Archive for the ‘set reveiw’ Category

Top Picks in Rise of the Eldrazi Draft

Thursday, April 22nd, 2010

The Prerelease was very eventful. I started with draft, and first picked Joraga Treespeaker because to me green seems like the most powerful color in Eldrazi limited. My second pick was Ondu Giant, and once third pick came around I knew it was a Prerelease: Ulamog, the Infinite Gyre was in the back of my pack. From there I got a few Smite, an Oust and Guard Duty to combat the Eldrazi. I ended with two Skittering Invasion, Artisan of Kozilek, a bunch more ramp in the form of two Overgrown Battlement, two Joraga Treespeaker and Growth Spasm. My back up plan, if I wasn’t ramping into a turn 4 Ulamog, the Infinite Gyre was just beat down. Dawnglare Invoker and Wildheart Invoker were absolutely ridiculous. Needless to say I went undefeated in four rounds of swiss.

What I took from the draft were top five picks for commons and uncommons in each color:

White:

1. Dawnglare Invoker

2. Knight of Cliffhaven

3. Oust

4. Kabira Vindicator

5. Guard Duty

Dawnglare Invoker breaks through stalemates, flies, and makes an aggressive strategy viable. It is how you can stop those blasted Eldrazi from attacking with Annihilator, and making the green decks unable to ramp with Joraga Treespeaker and Overgrown Battlement, so tap them down during their upkeep. I honestly feel that Dawnglare Invoker might be the most important limited card in this format.

Knight of Cliffhaven is the best aggressive creature in white. You could probably make an argument for Caravan Escort, which I might switch out for later down the road, but I have a feeling that Knight of Ciffhaven flying over early turn walls, and being out of Last Kiss and Staggershock range is more important.

Oust is amazing at dealing with Eldrazi, fully leveled creatures, early ramp creatures, creatures with Totem armor on them, and pretty much everything. It is the best soft removal white has, and might edge up to second place down the road.

Kabira Vindicator has a huge toughness, and makes your Eldrazi spawn relevant attackers. He sits out of Flame Slash range very quickly, and hard even to kill with Induce Despair.

Guard Duty is an interesting choice for top 5 but I think if you don’t have an answer for an Eldrazi you should pretty much scoop em up. It does combo well with Grotag Seige-Runner, which is kind of cool.

Smite and Hyena Umbra are both honorable mentions. Perhaps even Demystify as there are a lot of important enchantments.

Blue:

1. Regress

2. Enclave Cryptologist

3. Narcolepsy

4. See Beyond

5. Domestication

Regress is tempo setter, combat trick, Totem armor disruptor, level resetter, and a catch all card for blue. It’s 2U casting cost is easily splashable and a great first pick for blue.

Enclave Cryptologist is a looter in a bomb oriented format, with “haste” on turn two after playing her on turn one. She eventually becomes a straight up Archivist and is incredibly powerful. Also fairly easy to splash as you only really need one island.

Narcolepsy is an answer to an Eldrazi hitting board. Also punishes Totem armor on creatures, and all around locks a creature out of the game.

See Beyond is like a looter effect but allows you to shuffle your unwanted Eldrazi spells in the early hand back into the library for later use. It helps dig to your key spells, which blue will usually be a support color due it’s weak creatures and spells.

The only reason Domestication is in over Hada Spy Patrol is because it needs an answer for Dawnglare Invoker. The power of Dawnglare Invoker is really that large.

An honorable mention is Sea Gate Oracle, as he might be better than See Beyond in certain decks, but probably not most.

Black:

1. Nirkana Cutthroat

2. Induce Despair

3. Vendetta

4. Suffer the Past

5. Bloodrite Invoker

Black is a difficult color to rank due to its tremendously underpowered spells. It has a couple good removal pieces, but really lacks in good creatures. It mainly excels in its bombs at rare/mythic rare status. Nirkana Cutthroat is the most  efficient black creature the color has. Probably the next creatures in line are Zof Shade and Null Champion which isn’t saying much. It isn’t bogged down by big walls due to it’s Deathtouch, and it can trade with big ol’ Eldrazi when it is on defense.

Induce Despair is a bit situational due to the creature needing to be in the hand clause. With an Eldrazi in your hand, it doesn’t make it such dead weight. Also, it gets around Totem armor by giving the creature -X/-X instead of dealing damage.

Vendetta is good at killing little creatures at instant speed in response to leveling or even Totem armor. It might not be better than Induce Despair the more I play, but I like where it is positioned right now.

Suffer the Past is an interesting variant on X spells. It can certainly end games pretty quickly, and at instant speed to boot. Right now I like this card a lot, but it may drop over time, I’m slightly on the fence, but I like it a lot.

Bloodrite Invoker is an invoker that ends the game very quickly. Like most invokers, they are great in stalemates.

Black isn’t a very deep color at all, with very little variance in their spells and not a lot of tricks, just rares that are very color specific and incredibly powerful.

