somewhat weak body, but it’s evasive, and again, you got a basic land. Just think of it as Borderland Ranger, but you trade a point of P/T for flying, and you can play it in any deck. Sounds good to me! Slow controlling decks might even just think of this as primarily chump block fodder, since they just want to stall and make land drops until the late game. This fits the bill.

JAMES

I like this for limited. Lots. For constructed it’s a little too slow. I don’t think the evasion is enough @ 1 attack…

Razor Boomerang
3
Artifact – Equipment
Equipped creature has “{T}, Unattach Razor Boomerang: Razor Boomerang deals 1 damage to target creature or player. Return Razor Boomerang to its owner’s hand”.
Equip {2}
Rarity: Uncommon

Yow, that’s a lot of mana for a single point of damage. I’d have to be quite desperate to go to these lengths. No thanks.

JAMES

Too expensive.

Seer’s Sundial
4
Artifact
Landfall – Whenever a land enters the battlefield under your control, you may pay {2}. If you do, draw a card.
Illus. Franz Vohwinkle
Rarity: Rare
Set Number: #130/145

Nice. This should pay off at about the second activation. I’d probably play this, but alas, I’d probably not pick it high unless I was already a slow, methodical kind of control deck, worried about long-term card advantage and such. Not my typical deck. But yeah, this will probably prompt removal, and if you get two or more activations out of it before then, you’re well ahead in the card department.

JAMES

Too expensive.

Walking Atlas
2
Creature – Construct
1/1
{T}: You may put a land card from your hand onto the battlefield.
Rarity: Common

Yeah, I can’t see playing this. It’s only relevant really really early, which is never a good thing. Even then, it’s doing very little. This is poor.

JAMES

It’s aight…maybe the 23rd card.

Bojuka Bog
Land
Bojuka Bog enters the battlefield tapped.
{T}: Add {B} to your mana pool.
When Bojuka Bog enters the battlefield, exile all cards from target player’s graveyard.
Rarity: Common

Definitely got a place in many other formats. EDH runs this, as the graveyard is an oft-used resource. In limited, this will seldom matter, but keep it in mind for your sideboard if you happen to get one as your 14th pick or whatever.

JAMES

This is hella against Dredge. Can’t imagine it’s great against much more than that. Knight of the Reliquary I guess. Pretty narrow though.

Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.
{T}: Add {W} or {U} to your mana pool.
{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It’s still a land.
Rarity: Rare
Set Number: #133/145

No. Joke. The new man lands are all solid, and this one is no exception. Wow. Man lands on a dual land. I don’t want to go into all the nuanced ways in which lands with abilities are inherently more powerful than spells with the same or similar abilities, but they are! I’m willing to assert it. After all, this is an opinion piece. As such, these are all strong when they’re in your colors, and many will be rare-drafted anyway because they’re likely to be among the pricier cards in the set. When you get one in your colors, you’ll have a slight advantage over the chumps running mere basic lands.

JAMES

Awesomeness. When I saw this first revealed I cursed WotC for printing something that makes the M10 lands valueless. lol. It’s sweet. Great include for U/W/x

Creeping Tar Pits
Land
Creeping Tar Pits enters the battlefield tapped.
{T}: Add {U} or {B} to your mana pool.
{1}{U}{B}: Until end of turn, Creeping Tar Pits becomes a 3/2 blue and black Elemental creature and is unblockable. It’s still a land.
Illus. Jason Felix
Rarity: Rare
Set Number: #134/145

Again, see celestial collonade. If it’s in one of your colors, consider splash the missing color. These are HAWT.

JAMES

It’s aight. Can really only be activated when the opponent is essentially tapped out (path + bolt variations = too broad a threat base).

Dread Statuary
Land
{T}: Add {1} to your mana pool
{4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It’s still a land.
Rarity: Uncommon
Set Number: #135/145

This uncommon is both more likely to be in your pack, and more likely to fit in your deck. It’s very strong as well. Play this whenever you get it. Pick it decently high, cause it won’t last more than 3 or 4 picks I’m guessing, as anyone can play this.

JAMES

Nahhh.

Eye of Ugin
Legendary Land
Colorless Eldrazi spells cost {2} less to cast.
{7}, {T}: Search your library for a colorless creature card, reveal it and put it in your hand. Then shuffle your library.
Illus. James Paick
Rarity: Mythic Rare
Set Number: #136/145

Arcum Dagsson’s summer retreat, I think, eh? Well, this is pretty sweet. No telling what “Eldrazi spells” refers to, as Eldrazi Monument doesn’t seem to qualify. But the Planar Portal aspect is neat. I also like lands that don’t product mana… and we don’t see them much anymore. Back in the day there were myriad such lands, from the crappy ( Seafarers Quay ) to the weird and very good ( Maze of Ith ), to the outright insanely awesome ( The Tabernacle at Pendrell Vale ). Anyway, this looks like fun, but it’s very narrow in limited, indeed.

JAMES

WTF?…are there any Eldrazi spells? Is WotC pulling a fast one on us? Is it just for the next set Wtf?

Halimar Depths
Land
Halimar Depths enters the battlefield tapped.
{T}: Add {U} to your mana pool.
When Halimar Depths enters the battlefield, look at top three cards of your library and put them back in any order.
Rarity: Common

In any U deck that’s not hard-core aggro, I like this. Why not Sage Owl yourself? That’s worth 1 mana, right? It’s like this land always taps for one Senseis Divining Top activation every time it comes down.

JAMES

Hmmm, so borderline. I’m not quick to think of a time I’d like to include this in a constructed control deck.

Khalni Garden
Land
Khalni Garden enters the battlefield tapped.
When Khalni Garden enters the battlefield, put a 0/1 green Plant creature token onto the battlefield.
{T}: Add {G} to your mana pool.
Rarity: Common
Set Number: #138/145

I like this less than Halimar Depths. Not too stoked here. Maybe if I had a convenient way to bounce this every turn… Living Tsunami or something.

JAMES

WAAAAAY tooooo narrow. lol.

Lavaclaw Reaches
Land
Lavaclaw Reaches enters the battlefield tapped.
{T}: Add {B} or {R} to your mana pool.
{1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with “{X}: This creature gets +X/+0 until end of turn.” It’s still a land.
Rarity: Rare
Set Number: #139/145

Another manland dual. Not bad, but so far the Collonade takes the cake.

JAMES

Lol. Not good enough.

Quicksand
Land
{T}: Add {1} to your mana pool.
{T}, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.
Rarity: Uncommon

Nice reprint. This is solid. Play it. Pick it mid-to-high. It’s removal on a land! This is the kind of land that’s going to help pad those 19-land manabases we’ve come to enjoy in ZZZ.

JAMES

I’ll play this in limited. Even if I have to 2 4 1 a huge creature…Worth it.

Raging Ravine
Land
Raging Ravine enters the battlefield tapped.
{T}: Add {R} or {G} to your mana pool.
{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with “Whenever this creature attacks, put a +1/+1 counter on it.” It’s still a land.
Rarity: Rare

This one and the Collonade are roughly on par in my mind. Both avoid the easiest removal, though in constructed, the Ravine has to contend with Lightning Bolt.

JAMES

Interesting dual land, and may be will see play on that alone–for standard/type2 at least. Jund likes the tri-land savage land though.

Sejiri Steppe
Land
Sejiri Steppe enters the battlefield tapped.
When Sejiri Steppe enters the battlefield, you may have target creature gain protection from the color of your choice until end of turn.
{T}: Add {W} to your mana pool.
Rarity: Common

Yep, this one’s solid. An even better target for Living Tsunami and friends for recursion.

JAMES

I don’t think one creature is enough…

Smoldering Spires
Land
Smoldering Spires enters the battlefield tapped.
When Smoldering Spires enters the battlefield, target creature can’t block until end of turn.
{T}: Add {R} to your mana pool.
Rarity: Common

I like this one too. Protection is even better, but many red decks want to push damage through. Ironically, the tension here is that red decks that want to push damage through also want their early mana, so the EtB tapped plays against the deck that wants this most. Don’t fear splashing these EtB lands into off-color decks. Soaring Seacliffs proved the viability of doing just that as it launched baloths into the sky in ZZZ.

JAMES

Same

Stirring Brush
Land
Stirring Brush enters the battlefield tapped.
{T}: Add {G} or {W} to your mana pool.
{1}{G}{W}: Until end of turn, Stirring Brush becomes a 3/4 green and white Elemental creature with reach. It’s still a land.
Rarity: Rare

Hmm. Well, I think Ravine and Collonade are my faves.

JAMES

This color combination doesn’t want reach on a land.

Tectonic Edge
Land
{T}: Add {1} to your mana pool.
{1}, {T}: Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.
Rarity: Uncommon

Pseudo Ghost Quarter. This will be played in constructed, methinks. You should probably sideboard it in limited, and I dont’ know how high I’d pick it… likely not until the middle of the pack at the earliest.

JAMES

lol. Maybe a 1x in a Knight of the Reliquary deck? Hit the off color? Too narrow, so no.

And that does it! We hope you have fun at the pre-releases. Thanks for reading along. As always, tell us where we goofed up in the comments section below.

Zendikar and Worldwake: A Combined Limited Format

Friday, January 29th, 2010

Well it’s that time of year, where Magic players from all around the world gather together to play in the prerelease for the latest set, in this case, Worldwake. This set brings with it some of the most powerful cards to hit standard in recent memory such as Jace, the Mindsculptor and Abyssal Persecutor. However, standard isn’t currently in season, and I’m still getting a feel for extended, so I decided to write about limited, and how to best succeed at your local prerelease.

Unlike Zendikar before it, Worldwake is a second expansion, which means that we’ll still be using three packs of Zendikar for our sealed pool. Thus, we cannot simply consider cards in the context of the Worldwake set, we must consider them in the context of the entire Zendikar block thus far.

For example, take the new one-drop ally, Hada Freeblade. In Worldwake, there are 11 allies, 4 of which are rare. We can discount the rare ones because they will seldom show up in a limited card pool. Of the other 6 non-rare allies, none of them share a colour with the Freeblade, and although we will often play multiple colours in a limited format, the benefit of any ally is greatly reduced when you have a low density of allies. Of course you could remedy this by increasing the number of colours you play, but then you run the risks associated with an unstable mana base. Thus, we can say that in a format that only includes worldwake, the Freeblade is most often going to be a white Norwood Ranger.

However, when your sealed pool is a 3-3 split of product, the power of freeblade goes up because of the number and quality of allies in the Zendikar expansion. Freeblade is best when you can follow it up with a turn 2 ally, ideally Kazandu Blademaster, but something like Oran-Reif Survivalist also works. Compare the survivalist to something like Bojuka Brigand, and you see the difference in card quality.