Red:

1. Flame Slash

2. Staggershock

3. Brimstone Mage

4. Heat Ray

5. Traitorous Instinct

Flame Slash kills nearly everything in the format. I like Staggershock as a burn spell a lot too, but I think what it doesn’t kill is really annoying, although both are tremendously powerful. Staggershock can hit players where Flame Slash cannot. Creatures have bigger butts in this format.

Brimstone Mage is a tank. He gains a formidable power and toughness, and decimates creatures and opponents. He might be the best pinger of all time.

Heat Ray with a lot of mana can kill nearly any creature at instant speed. It also deals with bigger Eldrazi later in the game. It can be nearly any size and doesn’t take a lot of red mana investment. Very splashable.

Traitorous Instinct grabs Eldrazi, and clears the way of blockers. It is a Threaten that can put some serious pressure on the opponent. I like it a lot.

Green:

1. Joraga Treespeaker

2. Beastbreaker of Bala Ged

3. Pelakka Wurm

4. Wildheart Invoker

5. Kozileks Predator

Joraga Treespeaker ramps you so incredibly quickly, and you never even have to level it past the first level. The way it comes down on turn one and recycles the level investment you put into it the next turn by producing GG is remarkable. Five mana on turn three with only one spell played. The beauty of levelers.

Beastbreaker of Bala Ged is aggression and efficiency all in one. Tramplers are important in a format of chump blocking. Also, being able to dish out four damage to terminate walls is incredible.

Pelakka Wurm is a tremendous creature, with usefulness after usefulness. The 7 life and the 7/7 body gives you a great stabilizing card. The trample gives you aggression. The card lets dig to more spells after it hits the graveyard. It is the dream wurm for green.

Wildheart Invoker makes creatures into huge attackers with trample. They way he breaks stalemates is phenomenal. Even a lousy Eldrazi spawn can become a 5/6 trampler. A four mana, 4/3 is also nothing to scoff at. Wildheart Invoker is astounding for green to punish the opponent with.

Kozileks Predator makes two additional eldrazi spawn tokens when he enters, which allows for ramping, and blocking. The beauty of him is he is a 3/3, so he is fairly aggressive, and he creates board presence very early.

Rise of Eldrazi is an interesting draft format for sure, but unfortunately it isn’t very exciting. I can’t wait for M11 now. After a few drafts I feel like certain colors have little to no depth, and others just have everything. Also, losing to an invoker is probably the most common death.

Happy earth day!

Rise of the Eldrazi Set Review and Analysis: Colorless

Thursday, April 15th, 2010

Power 9 Pro is excited to bring you another set review for Magic the Gathering’s expansion set Rise of the Eldrazi. With Pre-release and Release tournaments coming up over the next two weeks and a full spoiler available, the Power 9 Pro Team is putting in a collaborative effort to review and analyze the entire set. We’ll be looking at the cards from the vantage point of limited, affects on standard, extended or legacy-formats and whether Rise will have any new must-haves for Elder Dragon Highlander. This post is for the colorless portion of Rise of the Eldrazi.

James

Board sweepers are inherently strong so I imagine this is no different. I was a bit disappointed that Planar Cleansing never went anywhere (that I’m aware of); however, this could be a one-sided Day of judgment. Artifacts use to be safe until wotc started printing colored artifacts so saying this will see play in artifcat decks isn’t even the case anymore. Neat but is there enough colorless cards to build around this as the sweeper? Maybe this would be a good SB option against Open the Vaults style decks? That would be pretty narrow…

Joe

This looks like an amazing Wrath of God variant. Akromas Vengeance saw play at 6, and with even one of the new eldrazi support lands, this will cost the same. Seems a bit niche, but probably still powerful since it can be one-sided outside of the mirror.

Zak

I really like this card, because it’s a sweeper that doesn’t require a specific colour. I don’t think we’ve had one like this since Oblivion Stone. The ability to take out noncreature permanents is a big plus, and I believe that this could possibly see play in non-Eldrazi themed decks. Think of all the control archetypes that don’t use white. This could be extremely valuable to something like Grixis control, which doesn’t quite have a full sweeper at its disposal, but has all the other elements of a solid control deck.

Bryan

This card is very interesting and will see some play in the future. Akroma’s Vengance but easier to cast? I like it, but dont know how good it will be in the coming standard season. Obvious note should be taken that it is a tribal spell so it gains bonuses for the reduced pricing from Eye and Temple.

Dillon

This card deals with Planeswalkers, Colored Artifacts, Enchantments, Creatures, including indestructible ones, and ones with Totem armor, and fits in any color. It is truly incredible. Black finally gets a way to destroy Enchantments and Blue gets to kill creatures. Very powerful.

Rob

I suspect there will be a colorless deck after Rotation with Colored ramp spells and removal and Colorless Permanents so it can break Symmetry. Awesome with Artifact control, but playable by any deck, which brings me to a concern. If we have truly powerful Rare or higher Colorless spells, expect back breaking prices. A card playable by any deck, with any set of colors, and be a decent finisher is going to demand a price. Might also be playable in a Standard 43land-esque deck? This card will see price increases once the Scars of Mirrodin block starts dropping. Get them before then.