Another card I think has huge potential in Limited is Marsh Threader, the companion to Zendikar’s Cliff Threader. We saw in 6x Zendikar sealed that the most popular colour combination was without a doubt red/black. This card is a tool that will hopefully be good enough to see mainboard play because of the sheer number of players that choose to play black for cards like Hideous End, Urge to Feed and Disfigure. The allure of the removal spell is a strong one, and many players will choose these colours for that reason. Therefore, I think that this card is an extremely viable candidate for any deck playing white. In Zendikar limited, having efficient creatures is of the utmost importance, and so when we have a creature that will be unblockable against the majority of the field, we might wish to overvalue it a little bit more. In the same vein, Quag Vampires might be a bit more playable in this format than it normally would, but the colour commitment for that card is slightly higher and thus makes the vampires slightly less attractive.

Oftentimes in Zendikar limited, I would notice that some creatures were amazing in a vacuum, but never stayed alive long enough to be absurdly powerful. I’m talking about cards like Territorial Baloth, Merfolk Seastalkers and Baloth Woodcrasher. All these cards were powerful, but they were only a Hideous End or Inferno Trap away from being destroyed. Even some bombs out of Zendikar packs could be quickly invalidated by removal, making them a lot less spectacular. For this reason, I believe that Canopy Cover is a Worldwake spell that should not be overlooked. Of course it can be responded to, but it adds so much resiliency to your creatures that are otherwise so vulnerable that I would run the risk of the 2-for-1 that accompanies all aura to better enhance my long-term game plan.

These are the 3 cards that I believe should not be undervalued now that Worldwake has been added into the mix. While most players will be able to identify the likes of Bestial Menace and Apex Hawks as powerful in limited, the best players will look beyond those for the cards that are best suited to the environment.

If you have any ideas as to what cards might be great in limited out of Worldwake, sound off in the comments. Any questions/comments/suggestions can also be aired there, by emailing me at zak -AT- power9pro.com or via my twitter feed at www.twitter.com/zturchan.

I wish you all luck in your prereleases, and may open many copies of Jace, the Mindsculptor.

Cheers,

Zak

Worldwake Set Review – Green

Thursday, January 28th, 2010

Welcome to the Green section of our Worldwake Set Review series. We began with white here, for those just tuning in who’d like to see all the reviews. As usual, I will add my comments, evaluating each card with an eye toward primarily limited play, but with the occasional anecdote on Eternal formats and the beloved EDH format. James will then add his comments evaluating each card for standard, block, and extended play.

Here we go!

Arbor Elf
G
Creature – Elf Druid
1/1
{T}: Untap target Forest.
Rarity: Common

Hmm. Well, I guess he’s essentially a Llanowar elves, which makes him very playable. He’s got a slight edge on the original, though, since you might have a forest that’s a creature, or is enchanted with something like wild growth, or more likely some modern equivalent. Anyway, he’s a great mana ramper, and will let you drop a 3-drop on turn 2, etc. A solid common, especially for monogreen or base-green.

JAMES

Playable. I like this in extended for untapping Murmuring Bosk. This is defintily a good construction worthy card. I say, take out the Llanowar Elf and put in Garruk, Wildspeaker’s little cousin.

Avenger of Zendikar
5GG
Creature – Elemental
5/5
When Avenger of Zendikar enters the battlefield, put a 0/1 green Plant creature token onto the battlefield for each land you control.
Landfall – Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control.
Illus. Zoltan Boros & Gabor Szikszai
Rarity: Mythic Rare

This will be huge for the random monogreen drafter who opens it. Even better is someone who is in Gw or Gr, because they can splash Bold Defense or another global pumper… even something as seemingly innocuous as Goblin Bushwhacker could become quite deadly… the tension in non-mono-green builds, however, will be that the fewer forests you run, the fewer plants you get at the outset. Anyway, this is very solid, giving you a big beater, a ton of tiny guys, and a way to grow them. Alas, as a mythic, you can never really plan for this guy, you just have to get really lucky. Then again, this might be passed by anyone not heavy in green, so maybe you’ll see it more often than the typical mythic… so slightly-less-than-never rather than just “never”. :-)

JAMES

Wow. What a great ability. If you can stick this one turn and then next turn follow up with an Overrun it’s probably good game. It does setup up for boardsweepers like Day of Judgement and the new red sweeper Chain Reaction. But we can look at cards like Cloudthresher which was the same 7cc and know that it’s not completely out of the question for a Green player to plop something like this on the table. If you don’t have an answer it is seriously GG.

Bestial Menace
3GG
Sorcery
Put a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token onto the battlefield.
Rarity: Uncommon
Set Number: #97/145

I love the wackiness of this card. How random! Wtf are a snake, a wolf, and an elephant doing together? It almost sounds like some kind of joke… “a snake, a wolf, and an elephant walk into a battlefield…” Anyway, this is a stone cold bomb in limited, and I’m already pumped for monogreen between this crazy uncommon and the Llanowar variant in common. this is not “just” 6 power and 6 toughness for the bargain basement price of 5 mana. It’s THREE bodies! This is very nice. It exponentially increases the relevance of spells like the aforementioned Bold Defense, albeit by an exponent of 3. Still, as Broodmate Dragon should have proved to us all beyond a shadow of a doubt, making several creatures is very very strong, often quite a bit stronger than a comparable creature that rolls solo. This is going to wreck shop, I’m convinced. Just be aware of the sweepers like Marsh Casualties!

JAMES

5 cc for three creatures totaling 6 power/toughness. Interesting. If it was something like “choose one: 6 1/1’s, 3 2/2’s or 2 3/3’s” I might be more inclined to say, “yeah, this is gonna make it” but the lack of options make me think it’s too underwhelming. Compare to the Avenger of Zendikar above and you get a LOT more for your mana.

Canopy Cover
1G
Enchantment – Aura
Enchant creature
Enchanted creature can’t be blocked except by creatures with flying and/or reach.
Enchanted creature can’t be the target of spells or abilities your opponents control.
Rarity: Uncommon
Set Number: #98/145

This is an aura I can get behind. The main reason is that it shields the creature it’s on, protecting you from the ubiquitous 241 associated with auras. It also provides evasion, which is nice… Green has trample and that’s it, typically, but this is a neat combination of the abilities from Troll Ascetic and Elven Riders, all at an affordable cost. If you have something that needs to connect, this is the ticket.

JAMES

Nice. Evasion and shroud. What would you stick this on though? It better be damn worth not playing a more utility card. It’s also fairly narrow. Tough call. Auras just don’t get much loving and with good reason: they suck. lol.

Explore
1G
Sorcery
You may play an additional land this turn.
Draw a card.
Rarity: Common

Okay, this one was contentious on my discussion email thread, but we all ended up with a consensus: this is somewhere between solid and “da bomb.” Okay, break down the scenarios: Ideally you have this in your opener along with 3 or more lands. In that case, it’s a fine turn 2 play, especially if you also happen to have two 1-drops, or say, Arbor Elf and a 2-drop. This card propels you forward in a mana ramp fashion AND replaces itself! Okay, so the mediocre situation: you draw it early, but lack the land drop… you still get to cantrip. If you’re going to miss your 3rd land drop, you might as well play this to cantrip (draw 1). This is still a fine turn 3 play when you’re lacking that crucial early drop. Okay, so least impressive scenario: you draw this on turn 18, in top deck mode. You still get to just “cycle” this for 1G. That’s juuuust fine, folks. Hakuna matatta. No worries. This is solid. I’d probably run as many as 3 in a super fast mana ramp kind of deck, but 2 seems fine, and if you just have the 1, well, just hope to see it extremely early under good circumstances.

JAMES

Playable. Manaramp loves this kinda stuff. It costs the same as Rampant Growth and essentially does a better job at the task: get an extra land in play while also replacing itself. Very nice. Definitely a standard worthy card for Manaramp, Lightsaber and Jund–at least for testing to see how it goes.

Feral Contest
3G
Sorcery
Put a +1/+1 counter on target creature you control. Another target creature must block it this turn if able.
Rarity: Common

Hmm. Not really my style… it’s a pretty telegraphed “trick” and it’s the softest kind of removal, unable to hit tappers, etc. I dislike this.

JAMES

Sort of lame really. why is it so expensive? It’s not a guaranteed removal spell and it only marginally puts the attack phase in your favor…

Gnarlid Pack
1G
Creature – Beast
2/2
Multikicker {1}{G}
Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Rarity: Common

Again with an incrementally better update on a staple limited guy employing multikick. This one’s among the best of the cycle. He’s a grizzly bear! No wait, he’s a hill giant! No wait, now he’s… okay, he’s a 6-drop 4/4… not great but not terrible. Anyway, this is solid all the way around, and will be on par whenever you drop him, or above par really late, where despite being over-costed, you’re getting the flexibility part out of him… remember, this takes up the grizzly bear slot in your deck… you will still, hopefully, have high end guys too, it’s just that this grizzly bear doesn’t envoke the sigh of the original when you draw him late. Good stuff.

JAMES

I really don’t like this cycle. I guess big mana decks like green might see a use…but it’s stupid.

Grappler Spider
1G
Creature – Spider
2/1
Reach
Rarity: Common

Meh. Reach bear. Not bad, not thrilling either. Has its place, which will often be on the bench due to having better options.

JAMES

Wow. Very weak-sauce. I’d almost rather it be a 0/2…but still super lame. 0/2 Deathtouch. lol.

Graypelt Hunter
3G
Creature – Human Warrior Ally?
2/2
Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter.
Rarity: Common

Trample hill giant on common? This is strictly better than hill giant. This is very playable, even as your only ally. With any other allies, he increases marginally. In a full on allies build, this is going to be one of your premiere beaters thanks to the trample. This is a sick common ally.

JAMES

weak.

Groundswell
G
Instant
Target creature gets +2/+2 until end of turn.
Landfall – If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Rarity: Common

No joke! This is the kind of trick you should look for in green. It’s cheap, and usually doesn’t need the land drop to do its job as a simple combat trick type removal spell. For the times when you want to alpha, you should have no problem sandbagging a land for the right turn. This makes me happy. Monogreen was already flush with these kinds of effects, with Vines of Vastwood and Primal Bellow. Now you should be able to draft the exact number of such spells that you want. When I’m in monogreen, I obviously pick Primal Bellow very high, but I might start skimping on the vines, even though they have particular effectiveness against spot removal… but now you can expect to make up for one passed vines in pack 3, at least in terms of tricks / pump.

JAMES

Cool. Green never misses a land drop. “never” lol. Anyway, It’s a decent ability. Not strong enough for constructed necessarily but a neat little pump spell.

Harabaz Druid
1G
Creature – Human Druid Ally
0/1
{T}: Add X mana of any one color to your mana pool, where X is the number of Allies you control.
Rarity: Rare

Well, again we see a theme with the better allies: they’re good enough on their own, and superb in allies. This is no exception. I can definitely see running this without lots of allies, or picking it as my first ally in pack 3. If a constructed allies deck is viable, I’m guessing this is part of it, but it’s too board-committed for constructed I think. We’ll see what James says. All in all, this rare is cool in any green deck, and obviously, even cooler in any strongly allies deck that includes green, as many such decks will.

JAMES

Not bad. It’s no Noble Hierarch but few things in life are. Allies really needed a fixer and this is a cheap, potentially powerful one.