Mike

This takes board destruction to an entirely new level. Making it Sacrifice Colored Permanents instead of destroy them gives the card great interplay with some of the other Eldrazi cards and gets around normal tricks like Regeneration and Indestructability.

Justin

OK, this big sweeper is the first card I have seen that makes an Eldarzi deck plausible. This card goes into artifact themed EDH decks (I’m looking at you Karn). Are Urza’s Lands still in Extended? What about Cloudpost? Seems like some brown style fun to me.

  • James

    Wow. That’s pretty sick. Seems like an amazing way to get back a Broodmate Dragon or even one of these crazy Eldrazi cards. This a pretty efficient way to spend 9 man.

    Joe

    The eldrazi that can exist in your graveyard should prove to be good reanimator targets. Also, at a “mere” nine mana, and at uncommon, this seems like a likely candidate to see at least SOME limited play.

    Zak

    I think that this card shows just how swingy the Eldrazi can be. Assuming you have a worthwhile animation target when you hit 9 mana (which you should), this card is almost impossible to deal with without an opponent also casting an Eldrazi. It’s hard enough to have a removal spell in limited that can take down something of this size, but with another free creature along with it, Artisan promises to wreck limited (in a good way).

    Bryan

    Rise from the grave effect is cool, but this guy costs so much that I dont see him seeing competitive constructed play. Bomb in limited.

    Rob

    One thing I like about this guy is that if your opponent has sent one of your great guys to the bin, you get to return it regardless of any possible counterspells and if he resolves, you’ve doubled up the threats and pressure, likely enough to crack through. If expensive mana costs become par for the course, this guy seems pretty good.

    Mike

    This seems like it has a minimal effect on other Eldrazi cards, which only trigger when you cast them. Though returning a double digit P/T creature with Annihilator is nothing to slouch at.

    Justin

    This guy is a must in Eldrazi themed decks. Probably best as a 2 of. Recursion is always powerful and with the mana commitment inherent with Eldrazi, it is important to keep tempo.

    [card]

  • James

    I’m a bit sad to see this doesn’t have the new Totem ability. I’d really hate to invest 8 mana more into a creature and then have it removed from the battlefield immediately there after…or before it resolves.

    Joe

    Wow. I’m glad I have a set of nomad mythmakers! This is an excellent aura, costing very little from an Eldrazi perspective, and enchanting a creature already on the board, essentially giving you pseudo haste with your 10/10 +, trample, annihilaor beats. Should often be GG the turn you play it.

    Zak

    I love this card. Finally Arcanum Wings has a home, and a darn good one. just switch off a measly flying aura for this, and you’re golden. Too bad Extended season is winding down…

    Bryan

    When you read this card the first impression i have is “Win”. this card is pretty crazy in the sense that it can make any creature on the battlefield a complete threat. Of course the fact that it is an Aura will reduce this card from seeing any sort of competitive play. Especially when we have so many good pieces of spot removal currently in standard.

    Rob

    Nomad Mythmaker, Auratouched Mage, Zur the Enchanter all put this thing to use in older formats to voltron together some suddenly scary creatures of doom, but in standard we have Sovereigns of Lost Alara which can make any random dork into a true monster late game. EDH will make the most use of this, seeing as Auras usually mean too great a risk for too little a reward in competitive, but I wouldn’t rule this out completely. Unlikely, but not impossible to see play.

    Mike

    If the new locations that make Eldrazi Spells cheaper actually work, this could be crazy in limited, but as card types usually go, it doesn’t get much worse than Aura-Rare.

    Justin

    Auras have to be pretty great in order to see play. An 8cc aura should be amazing. This one is not.

    James

    pretty insane. I like how this continues the Lorthos (or Vorthos theme as Joe discussed on Power 9 Pro) and Darksteel Colossus theme of making really huge, mythic creatures. This one is a bit off the hook. Any way of cheating this out is great. Hypergensis loves this; as do Polymorph and Summoning Trap. Insane.

    Joe

    I am very excited about this mythic, mostly because it’s the pre-release foil, so I’m sure to get my hands on a couple. It’s also looking like one of the better Eldrazi to use in a Sneak Attack type deck. Outside of this kind of cheat-onto-the-battlefield kind of strategy, this seems like a very high CMC. I’m dusting off my copies of warp world and summoning trap.

    Zak

    My inner Johnny wants to use this with Maelstrom Archangel, because it would be that awesome. I find it extremely hard to believe that this will ever be cast normally, even with the aid of Eye of Ugin. It seems like Progenitus just got replaced in extended Hypergenesis, because this does all it does and more.

    Bryan

    Of course all the abilities on this card are crazy, but the chances of me casting this 15 mana dude are very slim. Fast decks such as Boros and allies are still viable and the likely-hood that you live to cast this is slim. Having this guy in your opening hand is a mulligan.

    Rob

    This guy is cute. So expensive, but most likely it will be cheated into play or abused for its casting cost. I’m looking at you, Djinn of Wishes, Polymorph, Lurking Predators, Riddle of Lightning and Explosive Revelation. If you are hard casting and your opponent can’t counter, the card might as well just say “You Win”. Though, a lone Vampire Nighthawk can bring the giant down… @Zak: Protection from colored spells is nowhere near as strong as Protection from Everything, but on all other accounts, yes this is scary in that role, unless it is just chumped blocked with random flying dorks.