Joraga Warcaller
G
Creature – Elf Warrior
1/1
Multikicker {1}{G}
Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.
Rarity: Rare

Whoa… a neat rare… also introduces a small elves tribal theme. Anyway, this is a bit slow unless you have several other elves. It’s just that he’s not really big enough to live long unless you pay 6 or more… I dunno. I’m skeptical for limited. I think the times this guy’s killer in limited are few and far between.

JAMES

Nice. Very freaking nice. Elves ala Eldrazi Monument will probably like this one. 3cc for a Glorious Anthem on all your elves? Not bad. Try it out in your Elves! builds. :)

Leatherback Baloth
GGG
Creature – Beast
4/5
Flavor Text: GEE GEE GEE, BABY BABY BABY
Illus. Chris Rahn
Rarity: Uncommon

Yikes! This is huge for monogreen, obviously. I don’t think any other archetype can even play this, unless you’re maybe base green with a small splash. But holy cow! What a 3-drop! It can stop everything you’ll see on the ground before turn 5 or 6 at the earliest. And it can throw down too! Beats for 4 will have to be contained, and good luck killing this guy with blockers… especially against monogreen! “You have G up? Crap, now what?” I love this… it’s the kind of card that will often be passed to the delight of the monogreen drafter, because others can’t really do with him what’s best. Anyway, monogreen was already a pet favorite archetype of mine in ZZZ. Now I’m even more excited for those packs that I open Gigantiform or something, and go into monogreen.

JAMES

Am I missing something with that flavor text? I’m hoping it’s random, mtg-salvation text that isn’t real. Prety cheap. I like this as Doran #2 but the trip-G may be hard for the builds. Very solid beater in mono-green/Elf builds.

Nature’s Claim
G
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
Rarity: Common

You know, I liked this a lot early. It’s reminiscent of the speed of Oxidize or Crumble before it. It’s definitely cheap and solid, so I think it will see play. But a pal pointed out to me that this kind of spell ( disenchant variants in general) have fallen out of favor, replaced by creatures with EtB effects doing the same. Krosan Grip will still likely be the de-facto spell for older formats too. But this is an awesome option to have in your sideboard, killing pesky quests or equipment for a low cost, usually putting you ahead on mana. The life gain is negligible compared to the effect of anything you’d spend a removal spell to kill. Anyway, I still like the spell, but I have tempered my impression of it for constructed formats, and I look forward to seeing James’ opinion here.

JAMES

This is a really cheap way of dealing with a Umezawas Jitte. Also great against Edrazi Monument. This is a great looking common. I dunno. I guess as a green mage (whether jund or whatever), I’m not particuarly worried about someone gaining 4 life. Lifegain doesn’t typically worry me when it’s not attached to a creature like Baneslayer Angel or Rhox War Monk.

Omnath, Locus of Mana
2G
Legendary Creature – Elemental
1/1
Green mana doesn’t empty from your mana pool as phases and steps end.
Omnath, Locus of Mana gets +1/+1 for each green mana in your mana pool.
Rarity: Mythic Rare

EDH General? Perhaps… he’s cheap and big, and lends himself to all the various green infinite mana engines. Also, even absent those combos coming together, he’s a fine general for giving him a sword (or jitte) or even a cloak, and letting him win the general damage race. He’s definitely unshielded though, and EDH has lots of answers to creatures… so I’m guessing he ends up marginal as a general. In limited… well, I think he’s still awesome in monogreen and playable in green with splash. He’s going to get bigger and bigger. He’s a must answer threat. These are attributes that translate into “playable” or even “strong.”

JAMES

weird. Very weird. It’s pretty cool if you think about it. Add three green to your pool, attack for 4, have mana ready for Vines of Vastwood or just ready for 2nd main phase. Very cool. Worth experimenting with at least!

Quest for Renewal
1G
Enchantment
Whenever a creature under your control taps, you may put a quest counter on Quest for Renewal.
As long as Quest for Renewal has four or more quest counters on it, untap all creatures you control during each other player’s untap step.
Rarity: Uncommon

An interesting take on Seedborn Muse. I like this spell in a deck with mana elves, and it’s even okay in a straight-forward aggro deck. It lets all your guys essentially have vigilance, except it’s even better for your tappers. Looks fine to me.

JAMES

Kinda neat. Pretty easy to get going too. I like this as a varriant to test for Elves (in standard). Quest cards are sooo hard to guage. They always seem borderline hot-sauce but end up being mild and borning.

Slingbow Trap
3G
Instant – Trap
If a black creature with flying is attacking, you may pay {G} rather than pay Slingbow Trap’s mana cost.
Destroy target attacking creature with flying.
Rarity: Uncommon

Yeah, this will be good. I’m not sure whether it’s maindeck or side though… green is traditionally weak against fliers, despite all the reach creatures… I think it goes in the side, but in about half of the game 2s you play, it will save your neck from some brutal flier or other.

JAMES

I like this for dealing with Vampire Nighthawk. What a big B of a card. I hate that card. lol. Certainly an interesitng SB option but probably a bit too narrow. Worth the Jund/Elves/Lightsaber Zoo players experimenting with though.

Snapping Creeper
2G
Creature – Plant
2/3
Landfall – Whenever a land enters the battlefield under your control, Snapping Creeper gains vigilance until end of turn.
Its vastly spread roots alert it of distant dangers.
Rarity: Common

Lame ability, but this is still a decent ground clogger if you don’t already have enough. He stops bears, that’s his best attribute. He’s like the bear killa.

JAMES

Lol. I think of Little Shop of Horrors.

Strength of the Tajuru
XGG
Instant
Multikicker {1}(You may pay an additional {1} any number of times as you cast this spell.)
Choose target creature, then choose another target creature for each time Strength of the Tajuru was kicked. Put X +1/+1 counters on each of them.
Illus. Christopher Moeller
Rarity: Rare
Set Number: #113/145

Pretty dang good… this will end some games in a hurry because it’s an instant. EOT? Strength for 6 on my trampler! Have any removal? No? GG. Very strong.

JAMES

Sicko instant. Probably worth 5cc to put 2 plus Counters on two creatures. It’s a colorless multikick too making me think that this isn’t really restricted to mono color builds. What would this go in though? I’m not sure. It’s pretty steep on the curve but is the ability worth it?

Summit Apes
3G
Creature – Ape
5/2
As long as you control a Mountain Summit Apes can’t be blocked except by two or more creatures.
Rarity: Uncommon

Yeah, this is solid on color, and still takes either a removal spell or a big blocker / attacker with it. I’d play him.

JAMES
4cc for a somewhat evasive 5/2. Does lend itself well to taking out multiple creatures but it’s weaksauce butt makes it damn vulnerable. I guess it’s not strong enough for constructed…

Terastodon
6GG
Creature – Elephant
9/9
When Terastodon enters the battlefield, destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, it’s controller puts a 3/3 green Elephant creature token onto the battlefield.
Illus. Lars Grant-West
Rarity: Rare

Very cool rare. Again, thinking about monogreen… often you’ll kill your own lands with this guy, believe it or not. In fact, I might wager that this is the usual way to play Terastodon. In that case, for 8 mana (and three lands which are mostly superfluous at that point anyway), you get 18 points of power and toughness on 4 creatures! Every once in a while, you’ll nuke an opponent’s ___________ (whatever) and take a mere 15 points of power instead. Either way, this is a mega-bomb, in my opinion, and should win you the game as often as not. This also happens to be a neat LD type spell for EDH decks, as well as a great reanimator target for some such decks. Recurring this thing seems naughty indeed, maybe with Moat in play?

JAMES

Might be okay but not as good as Avenger (above).

Vastwood Animist
2G
Creature – Elf Shaman Ally
1/1
{T}: Target land becomes a X/X Elemental creature until end of turn, where X is the number of Allies you control. It’s still a land.
Rarity: Uncommon

Well, this is an ally I’d only play in solid allies, and even then, I think there are better options. Still, in allies, critical mass is important, so the Type Line of this card may end up being its best feature.

JAMES

Too weak. the mass of Allies required to make this work is too high to justify playing.

Vastwood Zendikon
4G
Enchantment – Aura
Enchant land
Enchanted land is a 6/4 green Elemental creature. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Illus. Rob Alexander
Rarity: Common
Set Number: #117/145

My least favorite Zendikon in some regards, but still decent. I think as a later drop, this has the advantage of being less of a tempo speed bump, since you’ll still probably have plays you can make, and being set back from 5 to 4 is a lot easier than from 2 to 1 mana, for example. So playing this “on curve” is easier on your tempo. I dunno… these are hard to evaluate. I’m usually going to hope for better actual creatures, but these are in the middle of my pick orders at present, especially the flying zendikon. Playable, I’d say, but uniquely weird.

JAMES

I’m not too hot on this. It’s definitly beefy enough on the attack and butt side that the stats don’t completely stink but it’s really not impressive.

Wolfbriar Elemental
2GG
Creature – Elemental
4/4
Multikicker {G}
When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked.
Rarity: Rare

Bomb. Absolute bomb. Nearly a bomb without being kicked, but not quite. Kick it twice and it’s out of control. Even once is great. When you top deck this on turn 14 or whatever with 8+ mana in play, you’re going to win, absent a counterspell. Very strong

JAMES

Balanced on the cost side but it’s not as good as Master of the Wild Hunt because you can’t use the wolves for spot removal. Hmmm, it’s tough to say. It’s certainly big enough but I worry that if I pay 5cc for this and get a 2/2 I’m going to be a little behind on board position. It’s also not an “on curve” play like the Master of the Wild Hunt because I have to drop this on turn 5 or 6 to really get my mana’s worth… Maybe I’m being too conservative?

That does it for Green. Stay tuned: our multicolor, colorless, and lands batch will finish our review series up, and should be published in the next 24 hours or so. Thanks for reading, and as always, let us know where we screwed the pooch in the comments!

Worldwake Set Review – Red

Thursday, January 28th, 2010

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! :)

Worldwake Set Review – Black

Wednesday, January 27th, 2010

Welcome to the black section of our Worldwake set review series. The series started here with white, for those just joining us. I will initially evaluate each card for Limited and eternal formats / EDH. James will then add his comments for the realm of standard, block, and occasionally extended. Let’s get down to business.

Abyssal Persecutor
2BB
Creature – Demon
6/6
Flying, trample
You can’t win the game and your opponents can’t lose the game.
Rarity: Mythic Rare

Oh man, Black starts with a bang. This guy made some waves in my dork email threads. Now obviously this twist on Platinum Angel is going to require that you have some kind of sacrifice outlet in your deck: big deal! Constructed has a plethora of options, most notable, perhaps, being Gatekeeper of Malakir, a card black decks love running anyway. All of this is germane to constructed, however, whereas in limited, you may not be able to play this guy simply because you have no way to kill him. And as a mythic rare in pack 3, you’re not going to be able to prepare specifically for this card, so your sacrifice outlet may have to come from your Worldwake booster. Just keep this stuff in mind when contemplating this otherwise rather deadly 4-drop flying trampler.