    Mike

    This guy is obviously a Baller amongst ballers. Emeria wins the Eldrazi god-war. If you can slap this guy down it’s good game. I mean you take an extra turn just by casting him and he can’t be countered. 15 mana is so hefty though.

    Justin

    This is Kozileks’ angry drunken uncle. No one wants to see this guy resolve. Again it seems like Eldrazi are all about mana acceleration. If my Eldrazi deck curves out at 15 then this is my finisher. Concordant Crossroads, Cloudstone Curio and Emrakul’s nephew Kozilek seems like fun.

    Joe

    With all the Eldrazi Spawn generators, this seems among the most likely of the Eldrazi to see the light of the battlefield in limited. Alas, it’s only annihilator 1, and has no evasion. I’m not planning to run this guy without tons of the spawn generators.

    Zak

    This is the weakest of the Eldrazi, but albeit one of the easier ones to power out. In limited, I can see these guys getting picked much higher if you can amass many spawn generators. The best part is that all these are common, and if you can land this guy early, you can steadily decrease the probability of an opponent dropping an eldrazi by making them sacrifice their lands. If they opt to sacrifice other permanents, congratulations, you just gained card advantage!

    Bryan

    not that bad of a dude. Annihilator is going to be intersting to play with. I always like having options with how to cast my spells.

    Rob

    This could be the fastest little colorless guy you can get out. Shame that doesn’t mean much.

    Mike

    This guy is interesting, he might be the easiest guy to cast in limited b/c of all the cards that produce Eldrazi Spawn, but after looking at some other creatures here, 7/7 with A1 sauce isn’t anything to write home about.

    Justin

    This guy screams tempo in the Eldrazi deck. I think he is a great fit. I like how Shapeshifters from Lorwyn also count as Eldrazi Spawn.

    James

    This is pretty well priced. I’m not sure how all these mega-costing creatures are going to shape up. Are we stuck playing 18, 19 lands in limited? Seems like it would be really slow. Anyway, if this sticks around, it’s hot sauce. The draw ability is pretty tits.

    Joe

    I think Kozilek will prove to be a bit of a dud. He can’t sit in the graveyard, and his best benefit, the draw 4, doesn’t trigger when he’s cheated into play. He has a high annihilator count though. You have to commit to casting this guy. Now, that said, in limited you might find yourself awash in Eldrazi Spawn, in which case, kozilek is quite castable as early as turn 5 or 6 in some cases. In that situation he’ll surely shine.

    Zak

    Looking at all the eldrazi, Koxilek seems like one of the best. He’s a reasonable (I use this term lightly, and only in the context of Rise) 10 mana, and just wrecks face when you cast him. If you open him in limited, you should have no trouble winning games. Constructed might be a different story, because the sheer amount of removal that exists will make it hard for the annihilator to trigger. However, at least you get a free Tidings!

    Bryan

    In my opinion, one of the better Eldrazi. his casting cost isnt that far off from playable and the rewards are pretty good. Refulling late game hand and getting a large creature is always nice.

    Dillon

    This will probably be the one hitting the most battlefields out of the Eldrazi cycle. He completely reloads your hand and then wrecks your opponent. 10 mana actually seems doable rather than 15 mana for Emrakul.

    Rob

    When first spoiled this guy seemed pretty silly, then Emrakul was spoiled and put him in perspective. If you are going to cheat, go all the way. If you are going to hardcast, go lower and get more done with less risk.

    Mike

    10 Mana actually seems reasonable for this guy. You draw four cards, he’s pretty big, he might end up being played in blue based control decks because of his relative cheapness and his card drawing.

    Justin

    I am assuming that drawing 4 cards is good. I thought of something when I saw Annihilator… sacred ground? Also in extended (for now).

    Joe

    This guy can live in the graveyard and therefore be reanimated. Seems like a natural for black decks that run one of the ubiquitous sacrificial edicts, such as cruel edict. Just animate dead and you’re on your way.

    Zak

    I’m loving having some Eldrazi that will make decent reanimation targets. And if they weren’t powerful enough, this card has intense synergy with itself and other Eldrazi, netting you a reward for attacking with cards with Annihilator. However, the odds of getting 2 Eldrazi out at the same time seem so low that this appears to be a “win-more” card. Time will tell, though.

    Bryan

    the obvious point on this guy is the lack of a graveyard clause. This gives him the ability to be reanimated. Pretty cool if you ask me. Could this card be good with Maelstrom Pulse?

    Rob

    High Casting cost, niche ability. Yes, Annihlator will be running about, but once you have 12 mana to drop guys, you probably have better and more reasonable advantages to expect out of your cards than stealing a few of you opponents permanents. Wish this ability was on a cheap Enchantment or Artifact instead.

    Mike

    This guy is pricey, but his ability is crazy with all the annihilator running around. I just don’t know if it will matter since if you’re annihilating your opponent’s entire board aren’t you already on the path to victory?