JAMES

I don’t see this as much of a drawback. I can just see people ussing Assasinate on their own guy so they can win. lol.

Agadeem Occultist
2B
Creature – Human Shaman Ally
0/2
{T}: Put target creature card from an opponent’s graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control.
Rarity: Rare

Another ally that will be gruesome indeed when the times are good, and pitiful to negligible when the going gets tough. Allies is very much an “all in” kind of strategy in this regard. This will he hawt for the heavy allies drafter who is passed this by other players with no interest in hating.

JAMES

Not bad for 3 cc but there really aren’t enough low-costing allies to justfiy this. I just don’t think Allies have much of a future outside limited and MAYBE block…Think we’ll see allies in later sets? Rise of the Elderazi? And afterwards?

Anowon, the Ruin Sage
3BB
Legendary Creature – Vampire Shaman
4/3
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
Illus. Dan Scott
Rarity: Rare
Set Number: #49/145

Now THIS might make an interesting EDH general! Sheldon Menery, prepare to hate this guy’s Timmy hostility. He’s cheap and disruptive. This is another guy who’s significantly better if you happen to have a few vampires already, but he’s also good enough that few people will pass him, unlike the ally above. I think he’s going to create some serious problems for opposing mages in limited.

JAMES

Kinda cool. Tons of vamps in these last two sets (Zendikar & Worldwake) but this is getting pretty pricy. I just don’t think it’s a game winner and for 5cc I want a game winner. I’m comparing this to Malakir Bloodwitch

Bloodhusk Ritualist
2B
Creature – Vampire Shaman
2/2
Multikicker {B}
When Bloodhusk Ritualist enters the battlefield, target opponent discards a card for each time it was kicked.
Rarity: Uncommon

This guy’s going to be great for monoblack EDH decks. My pal and I have slightly different Maga, Traitor to Mortals builds, and we’re both happy about this card. It’s another big mana discard spell that comes with a gray ogre attached to it. Not bad. He’s also solid in limited, because as I’ve said many times, gray ogre is often good enough to run on its own, and this just gives it some extra oomph. On turn 5 you’ll sometimes be emptying your opponent’s hand of those high-curve bombs he was about to drop. Not too shabby, I’d say.

JAMES

First reaction? “Holy Shit”. Seriously. Sitting on the bus (38L w00t) writing this and I said, “Holy Shit.” It’s so damn cheap!!!–Playable.

Bojuka Brigand
1B
Creature – Human Warrior Ally
1/1
Bojuka Brigand can’t block.
Whenever Bojuka Brigand or another Ally creature enters the battlefield under your control, you may put a +1/+1 counter on Bojuka Brigand.
Rarity: Common

Pretty mediocre guy, strictly worse than Oran-rief Survivalist but still essentially the same creature. Good enough as a “grizzly bear +”.

JAMES

Not strictly worse, joe. The same. Meh…I guess there could be a hybrid colored Ally deck in these cards…but for standard? extended? GTFOH.

Brink of Disaster
2BB
Enchantment – Aura
Enchant creature or land
When enchanted permanent becomes tapped, destroy it.
Rarity: Common

Well, it’s a bit expensive, and your opponent gets to decide when the permanent dies, typically. They can also buy themselves time to find removal if that’s what they want to do. I want harder removal than this. This is quite soft.

JAMES

Hits the battlefield too late to be viable. Meaning, it can be played around.

Butcher of Malakir
5BB
Creature – Vampire Warrior
5/4
Flying
Whenever Butcher of Malakir or another creature you control is put into a graveyard from the battlefield, each opponent sacrifices a creature.
Rarity: Rare

Another bomby rare here, but with far fewer strings attached. If your deck can live to drop a 7 consistently, then this will help considerably with the late game attrition war, if the 5 points of flying power doesn’t do the trick on its own. I’m thinking you can suicide attack with some confidence once this guy’s on the battlefield. Top marks from me.

JAMES

It’s aight. Pretty damn expensive for 7cc. So, yeah…too slow for constructed.

Caustic Crawler
3BB
Creature – Insect
4/3
Landfall – Whenever a land enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.
Rarity: Uncommon

This uncommon will be another element that can theoretically slow this format down a bit, taking out the various 1-toughness speed beaters of the ZZZ era. This guy isn’t bad at 4/3 for the cost, and the ability should help you out significantly. Save some land drops for that second main phase, folks!

JAMES

Very cool uncommon. So HAWT with Marsh Casualties. It’s a LITTLE slow at 5cc becuse a kicked burst lightning takes thsi guy out before you [concievably] start using his soft spot removal but it’s very appealing. I guess I’m talking limited. For constructed it’s just too hefty a cost for this meta.

Corrupted Zendikon
1B
Enchantment – Aura
Enchant land
Enchanted land is a 3/3 black Ooze creature. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Rarity: Common

You know, I like the flying blue zendikon best, but this is a close second. It’s a watchwolf with a weird kind of built-in tempo loss and additional potential tempo loss, but it’s probably worth it. The more I think about these zendikons, the more I’m getting on board with them. I’m definitely interested to see how they play out. I’m on the fence, leaning toward embracing these.

JAMES

Pretty cheap actually. Not sure B wants to do this on turn two though. I’m thinking in Blightning packing decks. Turn two is (typically) reseved for Putrid Leeches and having to replay a recently lightning bolted creature isn’t very appealing.

Dead Reckoning
1BB
Sorcery
You may put target creature card from your graveyard on top of your library.
If you do, Dead Reckoning deals damage equal to that card’s power to target creature.
Rarity: Common

Wowzers. This is quite a removal spell. Common, too! I think black has a lot of recursion potential these days, enabling the already fast color to play a more deliberate long game strategy as well. I like this card as a mid game removal spell. You do exchange your next draw for the recurred creature, but you’ve nuked an opponent’s spell as well. If your returned creature was something like the aforementioned Gatekeeper of Malakir, then you’ve got a mini engine online. Should be a mainstay, I’m thinking.

JAMES

Sexy. I like how it potentially works off ETBF abilities like Bloodbraid Elf…Man, cascade on a 4cc creature is broken. lol. This is a cool card that has some power to it…I wonder if “to creature or player” was just too broken…question for R&D i guess.

Death’s Shadow
B
Creature – Avatar
13/13
Death’s Shadow gets -X/-X, where X is your life total.
Rarity: Rare
Set Number: #57/145

This is one of the most exciting and hyped cards of my email thread discussions. People are pumped about this guy. I love the silly combo with Lich myself, but that’s just me. I think the most prescient thing to note about this guy came from a guy on my thread who said something along the lines of: “drop this with 10 life, and it’s still a 3/3 for 1, only now the more life you lose, the bigger he gets.” Nice way to think about him, I think. I know this will play well with early Vampire Lacerators and such. Seems fine to me. As a rather obvious side note, this is likely unplayable in EDH. Lol.
JAMES

I wouldn’t be surprised to see this as a 1-2x SB option for bringing in against either Red Burn or Boros Bushwacker builds. It’s SO freaking cheap. It makes Scute Mob feel stupid.

Jagwasp Swarm
3B
Creature – Insect
3/2
Flying
Rarity: Common

You know, I think this card would otherwise be fine in limited. 3 power and flying for hill giant’s mana cost… usually this is fine. But this format can kill 2 toughness creatures with relative ease. I’d be a little hesitant about this guy, therefore. There’s a lot of creatures nowadays whose envelope has been pushed farther than this. Anyway, he can fill a needed gap, but otherwise, I’m looking for something a little better. This will still do some beating though. He’s on the solid side of marginal, if that makes any sense.

JAMES

Meh. Moving on.

Kalastria Highborn
BB
Creature – Vampire Shaman
2/2
Whenever Kalastria Highborn or another Vampire you control is put into a graveyard from the battlefield, you may pay {B}. If you do, target player loses 2 life and you gain 2 life.
Rarity: Rare

Not bad for a bear, albeit a rare bear. In heavy vampires, the ability could net you 8, 12, or 16 point swings… usually you’ll get at least a 4 point life swing if you play conservatively… and even if he dies when you’re tapped out, you still had a bear, so big deal. I think vampires might be a new archetype to force along the lines of allies in ZZZ and presumably ZZW. There’s quite a good pool of vampire synergy now. The mass appears to be approaching critical. We shall see.

JAMES

WOW. This card LOVES Bloodghast. Certainly worth playing with.

Mire’s Toll
B
Sorcery
Target player reveals a card from his or her hand for each Swamp you control. Choose one of those cards. That player discards that card.
Rarity: Common

Hmm. Well, it’s a weak kind of weak blackmail, since later on, they won’t have as many cards left as you have swamps anyway. I’m not crazy about this one. Sometimes, though, in limited, you can time discard right to nuke their high-curve bomb… so if your deck is wicked fast but lacks late game, this might be an option for you when your swamps equals their cards in hand, and you can ensure you ditch their best threat. Meh… I’m waffling here. This card has a place, but it’s not a real universal killer.

JAMES

Nice. This will definitly see some play. It’s no Mind Sludge or Duress but there are some distinct advantages to it; it’s SORT of like a cross between sludge and Thoughtsieze making me think it’s playable. Hmmm, worth tinkering with for Mono-B (or R/B) builds in Standard and for extended decks that run swamps. I’m hesitant to say the same for Jund-style decks because of the high dual/tri-color lands…Test it out! is all I can advocate.

Nemesis Trap
4BB
Instant – Trap
If a white creature is attacking you, you may pay {B}{B} rather than pay Nemesis Trap’s mana cost.
Exile target creature, then put a token that is a copy of that creature onto the battlefield. Exile it at the beginning of the next end step.
Rarity: Uncommon
Set Number: #61/145

This thing is nuts, IMO. Against white it’s through the roof, but even at 6 it’s going to usually be a 241, guaranteed… the only trick then is getting them to attack forcefully into your six untapped lands! I think it’s good enough though. Cards that will consistently 241 your opponent are good. This one will, and this one is. Imagine that they attack you with a Kor Hookmaster? Or a sphinx of lost truths, or a turntimber ranger, or a Bala Ged Thief, or, or, or… you get the picture.

JAMES

Craziness. I REALLY like this as an anti-Baneslayer Angel play. Certainly worth experimenting.

Pulse Tracker
B
Creature – Vampire Rogue
1/1
Whenever Pulse Tracker attacks, each opponent loses 1 life.
Rarity: Common

Not terrible, but wimpy. In dedicated vampires, with things to do with a 1/1 that becomes roughly irrelevant mid to late, then sure. I’m not playing this outside of a very dedicated vampire theme though.

JAMES

Not really good enough. I like that on T2, unblocked you’re doing 2 damage and if you keep presenting threats on-curve then really the 1/1 won’t be blocked making it essentially a 2/1 for 1cc. That puts it on par with Elite Vanguard which saw (and may still see) some play. It’s certainly no Vampire Lacerator though.