    Justin

    It That Betrays has the coolest name in the set. Its ability seems a little too win-more for my taste. You should already have the game in control by the time this ability is relevant.

    Joe

    I dig the flavor of a free [card]hindering light]/card] kind of effect for eldrazi themselves, but a normally Eldrazi-costed spell for lesser beings and spawn. Unlikely to make the cut in any limited deck I run though.

    Zak

    If an Eldrazi-specific deck emerges, you can bet that this will play a key part. However, on it’s own it’s just a terrible counterspell. I eagerly await a deck that can drop an Eldrazi, bait the opponent’s removal spell, and then cast this. Unfortunately, it does nothing to stop Day of Judgment, which is something the Eldrazi must all fear.

    Bryan

    Not good. situational cards like this are never good. You could play hindering light and atleast not be completely out of the game the whole time.

    Rob

    Playablity would be this not being a Hindering Light, being 3 or 4 mana cheaper, or working on power 5. As it is, it is very niche and people will shoehorn it into more than just Eldrazi control decks (if such a thing can really exist). On the plus, if you are tapping out to drop a big guy, you have a free counter to keep him from getting a Path to Exile before you untap.

    Mike

    If you’re only playing Eldrazi then I could see this being decent? Depends on how badly you want to swing in with these guys, but the good ones do crazy stuff just by casting them so who knows? I could see being really frustrated if you just sac’d a bunch of Eldrazi Spawn only to get blown out by doom blade though.

    Justin

    Counter magic in a color other than blue is pretty sharp. I would like to see this in an Extended Eldrazi build. Probably wont. Situational at best.

    James

    Hmmm. Uncommon. Probably a first pick uncommon. Players will be hard pressed to deal with this. Problem is that it’s not “crazy” to think of there being two of these in a draft pod. Colorless means that anyone casts it too. Man, I just don’t see this not being the shit in limited. For constructed, there are better Eldrazi at about the same cost.

    Joe

    Yikes, that’s nifty evasion, especially since they must sacrifice 3 to the annihilator. 11 is pushing it, requiring a bunch of spawn to get him out there, but it’ll probably happen. Not bad for an uncommon. This will probably turn out to be a common curve-topper for people with spawn but no rare or mythic top dog in their pool.

    Zak

    I really don’t know how relevant the blockers clause is. If all my opponent wants to do is to sit and chump-block my Eldrazi, I’m happy to just sit there and whittle away their board presence. however, it could be relevant if one wants to come out victorious when both players have Eldrazi out; whoever’s Eldrzai goes unblocked the longest will win out.

    Bryan

    This guy has a pretty cool ability that we’ve seen before. The requirements for blocking should make this guy almost completely unblockable after a few turns.

    Rob

    Uncommon Eldrazi like this guy are going to warp the way we understand Limited. He is every bit the bomb. Guys like these should really only lose to someone sitting on removal or who plays a bigger badder Eldrazi when the turn comes back. Which brings me to the thought, “Where is all the Removal?” Oh well, more cards yet to be spoiled.

    Mike

    Annihilator 3 combined with his blocking limitations makes this guy a real beater, better at attacking than anyone other than Emeria.

    Justin

    This fatty is a nice high end creature. Especially when you look at his rarity slot. In limited this guy is nuts. Not as good as other Eldrazi we have seen, but he’s not a mythic. I could see taking this guy really early in draft but I doubt the Pathrazer can find the road to constructed.

    James

    Seems like filler. I mean, why pay 7 mana to get 5 back? For the blockers I guess…There are a lot of these spawn-mana dudes in this set so maybe it’s a way of cheating the mana requirements? Hmm, after thinking through that, I guess I can see this having a use. It’d be a role player at most though. One or two of these spawn guys and a mega eldrazi could work out pretty well. I like the concept of not having to run 20 lands in limited.

    Joe

    This makes your turn 8 consist of a 12-drop. So I think this it likely to be a key part of many BigEldrazi approaches. Without a healthy supply of spawn, I just don’t see how the Go Big plan will work.

    Zak

    This is the sort of card that the Eldrazi needed, and while a 7-mana ramp spell may not seem like much. I love the idea of bringing out a Hand of Emrakul on turn 7 or earlier, and this seems like it will help make larger Eldrazi frequent the battlefield a little more in limited. I suspect that these will get passed a fair bit in Pack 1, but will get snapped up more frequently in pack 3, because people will have their big Eldrazi and will be more concxerned with bringing them out.

    Bryan

    one of the better ramp spells to play your eldrazi.

    Rob

    At cost, this is inefficient. With Discounts from Crazy Markov’s Eldrazi outlet Temple and Ugin Optical, it gives a decent chunk of chump blocks, or annihilator chumps, and replaces itself or ramps for the next big spell. Could this type of thing find it’s way into Storm decks in older formats if you get the cost reliably under 5? I think its possible.

    Mike

    If this were an instant I think it’d be incredible, as is it’s probably just awful.