Quag Vampires
B
Creature – Vampire Rogue
1/1
Multikicker {1}{B}
Swampwalk
Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Rarity: Common

He’s a gray ogre usually. Late game he’s a 5-drop 3/3. Not exciting. Then he’s a 7-drop 4/4. He does make a great sideboard against black, and he IS slightly more versatile than a plain old ogre. But he’s not terribly exciting. Again, though, dedicated vampires might drop him as a 1/1, so he has uses.

JAMES

No thanks. No, really. No thanks.

Quest for the Nihil Stone
B
Enchantment
Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone.
At the beginning of each opponent’s upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life.
Rarity: Rare
Set Number: #64/145

Initially I thought you sacrificed to deal the 5, but knowing that it’s a recurring 5 any time they’re hellbent… well, that makes it significantly better. This is very easy to play around in limited absent discard though. I’m not seeing how this will wreck a careful player’s day.

JAMES

Wow. There are some very interesting quests coming out in this set. I’m very intrigued by the interaction between this one (Q. for the Nihil) and Bloodcheif Asscension. Esspecially on the back of some of the insane discard like Bloodhusk Ritualist (see above)…and a long time favorite of mine Blightning.

Ruthless Cullblade
1B
Creature – Vampire Warrior
2/1
Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.
Illus. rk Post
Rarity: Common
Set Number: #65/145

A weak bear and then later on, a 4/2 for 2. Solid all the way around. Should be a staple filler vampire warrior. Keep this kind of guy in mind for pack 3 when you’re deciding whether to fill a bear slot in your vampire deck with something like surrakar marauder or the like… it might be better to wait for a real vamp. Definitely a situational consideration, but know that there are common, decent, early vampires in worldwake.

JAMES

I’ve always liked Guul Draz Vampire and I still do–at least over this one. I like the evasion of Guul…it’s sickaliciousness. and this one isn’t.

Scrib Nibblers
2B
Creature – Rat
1/1
{T}: Exile the top card of target player’s library. If it’s a land card, you gain 1 life.
Landfall – Whenever a land enters the battlefield under your control, you may untap Scrib Nibblers.
Rarity: Uncommon

Ah, book eaters. So you can potentially make someone miss a land drop… but it’s pretty random, and I can’t see what kind of game plan this would further. I’m not down with this rat.

JAMES

Puke.

Shoreline Salvager
3B
Creature – Surrakar
3/3
When Shoreline Salvager deals combat damage to a player, if you control an Island, draw a card.
Rarity: Uncommon
Set Number: #67/145

Nice hill giant! He’s Johnny Magic (shadowmage infiltrator, for the n00bs) if you’re in blue, a natural pairing for black, though this color combination wasn’t super popular in ZZZ to my limited knowledge. I think this uncommon will help make that color combination better for sure. But you can’t count on seeing any given uncommon in pack 3 really… I dunno. He’ll randomly be great for some people. I wonder where my own decision point will be when it comes time to potentially hate draft one of these. I mean, a plain old hill giant isn’t THAT terrible, really. I dunno. If you’re solid black or black with another non-blue splash, and you crack this in your pack 3, do you try to add blue? Hard question. But I think he’s around that powerful. I’d sure be tempted to get greedy.

JAMES

I sorta like this. I don’t see this being all that hot in constructed because the cost is so high. BUT it’s looking good for limited.

Smother
1B
Instant
Destroy target creature with converted mana cost 3 or less. It can’t be regenerated.
Rarity: Uncommon

Awesome reprint. Solid removal. Very strong. Moving on.

JAMES

I expect this to see play. I’m happy to see this solid reprint.

Tomb Hex
2B
Instant
Target creature gets -2/-2 until end of turn.
Landfall – If a land entered the battlefield under your control this turn, that creature gets -4/-4 until end of turn instead.
Rarity: Common

More excellent removal for black, the removal-iest color of them all. This is just plain solid. Trick some fools with a fetch land and sudden death one of their guys!

JAMES

HOLY SMOKES, BATMAN. this is redonk!! Well, not as good as Sudden Death (by a LONG shot) but it’s super solid. Next to Smother it’s not that hot either…man, i guess i’m resinding this. I just think it looks so cheap. But I was getting ahead of myself. Great for limited without a doubt though! (and I know weaker players will walk their Baneslayer right into this one……but we’re not tuning our decks for weaker players, or we shouldn’t be at least.)

Urge to Feed
BB
Instant
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
Illus. Johann Bodin
Rarity: Uncommon
Set Number: #70/145

Whoa mamma. A common with Tomb hex, plus uncommon smother, and this beautiful uncommon, reminiscent of Last Gasp. The removal looks good. This thing will be a cool play for the turn after your opponent drops a 3-toughness wall or whatever, thinking they’ve stopped the flow of vampire attacks. Then on their EOT, you smile and tap your team, growing them beyond that previous barrier, all while killing one of their peeps. Love it.

JAMES

OKAY, now this is getting a little insane. Declare blockers step has never looked more fun. ;-) Vamps will have to include this. To not include it would be silly.

Worldwake’s affect on Standard decks

Wednesday, January 27th, 2010

Worldwake is an interesting set with a few tricks up its sleeve when it looks onto the Standard scene. We have some powerful cards that are sure to make it into every archetype available. Lets look at Jund first.

Jund became the most powerful deck when Zendikar first pushed Lorwyn and company out of the way. Jund only had to use a single card, Verdant Catacombs, from the Zendikar block. It was easy to build, and had so much raw power from cascade that decks could not compete with the card advantage. At Worlds, players were replacing Putrid Leech with Rampant Growth to help fix their mana, and ramp up to their more powerful cards such as Broodmate Dragon and Siege-Gang Commander. Now, Jund gets to look at the new face of mana ramping: Explore.

exploreImagine your turn 4 Bloodbraid Elf cascading into Explore. I like that it allows me to draw a card before I play my land, so I get a chance to draw a land that I might prefer to put into play. Explore will be a go-to mana ramp spell for decks that run off Valakut, the Molten Pinnacle, or are trying to just play Warp World. It is a fantastic choice for many different decks other than Jund.

Speaking of lands, Jund gets the option of a couple new ones.

ragingravineRaging Ravine plays nicely with Explore, where it wouldn’t with Rampant Growth as it is a non-basic land and can’t be tutored up. Raging Ravine is the perfect example of how these new manlands are so powerful. They fix your mana and can be a threat at any moment. My friend Seneca pointed out a trick with this land as you can pay the 2RG multiple times to stack the “Whenever this creature attacks, put a +1/+1 counter on it” ability, so when it does end up attacking it will be granted multiple +1/+1 counters. This land can surely get out hand pretty quickly. The other beautiful thing about these lands other than being able to help your land and being almost no investment in a reusable creature resource, is that it will be living through Day of Judgment and will be unaffected by things like Sleep and Oblivion Ring. These lands will almost be invaluable in every deck they rest in.

Vampires is the pet tribe of Wizard’s right now. They want it to succeed, and they want it to be a powerful deck. With Worldwake they got their wishes. Vampires get access to a plethora of different spells one of them being Urge to Feed.

urgetofeedThis will be competing with the already powerful removal spells Disfigure and Tendrils of Corruption, but I see this replacing Disfigure in nearly all Vampire main decks. There is another removal spell that is returning from a hiatus nearly as long as I have been playing this game, its name is Smother. Both Urge to Feed and Smother are powerful cards, but Urge to Feed can do more relevant things such as kill Bloodbraid Elf, Ranger of Eos and even bring Baneslayer Angel down to size so that Vampire Nighthawk is able to tango with the big flier in town. The side to Urge to Feed that also interests me is its ability to pump an entire flock of Vampires. I can foresee turns where the Vampire player cracks a Marsh Flats and bring back their two Bloodghast from their graveyard, plays Urge to Feed on your Emeria Angel and pumps their entire crew of creatures getting ready for an alpha strike of their newly resurrected, now 3/2 Bloodghasts and a 3/4 Vampire Nighthawk. Its potential to turn combat so one-sided is what I love about this card. Smother on the other hand has fewer targets, but can hit things Urge to Feed can’t kill. For instance Smother can kill any token, be it a Broodmate Dragon token or a 5/5 Quest for the Gravelord zombie token. Smother can also hit the new manlands, which is pretty awesome. They both have their shining moments, but I foresee Urge to Feed being the crowd favorite by a long shot.

Another spell Vampires have in their clutches is Mires Toll. It is more of a controlling card but sure to be a hit among a lot of players.

mirestollIt reminds me of a middle ground between Ravens Crime and Blackmail, with a bit of Mind Sludge in there. I am still kind of up in the air about if it will beat out Duress, I’ll have to play with it a bit and see. What I do like about it is as long as they have cards in their hand, it will always hit, unlike Duress. It can also hit land, which might or might not be relevant. I do like the card though, it has a lot of power.

Vampire players get another gem in Worldwake, one that I think will be popular at first, but end up as a two-of in Vampires lists. Her name is Kalastria Highborn.

kalastriahighborn

Kalastira Highborn is obviously very synergistic with Bloodghast with perhaps even an Eldrazi Monument mixed in there. She gives the Vampire players a bit of reach, but she with be battling with Vampire Hexmage as the ‘other’ two drop to Bloodghast and you obviously don’t cut any of him for Kalastra Highborn as they are nearly meant to work together. Vampire Hexmage having first strike is sometime invaluable, but in some matchups it might not even be relevant. I see Vampire Hexmage getting the full boat maindeck slot while Kalastria Highborn perhaps comes out of the board. Her “put into a graveyard” clause sometimes does not as trigger as much as the Vampire player would like due to Celestial Purge and Path to Exile picking off Bloodghasts and Vampire Nocturnus‘ left and right. That all being said, Kalastria Highborn is a powerful card in matchups like red deck wins, where cards like Bloodghast are nearly useless. She also has a cool synergy with Bloodchief Ascension that almost cannot be ignored.

White decks of all shapes and sizes get some creatures that, for the most part, are highly efficient. Lets look at Hada Freeblade first.

hadafreeblade

This is the friend Kazandu Blademaster has been looking for. These two guys will work together with Honor of the Pure to create a serious army within the first few turns. Also, they are both Soldiers allowing Veteran Swordsmith to perhaps pump them into the red zone. Not to mention Ranger of Eos can pickup Hada Freeblade and bring him into the battle, along with Elite Vanguard and Akrasan Squire. There is another card that allies are going to enjoy, and coming in at instant speed is Join the Ranks.

jointheranksJoin the Ranks is a card that will usually be a blowout in Limited, but in constructed it can be a house too. Getting multiple triggers on allies at instant speed very powerful. Imagine having a Turntimber Ranger on the battlefield and then playing Join the Ranks as your opponent attacks you. Turntimber Ranger will get two +1/+1 counters, he will put two 2/2 wolf tokens into play and then you will get your two 1/1 allies. That is an army at instant speed. Lets look at Hada Freeblade and Kazandu Blademaster both getting two +1/+1 counters, probably becoming a 4/5 and a 4/4 respectively, and you are getting two 1/1 allies. That is without an Honor of the Pure on the field. It is a powerful card, but the only problem with it is that it competes with Ranger of Eos at the four casting cost space, and we already Conquerors Pledge. It has its work cut out for it, that is for sure.

White also gets Admonition Angel.

8bjdgc5ifh_EN

She is able to Oblivion Ring targets just from a landfall trigger, and has a steady 6/6 body for six mana to boot. If you are facing down an Admonition Angel and you can’t find removal, I feel sorry for you. There are going to be games where she comes down, you either Tendrils of Corruption her or perhaps you Terminate her. Then as you pass your turn, during their upkeep their Emeria, the Sky Ruin just brings her back. The mono white control decks are going to be cutting their Felidar Sovereigns and playing with yet another angel.

White decks get Silver Knight 2.0 in the form of Kor Firewalker.

korfirewalkerKor Firewalker is a creature that not only shuts down an entire archetype in Standard, but will be reaching his way across the formats. He makes Hellspark Elemental utterly useless, Ball Lightning just hit for a mere 3, and makes Earthquake cry. With his built in Dragons Claw, which is already in a few sideboards, you get the body of a soldier, and a seriously powerful sideboard card. Jund decks can kill it with Maelstrom Pulse and maybe block it with Putrid Leech. I see Smothers sliding into the Jund sideboard to kill this guy. The Boros mirror is going to be a fight to see who gets him out first. He isn’t exactly metagame warping, but his presence is sure to create a lot of waves.

Red also get some good cards. It might be all for not because of Kor Firewalker, but we shall see. The first card is Chain Reaction.

6mvou0qxyd_ENI nearly see this as a red Day of Judgment in some circumstances. Against Boros, obviously Pyroclasm is almost as useful, but it can kill Kor Skyfisher most of the time. Against Elf decks where they are all pumped up over 3 toughness, Chain Reaction can do some serious damage. I like because it can very easily do 3-4 damage to everything, which isn’t that common.

Next up, red gets Dragonmaster Outcast.

dragonmasteroutcastA new, and more powerful variant of Scute Mob, this gal can give you a board dominating presence in no time. Unfortunately, she has to live long enough for that to happen. Seeing as how every removal spell in the format can kill it, it isn’t going to be living long. It suffers the same problem as Elvish Piper, powerful effect, but too vulnerable. Obviously Dragonmaster Outcast has an advantage of only costing one mana, and she can be tutored up with Ranger of Eos, but at the same time, I just don’t see her being beyond a one-of card that you might get late game. She is good at what she does, but isn’t good at surviving.

Red got very few good cards, but the last one I think that will make some Red control deck happy is Kazuul, Tyrant of the Cliffs.

kazuultyrantKazuul, Tyrant of the Cliffs is the type of card that is costed just right. At five mana you can justify him almost all day long. Red doesn’t really get any good five mana spells other than Chandra Nalaar. The Tyrant and her seem like you could pair it with aforementioned Chain Reaction and you might just have a red control deck under your belt. Perhaps even some Valakut, the Molten Pinnacle and some burn spells. I think Kazuul, Tyrant of the Cliffs has just enough board presence and power to see play. I’m sure whoever builds this deck isn’t going to enjoy seeing Kor Firewalker though.

Eldrazi Elves got a few powerful cards, the big one is Joraga Warcaller.

joragawarcallerThis is what Eldrazi Elves have been waiting for. He has lots of synergy with Oran-rief, the vastwood, he is an Elf, and he makes their army of Elves really large, really quickly. The problem with cards like Elvish Archdruid is you usually just don’t have something to dump all that mana into. Joraga Warcaller is the guy who can take all that extra mana and make it worth your while. There are going to be those games where you just go Llanowar Elves into Elvish Archdruid and from there you can just play out your hand. Perhaps you just play Nissa Revane, summon up a Nissas Chosen, and then tap your Elvish Archdruid for GGG and get your Joraga Warcaller like another Elvish Champion on the table. There is also the ability to not play Nissa Revane and just dump it all into Joraga Warcaller. He is the type of card where he is sometimes ‘just’ an Elvish Champion but there are also times where is like an Elvish God, giving all your other Elves +5/+5. A cool trick I see is where you play Joraga Warcaller, as he comes into play he pumps your army, then after you attack some guys and your opponent blocks, you can tap your Oran-rief, the vastwood to put a +1/+1 counter on your Joraga Warcaller to pump them all a little more. Seems like something you can only really pull off a couple times against one person, but throughout a tournament could catch lots of people off guard. Once you do it though, be sure get back to me on how surprised they were.

Another card that has some serious board presence, and works well with Oran-rief, the vastwood is Bestial Menace.

bestialmenaceFor five mana you can get six power worth of guys, and they are all green. Also, the three different named tokens are Maelstrom Pulse proof, so it isn’t shut down like a Conquerers Pledge would be. I remember Cloudgoat Ranger seeing a lot play back in his day, although that is a bit different as they put Kithkin soldiers into play and they were all pumped by Wizened Cenn, but nowadays we have Oran-rief, the vastwood to pump them all. Although, we don’t have Windbrisk Heights to put this spell underneath. Either way, times have changed, but Bestial Menace is still a powerful card either way you look at it. There isn’t much else Green would rather spend five mana on. You could argue Ant Queen but Bestial Menace is harder to handle with removal, and if next turn you are looking to play Eldrazi Monument then Bestial Menace is going to deal more damage, faster, unless you have a bunch of mana to spill into Ant Queen, but at that point, you are probably winning anyway.

Control decks have mustered some power in Worldwake, too. First off is their go-to draw spell Treasure Hunt.

treasurehuntThis is one of the cards I am really excited to play with alongside Ponder. Going first turn Ponder and then setting up a beneficial Treasure Hunt turn is going to almost be backbreaking for your opponent. Control decks are notorious for running 25-27 land as it is, so they are the ones who will be getting the most bang for their buck with Treasure Hunt. The library manipulation will go a long way for these hunters. This spell would be great with Brainstorm.

In comes, Jace, the Mind Sculptor.

jacemindsculptorHis ability to Brainstorm every turn without losing loyalty is incredibly powerful. Then, when things get rough, he can start Unsummoning to create an easier board for you to find your Day of Judgment or Essence Scatter to deal with that nasty Baneslayer Angel or Knight of the Reliquary. Perhaps, you are in a stalemate so you begin building up loyalty, deciding what your opponent will draw with his +2 ability. Also, like most Planeswlakers, his ultimate ability is usually game winning, and Jace’s is no different. Exiling their library and replacing it with their hand will almost certainly win you the game. This is an incredibly powerful Planeswalker, and deserves to see a lot of play in anything running blue. If people are talking about how the old Jace Beleren came down a turn earlier, just show them Everflowing Chalice.

chaliceThis can come down on turn two for the control deck and push out a turn three Jace, the Mind Sculptor kind of like old times. Everflowing Chalice doesn’t stop there though, it can get you to Martial Coup mana on turn five if you play it on turn four. Unfortunately it isn’t Mind Stone with the ability to draw you a card, but it can help cast some really powerful spells much sooner than certain decks would have ever seen. I see Everflowing Chalice finding its way into many decks that are more top heavy. Also, it is important to note that how it produces mana is by having charge counters on it. You can remove those with Vampire Hexmage. Also, if you want to stop your opponent from removing those counters you can set a Pithing Needle on “Vampire Hexmage” and it won’t be able to activate. I also see Jund and Naya decks perhaps packing Vithian Renegades in their sideboard to destroy their opponent’s Everflowing Chalices. It will be an important card for the control player.

I hope you enjoyed my thoughts on Worldwake. Have fun at the Prerelease this weekend.

-Dillon

Undiscovered Treasure: A Complete Worldwake Review

Wednesday, January 27th, 2010

So what happened is that I wrote up my review yesterday for my local playgroup and thought, “Hey, James might like this”  But my style is a little different and I’m not as deep into the analysis as his excellent white review is.   We talked and instead of integrating my thoughts into his review, I’d just publish mine.

In short, my opinion on the set as a whole is a little lukewarm.  I’m the guy who likes to buy x4 of everything, and this time I think I’ll sit it out as I see a lot of “jump through the flaming hoop” cards that Johnny’s like, and some EDH goodness.  Most of the cards I want I either picked up (Jace) or I don’t see them going up in price too much.  In the long run, when the set rotates out, the cards will depress.  I’m of the feeling that it will be easy to trade extra fetches (just an example) for almost anything I want out of this set.

I also evaluate for draft by default.  In that respect I think draft is about to become a bit more organic, as all the speedster cards get replaced by fatter guys, defensive guys, and better flyers.

Anyways, I haven’t done a set evaluation in a while, so sorry if it’s a little scattered.  I  do evaluation on a couple different levels so I’ll break it down by category.

Chase – A chase card is usually a premier, high value rare. Chase doesn’t necessarily mean it’s a must own, sometimes the card is just too expensive or it’s very specific to the environment that’s its being played in.  But you should know what they are, and why they demand that value.

Ex. Jace, The Mind Sculptor, Thoughtsieze, Baneslayer Angel, Tarmogoyf

Staple – A staple card are generally “must own” x4 copy.  These can be any rarity, and you’ll see these over and over again in the course of the format.  The difference from these and “evergreen” cards is that you’ll see them drop in value as they rotate out, or they’re roleplayers for a certain type of deck or format.  Sometimes, because of mana cost or ability they might be good, they won’t be relevant to every deck.

Ex.  Rampant Growth, Duress, Bloodbraid Elf, Honor of the Pure, Blightning, Tri-lands, Duals, Fetch Lands.

Staple – Evergreen – I think I’m the only person I know who uses this term – – The best example I can give  off the top of my head of a “staple” vs. an “evergreen” is Elvish Archdruid vs. Great Sable Stag.  Archdruid is a great card, but he fits a role in a particular deck type.  GSS is almost always a good deal – he’ll be a staple, a roleplayer, sure, but he’ll definitely go into any almost any  green deck, as opposed to having you have to build around him.

Evergreens provide resources to multiple deck types in casual play, multiplayer, EDH and competitive.

Ex. , Lightning Bolt, Path to Exile, Acidic Slime, Tri-lands, Duals, Fetch Lands.

Role player – These cards are decent, but only in certain archtypes.  I generally advise newer players to stay away from these cards unless you’re a Johnny and get the sense that you want to break it in half.

Ex.  Megrim, Traumatize

Bomb (Draft only) In a Draft, bombs are usually first picks out a pack, they’ll have a huge effect on the game if they resolve, and will almost always win you the game unless your opponent has an answer.

Ex. Fireball, Hellkite Charger, Marsh Casualities

To keep the review as easy to read as possible I’ve just linked the spoiler here.  I’m not going to clutter up the review with all the stats unless it’s appropriate.  http://mtgsalvation.com/worldwake-spoiler.html

***White***

Admonition Angel – Draft Bomb, Role Player

The four big flying fatties seeing play in standard are Sphinx of Jhar Isle, Baneslayer, Malakir Bloodwitch, to some extent Broodmate Dragon.  Sphinx and Broodmate are decent because their mostly immune to removal, and Baneslayer is too good not to play.  Malakir is immune to most removal, gains you life, and can block Baneslayer.  Any new entry into the “flying finishers” gets compared to them.  While Angel is bigger, it’s slower and very vulnerable.  In draft though, very little can deal with it.