    Justin

    I first I found this card a bit underwhelming. Then I remembered Eldrazi Monument and got a little excited. Then I thought about it a bit more and realized I wanted Coat of Arms instead…. There are better ways to generate mana. I find myself asking “What do I want to be doing when I have seven mana?” The answer is not drop a small horde of chump blockers that can possibly generate some mana. Twincast? Mirari? Not a fan.

    Joe

    Wow. I never thought I’d see an activated ability that just straight up costs 20. This guy’s not bad at spewing spawn, but it begs the question of where you got the 10 for Spawnsire in the first place. Still, he’s a huge wall, capable of fending off the uncommon Eldrazi while he ramps to even Bigger guys. I’m guessing that his “ultimate” will not be activated in any tournaments unless an arbitrarily-large-mana-combo exists in the format. Even then, surely there’s better ways to win.

    Zak

    This guy’s last ability makes me want to make an Extended deck with Cloudpost, Vesuva and the Urzatron to see what could happen. If you don’t automatically win if you resolve this ability, remember that you “cast” the eldrazi, so feel free to cast Tidings, Vindicate, and Time Walk via Kozilek, Ulamog and Emrakul respectively if you manage to get this off, and have devoted sideboard slots to them.

    Bryan

    Crazy abilities that will never be relevant.

    Rob

    Best thing about this guy is the token making. But again, you should be doing something better with your mana at this point.

    Mike

    This guy isn’t impressive at all but he might be a necessary evil when, in playtesting, you realize how hard it is to consistently cast large Eldrazi creatures.

    Justin

    TIMMY! I like this guy as a way to litter the battlefield with tokens. If you are playing Eldrazi then you have the mana to make this guy sing. I think this card has the the raw power that Timmy loves as well as the potential for Johnny goodness.

    James

    I like the idea of knocking out another Eldrazi with this; problem is that if you’re casting this guy to kill an Eldrazi that means you’re already behind in the game. All these cards with Annihilator are just nutso though.

    Joe

    This, and Emrakul, are the eldrazi to hope for. Indestructible will be huge, as all these guys have huge targets on their heads. He’s got a high annihilator count, he goes all angel of despair on the opposing Eldrazi, and he’s got a middle-of-the-road cost for his kind.

    Zak

    Frankly, I’m dissapointed in the last of the three titan Eldrazi. Both Emrakul and Kozilek net you insane amounts of advantage when they hit the field, and destroying a single permanent appears lackluster when compared to the other two. The indestructibility effect is nice against the likes of Jund, but in a format where Path to Exile and Oblivion Ring see plenty of play, I’m not sure how releavnt this guy will be compared to the other Eldrazi goodness.

    Rob

    If only this was when it enters, instead of when cast. The thought of more Hypergenesis fodder is sexy, and I haven’t even gotten the deck built yet, but sadly this fails. It does win the trump war with Kozilek, killing him when cast. but still likely never sees the board against Emrakul. Meh.

    Mike

    The last of the three gods here is pretty good, but I don’t think it’s as good as many of the other Eldrazi creatures who at least have a niche, this guy is a shriekmaw.

    Justin

    This is the annoying cousin to Kozilek. It seems like this Eldrazi Legend is easily the weakest of the bunch. Indestructible is nice but I feel that Kozilek’s ability to draw cards has a much bigger impact on the game.

    James

    And of course, we get to the common Eldrazi that only has Annihilator 2 and is a piddly 8/8. This will be the guy who wins games. This is the card you pick up first and never look back. Man…so crazy. 8 mana for Annihilator 2 on a 2/2 would have been the shizz and they made it an 8/8!! In-Sane!!! And at “only” 8 mana, I bet this could be played in constructed too…without any fancy shennanigans to cheat it out.

    Joe

    Common Eldrazi, annihilator 2, 8 CMC. This guy will be played for sure. He can come out fairly quickly on the back of a few spawn. Holding back on some removal seems likely to be a key play in this limited format.

    Zak

    This seems to be the benchmark for Eldrazi in limited, and an effective deck could easily pack 2-3 copies of this guy. This could see some constructed play as a finisher for decks that relally need one, but I thiink there are probably better options for not a whole lot more mana. Excellent card in limited. He will win games; I guaruntee it.

    Rob

    Common limited bomb? It is going to be so hard to adjust to this limited format because of all the fat. ‘Attacks each turn if able’ as a drawback? Doesn’t Annihilator 2 almost make that a given anyhow?

    Mike

    This is exactly how i’d dream up a common Eldrazi creature. At 8 mana it’s actually castable in a limited game and it’s going to be a pain in the butt to block with annihilator 2 every turn

    Justin

    This guy is a common so he will have a BIG impact on limited. I have yet to see any spot removal spoiled so this guy is a house. Not versatile enough for constructed.

  • James

    I’m not moved or overly excited about this. Kinda tough after the awesomeness I Just went through.

    Joe

    Hmm… pretty un-amazing card drawer. I hope I don’t end up having nothing better to run than this.

    Zak

    Uhh… If this costed 2 it would be much better, but as is it doesn’t seem to do a lot. Compared to Jayemdae Tome, this costs one more to get in the first place, and requires you to lose life to activate it. As much as I love drawing cards, by the time you take enough for this to be relevant, I’m sure some other card would have been better for you, and this will be too little too late. Awesome art though; go Chippy!

    Rob

    The 5 mana cost hurts, but then to only gain back half of the life AND pay 2 mana and four counters to activate it, the card I draw I don’t think really makes up for this super slow late game card. Maybe a Fog/Control Variant with Mirrodin tricks in the future, but for now, I disapprove. Still using the Art as a Wallpaper though.

    Mike

    This card just seems very slow, and on what turn is a control player going to cast it? If you have to take 4 damage to even activate it, how long is it going to be useful for? I don’t like this card much.

    Justin

    The mana cost makes this card unappealing. This card reeks of something that R&D was excited about and then they watered it down when annoying decks popped up in the Future Future League. I’m sure it can find a home in some wacky Johnny build but all in all it seems a bit sub par with all the gigantic creatures running around. I would sac this to Annihilator instead of a plains in a heartbeat.

  • James

    Master Transmuter comes to mind as an abuse outlet. Maybe I’m just a sucker though; I always felt she was just waiting to be super good… The abilities are pretty weird. I don’t like that you have to pay three and then sac to get the 3 cards. Type to draw 3 cards seems sufficient. For limited I’m starting to think cards like this are going to be pretty necessary if we players are ever going to get to 11 mana…

    Joe

    This looks strong, ramping you to Eldrazi, or drawing you into answers. I like it, even if it’s a bit slow and unorthodox for a mana artifact.

    Zak

    Thi card seems fantastic. It’s excellent in limited if you want to power out Eldrazi behemoths more reliably than with temporary sacrifices of Spawn tokens, and in constructed it can go well in a control deck. And do I really need to talk about how awesome this could be in EDH?

    Rob

    Um, ok. Mana ramp for Eldrazi guys, but for those of us trying to win, this accel comes about 4 land drops too late. I’ll enjoy playing with it in Limited and EDH but I’m not likely to play it in any constructed tourneys. Of course all that could change when Scars comes out with a good Artifact Control deck.

    Mike

    This is an interesting ramp card. It’s weird a ramp card costs six, but with everflowing chalice this card is reasonable. The fact that you can draw 3 cards when you’ve caught up to your mana is definitely a cool ability.

    Justin

    I like this card for EDH, especially in colors where card drawing is scarce like Red. It seems too slow for Construted at this point, but that could all change when Shards rotates out.

  • Joe

    Big, slow, not my style.

    Zak

    Sigh… It’s Anodet Lurker’s big brother. If you’re spending six mana on this in limited, you’re doing something wrong and wil probably get overrun by levelers and/or Eldrazi.

    Rob

    I’d rather have a Lodestone Golem.Otherwise see the same comments for Dreamstone Hedron.

    Mike

    I like this guy, 6 mana isn’t too much for a limited game, he will definitely get you to the late turns when you can start casting your big eldrazi stuff if you go that route.

    Justin

    In a set full of high casting cost, powerful threats, this guy is underpowered. Lame for an uncommon.

  • James

    Sweetness. Rare so not the craziest of them all but it has high utility; especially on an overcosted flier as I’m sure Rise of the Eldrazi has.

    Joe

    Should be hot. Even if you just run out a flier and equip, you can often race before your opponent hits Eldrazi town.

    Zak

    It’s so expensive, but it might just make it as a singleton target for Stoneforge Mystic to tutor up and play cheaply. I have this vision of a Baneslayer Angel attacking with this, but I just don’t know how relevant it could possibly be when another card would probably be more effective

    Rob

    This amuses me. So many guys could be awesome with this on them, but we need to use guys like Stoneforge Mystic, and Kor Outfitter, who have fairly low CMC, thus defeating the purpose largely.

    Mike

    This is equally as pricey as grappling hook and has a lot more potential. The fact that it’s rare is kind of annoying, because if this had trample it’d be outstanding.

    Justin

    Not really impressed with this piece of equipment. The gains are marginal on early drops and the impact is small late game. Do I want to spend 4 mana for this on turn 4? Nope.

  • James

    Kinda neat. I’ve not really played the “mill deck” so I can’t speak to its viability. Maybe this would be a good sideboard option against Dredge? Those decks fill the graveyard up quickly. “5 mana” (after the 6 to play) to mill 20 cards would be pretty off the hook. I’m sure someone will throw this into a control deck to see how it goes.

    Joe

    Auto-mill for 6 + one turn? I like this as a win condition more than any of the Eldrazi. This will be a commonly played card in EDH too, though maybe not as much in multi-player matches as in 1v1.

    Zak

    So we have a Millstone steroids. People might be tempted to play this in limited, but I would caution against it, because in the 4 or so turns you spend casting this and milling them, you’ll probably be crushed underfoot by an Eldrazi or two. I do echo Joe’s sentiments about EDH, this could be pretty awesome.

    Rob

    Strictly EDH and Casual. With three Gaea’s Blessings running around the format, and Milling usually being a subpar strategy (and I love to mill people) this is really kinda worthless.