Apex Hawk

You expect a 2/2 flyer for 3 casting cost.  And a 3/3 flyer for 5 is par as well.   Decent draft pick

Archon of Redemption – Role player

Same issue as Angel above but he’s got under average stats for his cost.  He’s begging you to build a deck around him.  I’d actually play Serra Angel over this.  Gaining life is overrated, AND you have to jump through some hoops to really get value.

Battle Hurda

Pretty boring., kind of lower pick draft card.  There’s enough x/4’s  that he won’t matter as much.

Fledging Griffin

Solid draft pick, very fair.

Guardian Zendikon

Well now we have some defense in draft. Too bad he doesn’t fly.

Hada Freeblade – Role player

If Allies becomes a standard deck, this guy will be in it.

Iona’s Judgement.

It’s removal.

Join The Ranks – Role player

See Hada Freeblade

Kitesail Apprentice

Pretty bad.  Duelist is better and didn’t get played all that much- Compare this to Skyfisher!

Kor Firewalker – Staple – Evergreen

Huge card that really really hurts mono-red.  And it’s a soldier. The gain life ability just puts it over the top.

Lightkeeper of Emeria

I actually prefer this card in draft to the archon above. It doesn’t really ask you to play other cards to make it better,  It’s got decent stats even as a 2/4 with no kick, since it comes out early to play defense, and if you draw it late, the life gain will help out.

Loam Lion – Staple

This is weird, because it might see play in extended zoo but white green isn’t the best deck in standard right now.  Amazing statistics for its cost, just like Kird Ape.

Marsh Threader

Cliff Threader’s good, so I would guess this is.

Marshal’s Anthem  – Role Player

I like this card.  Resurrection was never bad, and neither was Glorious Anthem. I think it’s a little under the radar but it’s good in control, and it’s pretty huge in EDH.  It’s probably too expensive for tournament constructed in multiples which is why it’s so low in cost.   I’d probably pick it for draft though.

Perimeter Captain

Third in the list of “red black aggro just doesn’t want to see this card in draft”

Refraction Trap – Role player

This is a huge card in draft, and may see play in standard.  Note that it protects planeswalkers, which harm’s way doesn’t do.

Rest for the Weary

Like Sunspring expedition, it’s a Decent Sideboard card for the aggro matchup in draft.

Ruin Ghost – Role Player

There’s an infinite combo with this and some other cards on the forums,  He’s got bad stats, but yeah, sometimes you want lands to come in multiple times.

Stone Forge Mystic – Role Player

Yep, someone’s gonna make a kor deck with him.  Bad stats otherwise.

Talus Paladin – Role player

This is a big swing in Allies and may push that deck over the top.

Terra Eternal

Makes your man lands INDESTRUCTIBLE!  And that’s it.  Now you youngsters will have that special feeling you only get when you open an animate wall as your rare.

Veteran’s reflexes Bleh.

***Blue***

Aether Tradewinds

Solid Utility Common.  Like Narrow Escape, it wants you to play permanents with comes into play abilities (Halimar depths! ), and it slows down your opponent.  Worst case scenario, in the early game you can put an opponent’s land back in their hand.  Boomerang has been a tournament staple, maybe this card has a place.

Calcite Snapper

Another common that owns the speed deck in draft, and it can bash for four if you like.  And shroud.  Tournament level, possibly, because of that last ability.

Dispel

Wizards just hates hard counters, this is another bad counterspell I’m just going to ignore.

Enclave Elite

Slightly worse than Apex Hawk in draft, but no slouch.  Blue usually doesn’t get fatties with no drawback.

Goliath Sphinx

<Hork>

Halimar Excavator

Woo Ally mill deck.  We continue the theme of decent defensive stats again, that 1/3 ass for 2 is no joke.

Horizon Drake

Sure!  3 power flying for 3 is great.  The ability might even be relevant.

Jace the Mind Sculptor – Chase Rare.

It’s good. The pros have already been sleeving and playing it.  Brainstorm is no joke.  And that ultimate is a 40 cal straight to the noggin.  You don’t walk away from that.

Jwari Shapeshifter – Role player

Basically, you’re either playing allies and want this card, or you don’t care.  It’s really good for that deck of course.

Mysteries of the Deep

Instant Speed Card draw is pretty clutch.  It’s expensive, but Blue Mages hate to tap out.  Not sure if this will see play over Mind Spring in standard but it seems okay.

Permafrost trap

I’m sure this is decent, but I’m not first picking it in draft.

Quest for Ula’s Temple

I actually have a deck for this.  The other 8 million magic players out there?  Out of luck.

Sejiri Merfolk – Staple?

Seems pretty strong for the cost.  Great draft pick for those colors

Selective Memory  – Role player

We’ve seen cards like this before, someone always figures out a way to break them.  I still don’t feel good opening this in a pack.

Spell Contortion.

Fairly costed, if it was costed any other way it would be a must play staple.  This is sort of fair.  I think people are still locked in on Flashfreeze as THE counterspell, will take a white or blue deck actually winning more for them to start considering other stuff.  I like it though.

Surrakar Banisher

This is no veldakin dismisser, but its got a decent body.

Thada Adel, Acquistor

Definitely in EDH.  If it were 2/2 for two it might see play in legacy.  It’s playable, but how many artifacts are in play in standard?  May be really good in Rise?

Tideforce Elemental

I think this is part of the combo with Ruin Ghost.   First pick in draft too.

Treasure Hunt – Staple – Evergreen

This is a huge card for blue.  The math has been done and the long and short of it is that you get 1.75 cards for 2 mana.  If you can manipulate the library (halimar depths and jace) then you always get more bang than divination.   Also, you always, always draw a spell.

Twitch

This is a reprint.  Can’t really complain too much.

Vapor Snare

Pretty bomby.  Mind Control is always good.

Voyager Drake

Great stats, great ability, great first pick.

Wind Zendikon

Another huge card for blue.  2/2 flyer for 1 with a minor draw back (you slow yourself down a bit to get aggro).   It’s a great card without a deck right now.

***Black***

Abyssal Persecutor  – Chase

I’m on the fence on this guy.  I like him, but not enough to shell out a twenty for him, then build a possibly weaker deck around him.  His price is leveraged around the fact that he is a solid mythic in a mostly bad set.  The black deck in standard is Vampires, and this is based on it’s synergy, and he doesn’t contribute to that at all.

Agadeem Occultist

Another weird rare. He’s pretty good in Allies, but not in constructed, since you have no idea what’s going to be in a graveyard.  Bad stats for his cost too.

Anowon, the Ruin Sage.

He just HAD to be 4/3.  Malakir Bloodwitch is so much better than this, and that’s a low cost rare.  He could have been 4/4 and relevant.  I don’t see what’s wrong with abyss in standard, I really don’t.  He’s legendary, too.  People might try and play him, and he’s just going to feel clunky.

Bloodhusk Ritualist.

The question posed earlier was “Is this better than Mind Sludge?”  Short answer: No.

Mind Sludge just ends games.  Ritualist is probably best in an edh or casual deck, but ultimately you’re paying for a 2/2 for 3, which isn’t that great.  Decent in Draft though, another solid 2 or 3 for 1.

Bojuka Brigand (why I do I feel like we’re back in Betrayers of Kamigawa land?)

The ability to block is fairly irrelevant anyway – I think black allies will rally around growers like him and the sellsword to get past all the fat blockers.  And coming out a couple turns faster is worth it.  Sick card.

Brink of Disaster

It’s removal, and it kills land, which is pretty relevant.  Not a Befoul though.

Butcher of Malakir – Bomb

A little highly costed for standard, but it does wreck some of those shroud strategies.

For draft, I suspect ZZW will be a bit slower, so this can make an impact.

Caustic Crawler

Meh.  I’d rather play shatterskull giant (which just got a lot better by the way) 4 is a much more relevant power now though.

Corrupted Zendikon.

3/3 for 2 casting cost in black is aggressive.  I can dig it.

Dead Reckoning

Huge draft masher two for one.  Might be good in standard where you want to get value back when you get hit by blightnings  – Grim Discovery saw play for that same reason.

Death’s Shadow – Role player.

Meh. Though you can search for it with Ranger of Eos

Jagwasp Swarm

Playable draft pick.  Like I said I think flyers and evasion is better now.

Kalastria Highborn.

Some people will love this card.  The question is whether it’s better to play than Hexmage in the vampires slot.   For the moment, I don’t think so.   If you have a deck for this guy, that’s great.  He’s slightly better in casual though, which I think is why his price is up.  He’ll go down over the long run I bet.   He’s no Rotlung Reanimator.

Mire’s Toll

There was a card in standard called blackmail which was 3 cards for B, and it was pretty bad. You want to play discard early, not late.

Nemesis Trap – Staple

This is Broken Visage as an uncommon. This a great card, fun to wreck people with, and will could see play in standard to 187 those baneslayers.

Pulse Tracker

I sort of like this card as 1 drop vampire, and a rogue, and he does an extra damage.  He quickly becomes irrelevant when someone drops a blocker, but he can still do duty as a vampire for you.

Quag Vampires

Same deal as Apex Hawk and the Merfolk.  Not as good as either but swampwalk is relevant.  If you’re playing swamps you can at least hate it so you don’t get killed by it.

Quest for the Nihil Stone  – Role Player

Except this one is actually really good!  Five life is pretty huge, and there’s some great discard out there.  This is totally under the radar right now (1 dollar on SCG), and I suspect it will jump up once someone breaks it.

Ruthess Cullblade

Ok draft pick.  He’s a vampire, decent stats, and an okay ability.  But in Standard he’s competing with Hexmage again.

Scrib Nibblers

What’s to say?  He’s got a mill ability, and can maybe gain you life.  Sucks in combat for his cost though.

Shoreline Salvager.

Good Stats for his cost in draft, and the ability is no slouch.

Smother – Staple

Another proven reprint that just rotated out of extended.  Now it’s back and extended players will be happy.  No slouch in standard either.

Tomb Hex

I like. Solid removal in draft.

Urge to kill

WOW does black get a lot of stuff that kills stuff. And yeah, it’s good for vampires.  Vampire players do a little dance.  Again.  Yawn.

***Red***

Akoum Battlesinger

I can imagine this scene, where wizards is sending a memo around to all the colors that they should slow down a bit, and of course Red got the memo, didn’t bother reading past the first sentence, and decided to wing it.   Red’s just gonna keep aggroing it out, like that loud drunk guy at the party that’s making everyone uncomfortable.

Ummm. yeah, not the best card unless you’re committed to mashing with allies.

Bazaar Trader

Wut?  It can’t even give away an Illusions of Grandeur.

Wizards fell down, least they could do is give us the other half the combo piece…

Donating the demon is the best I can come up with.

Bull Rush

RAAARRRRREEDDGHKAGHTG!!!

Chain Reaction

This is pretty good for red.  Not Earthquake good, though. Much more of a Multiplayer Wrath.  Phone this rare right into your EDH deck.

Claws of Valkut

RAAAAAAA…..It’s lightning Talons, basically.  But not always as good.

Comet Storm – Bomb, Staple – Evergreen

Solid red Bomb.  Instant is huge.   For standard it’s weighed against cascade, but it’s  fantastic card for casual and draft.

Cosi’s Ravager

Not particularly great.   It’s not as good as hellhound, though I guess with land tricks it can do a few extra points. Maybe there’s a combo deck in him.

Crusher Zendikon

Unlike the Black and Blue Zendikon, this guy doesn’t have good stats for his cost. Draft playable, since that 4 power is more important.

Cunning Sparkmage

Solid draft pick

Death Forge Shaman

I thought he was good, then I realized the damage is only to target PLAYER.  Well he’s a body.  If you have 8 mana he’s pretty nasty.

Dragonmaster Outcast – Chase

He makes dragons.  He’s fetchable with Ranger of Eos.  He takes a turn longer to smash face than with  scute mob, but he makes flyers.  Multiples of flyers.  He makes DRAGONS.

Goblin Roughrider

Sure.

Grotag Goblin Thrasher

Good stats for the cost, and this is about as close as you’re going to get to evasion in red for that casting cost in draft.

Kazul, Tyrant of the Cliffs – Bomb

Everything that Anawon the ruin sage isn’t, except he’s not a vampire.

Mordant Dragon – Bomb

Same issue as Admonition Angel for his cost in standard.  In draft he’s a slightly worse flameblast dragon.

Quest for the Goblin Lord –Role player

Now that’s cute, cheap, and easy to pull off.  Siege Gang Commander anyone?

Ricochet Trap

Wizards keeps making deflect/swerve variants and they keep sucking in draft and ride the margins in standard.

Roiling Terrain

This is interesting but expensive.  The card this compares to is molten rain, but it’s not as good.  Against some decks it’ll just whiff on the damage.  But then lands are better now…

Rumbling Aftershocks

Meh.  Kind of hard to build around it in your last pack.

Searing Blaze – Staple

It’s kinda like lash out, but worse.  But red loves two for ones, and red has lots of ways to make land fall happen.

Skitter of Lizards!

ARARARRARARAGAGGHHH!   Solid beats. Early game it’s a goblin chariot, late game it’s a tuktuk, whatever you like.

Slavering Nulls

Decent stats, it’s a zombie goblin, and it has a discard effect.  I miss that red/black deck… could it be back now?

Stone Idol Trap

Kills an attacker, swings in for 6 (probably)  But is it a staple, really?  I really can’t say.  Seems good, but what do you take out?

Tuktuk Scrapper

Crappy body (like most of the allies) but the artifact ability is pretty nasty.

***Green***

Arbor Elf  - Staple

It’s llanowar elf, with the possibility that you might whiff if you don’t have an actual forest in play (you have savage lands/oran rief etc out) But it’s still probably good.

Avenger of Zendikar – Bomb

Pretty cute, and fun in casual to.   Someone’s going enjoy killing with plants, I’m sure.

Bestial Menace – Staple

Flores already called it in Eldrazi green. Any deck that makes tokens.  Think Cloudgoat ranger.  Except you hit for nine.  It’s fairly bomby in draft.  If you were to get that by p/t paying “fair” it would cost you 7.

Canopy Cover

Funny,  I was just talking about how elves needed a silhana ledgewalker…  dunno if it will see play, but seems like a good draft pick. Think Whispersilk cloak

Explore – Staple

Better than rampant growth.  Great flip over in cascade decks especially.

Feral Contest

Another awkward green attempt at stall-breaking.

Gnarlid Pack

Bear, or Hill Giant, or better, it’s all good.  Solid draft beater.

“Back in my day, we played Kickered Grizzly Bears, and we called it Kavu Titan, and we lit in on fire so it had  haste.  I remember those days… ”

Grappler Spider.

Eh.

Graypelt Hunter

So it’s Nimana Sellsword with Trample?   Sold!

Groundswell – Staple

Might of Old Krosa, I missed you.

Harabaz Druid

Could be interesting.  Again, I’m not all that interested in Allies.dec

Joraga warcaller – Staple

It’s a great finisher in Elves, and you’ve got the mana and ways to put on counters.  If you’re playing elves, you should pick this up.

Leatherback Baloth – Role Player

Same issue as always – Straight green always runs into problems. It has no tricks, no card advantage, and no reach (the ability to finish the game with a random top deck or through a stall).  And elves is usually better  because of it’s synergy. But people are gonna pick it up and play it, and Wizards will promote it, and will rotate out, and no one will care.

Nature’s Claim

Nothing wrong with this, it’s a solid card, but not even naturalize is seeing play right now.

Omnath, Locus of Mana – Chase

Debatable on its power level, I think it’s a great general and someone’s likely to break it.  It’s a tempo choice – you invest in the attack at the cost of progression on the board – but Omnath is an insane late game top deck.

Quest for Renewal

Seems strong, especially in casual Multiplayer

Slingbow Trap – Role Player

It’s targeted green removal, and will have targets in draft.  I think windstorm is the sideboard card for this in standard.

Snapping Creeper

Good stats, will probably have vigilance.  Just another guy that slows down the board.

Strength of the Tajuru – Bomb

Nice finisher there – see the comet storm chart for stats.  Oh yeah, and combos with Warcaller.

Summit Apes

Huge beater in draft.  Might be too fragile for constructed… Someone’s gonna try it though.  Might be really good.

Terastadon

Blow up your own lands and get 18 power for 8 mana.  Or just play crush of wurms.
Blow up their lands and they get stuff.  I dunno.  EDH, but kinda dull.

Vastwood Animist

Another good ally card with bad stats

Vastwood Zendikon

Craw Wurm was usually good, except this attacks a turn early. Pretty saucy.

Wolfbriar Elemental –Staple – Evergreen

Pretty solid beater.  Decent stats on his own and late game drops some extra threats. Might not be standard worthy but he’s still really good overall.

***Multicolor***

Novablast Wurm – Bomb

It’s almost like Wizards designed EDH just so we could have a place to play big fatties like this.  I dunno, we’ve got acceleration, and this blows up stuff.  While it’s still pretty slow for standard, this is a great effect to have.

Wrexial, the Risen Deep – Bomb

Made for EDH again.  He’s got a great toughness, is immune to terror, and has evasion.  His ability isn’t that relevant to standard, but casual, OMG he’s got targets.

***Artifacts***

Amulet of Vigor

I really can’t comment on Amulet of Vigor without bias.  At this point I’m a bit sick of yet another “jump through the deck design hoop”  rare.   I don’t have the mental fortitude to start looking for all the CIPT permanents in standard and extended and casual that this might go with.  It’s just exhausting.  Let the Johnny’s have their cake, I’ll just do what I usually do – wait til someone figures out how to break it then lamely shell out for an overpriced rare.  …or I could just play nature’s claim on it and let you play with a slow deck.

Basilisk Collar – Bomb

There’s a Kor deck. This card isn’t good enough for it, since you never want to attack with Armament Master.  But re-usable deathtouch is sick in draft.

Everflowing Chalice – Staple – Evergreen

Turn 2 chalice for 1, turn turn 3 chalice for 2, turn 4 do fun things with 6-7 mana.  Like Play novablast wurm :D   Solid card for most formats.

Hammer of Ruin

Not exactly a bonesplitter, nor is the ability that relevant.

Hedron Rover

Better than Hedron Scrabbler, I suppose.

Kitesail

Better than Hammer of Ruin, in cost and utility. Flying matters.

Lodestone Golem

I really like this guy.  Might be a role player in an esper deck, or something likes to eat lands.  Anyone notice he’s got Juggy stats?

Pilgrims Eye – Staple – Evergreen

Stats and flying are kind of fair, but irrevelant.  We play the Borderland ranger and we’re fine. For EDH as well, anything that thins you out early is generally good.

Razor Boomerang

Wait, it is Betrayers of Kamigawa.  I should have called it at the evil red griefing Legendary Ogre for 5.  Well, Hankyu very much.

Seer’s Sundial.

I dislike that the default casting cost for artifacts that draw you cards seem to be four.  Still, I could see this (possibly) playing support in a red or green casual deck with no other way to draw cards.

Walking Atlas – role player

There was an elf a while back that had this ability, and it saw play. You could do some silly things with this and Geopede, maybe.

***Lands***

Bojuka Bog – Staple – Evergreen.

I don’t necessarily like what this card means for the reanimator deck archetype, especially in casual.  Of course it’s a land, so you have a choice of holding back vs. playing it, but in my case I would do the thing I usually do with functional lands like Maze, I just play one less business spell and treat this as a spell. It’s uncounterable.  It’s like, reanimation in standard isn’t that great, we’ve got crypt, leyline, and relic in extended, was this really necessary?   Seems like an odd call.

Celestial Colonnade – staple

It’s a dual land, it becomes a flyer.  Is it any good?  Well, as good as any manland would be.  They’re all great for casual, and they dodge  removal in standard.. could be good.  And if they were, it just makes land destruction and sea’s claim decks that much better.

Creeping Tar Pits – staple

I can get behind this card as well. Unblockable is pretty key.

Dread statuary

Sure in draft.  Seems slow and vulnerable in standard. 3/3 would have been better.

Eye of Ugin

Of Ghostflame fame.   We get a hint of the next set (Steamflogger Boss?)   The funny thing to me is, that if Eldrazi spells are actually playable/competitive, then a land that gives a discount of two to all of them is pretty crazy, like workshop crazy. But it’s legendary!

The ability is pretty silly, but I guess some casual deck might like it.  Another random Johnny rare.

Halimar Depths – Staple – Evergreen.

Great card, especially with Treasure Hunt.

Khalni Garden

Some people don’t like this card.  It does give you a guy, which is relevant.  Polymorph decks will find some fun with this.

Lavaclaw Reaches – Staple

Sure.

Quicksand – Staple.

Sure to be popular in control to stem the aggro rush, and always good in draft.

Raging Ravine – Staple – Evergreen

I REALLY like this guy.  He starts off as a 4/4 and continues to get bigger.  What’s not to like?

Sejiri Steppe

Here’s the question – if you’re playing this as a spell slot in order to ignore the question of whether you should play this as a spell or ramp, , it’s not necessarily as good as Brave the elements (The latter is a reactive instant, after all)

And if you’re playing it as a land, it’s kind of like Soaring Seacliff.  So yeah maybe I answered the question.

Smoldering Spires

Well, red actually likes it when you can’t block.

Stirring Brush – Staple

Good stats, but my Raging Ravine is better. You could be playing w/g though.

Tectonic Edge  – Staple – Evergreen

I’ll take Wasteland where I get can get it, I guess.