    Mike

    This card could get out of hand quickly, especially in a limited game, but as for constructed applications, things like archive trap just seem more consistent to base a mill deck around once Font of Mythos rotates out

    Justin

    Holy crap! This goes right into my Szadek, Lord of Secrets EDH deck. YAY! I like it a bunch…. yeah only for that reason. I think it would be funny to play late on a dredge player too.

  • Joe

    Should be awesome in limited, then become a bookmark forevermore.

    Zak

    It lets your more mediocre guys trade with the big Eldrazi, but it shouldn’t be a permanent solution due to it’s intense equip cost.

    Rob

    5 to equip? I’ll pass.

    Mike

    This card would’ve been Kor Outfitter’s best friend if it wasn’t triple ROE draft, otherwise it isn’t awesome

    Justin

    Equip cost is way too high. I would rather play Feast of the Unicorn.

  • Joe

    This feels like a “win more” to me, but sometimes it’ll go on a flier and count all your walls for the boost, so I might play it in such a deck.

    Zak

    The cost for this is way to high for something that resembles Scion of the Wild. If you’re going for the Eldrazi style win-condition, is this gong to be relevant at all? Methinks not.

    Rob

    Cantrips, filters mana, and is a good basic Utility Card. Going to be great fixer in limited.

    Mike

    Well, open the vaults just got a new friend. That deck could definitely come back before Shards of Alara rotates out this fall.

    Justin

    House. This card is powerful in a subtle way. I like it for multi-colored EDH decks. Strong in Limited and I could see it making a splash in Standard. I would not feel bad cascading into this.

  • Joe

    It cantrips, so if you need this fixer, it’s relatively painless.

    Zak

    YES!!! Remember how Time Seive was used in an awesome combo/stall deck before Zendiakr came out? The only thing which stopped the deck’s growth was the rotation of Elsewhere Flask. Well now this deck is back and should be able to make a serious gash in the metagame now that we have another 2 mana cantripping artifact in addition to Kaliedostone.

    Rob

    Cantrips, filters mana, and is a good basic Utility Card. Going to be great fixer in limited.

    Mike

    Well, open the vaults just got a new friend. That deck could definitely come back before Shards of Alara rotates out this fall.

    Justin

    House. This card is powerful in a subtle way. I like it for multi-colored EDH decks. Strong in Limited and I could see it making a splash in Standard. I would not feel bad cascading into this.

  • Joe

    Wow, even artifacts get walls in ROE. This is going to be interesting to see how slow the format really ends up being.

    Zak

    Umm…I guess? This seems like it could be okay in limited, but what good does preventing one damage to you (not a creature) do when there are Eldrazi wrecking your board.

    Rob

    Quick and dirty cleric wall. What’s not to like.

    Mike

    This is a great limited concept. I love the stats and the tap-ability. I love everything about this card getting you to your bombs in a draft or sealed.

    Justin

    Meh. Its a wall.

  • Joe

    Interesting bear here. I’m not usually keen on drawing cards for my opponents, but this guy at least helps any deck with aggressive intentions to be on-curve.

    Zak

    This also could help out the Time Sieve deck in standard, because you’re already using Howling Mine effects. Outside of a deck where you really don’t care what the opponent plays, I can’t see this seeing too much play. The opportunity for your opponent to capitalize by you playing a 2/2 in this environment are just too great.

    Rob

    Another cheerleader for Scars of Mirrodin. I’m soo looking forward to cobbling together a great colorless control deck. 2/2 for 2 colorless plus a card seems about right for letting your opponent get a card, and if you can punish your opponent for that card, or take it back away from him, it is awesome.

    Mike

    Pretty crazy ability. I’m not sure how big the drawback is of letting your opponent draw a card in a limited game. I wan’t to say I don’t want to let my opponent do that, and this guy is just a grizzly bear, so I guess it depends on how badly you need to fill your curve with no mana issues.

    Justin

    I like this guy. Perfect at uncommon. I can see this one hitting the $3-$5 dollar mark pretty quick. Great tempo and card advantage that can fit in any color.

  • Joe

    Way too slow. If it cost 3 or less, this would be fine, but then it might be pretty insane in constructed I guess.

    Zak

    There’s no way this will ever see a great deal of play. It’s a pity that it doesn’t count the instants you cast in order to ramp up to it, and seems like a junk rare.

    Rob

    This is such strange card. Seems like another Casual or EDH player only. It’ll be a buck rare unless someone finds a way to put it where it doesn’t belong, like in a burn deck or some sort of permission deck.

    Mike

    This card might as well just read Bulk Rare. There might be a casual deck out there based off this, or maybe something with everflowing chalice in a blue control deck going on, but 7 is expensive. It is an interesting way to kill your opponent while just sitting on counters though.

    Justin

    This card is looking for the guy who is going to go “OMG! this would be hilarious! I have to build a deck around this card right away!” Not sure if that guy is out there but there is a chance.

  • Joe

    I like this, whether it goes on your flying wall or just a random dork.

    Zak

    I knew that this set would have an Animate Wall variant, and this doesn’t disappoint. At very worse, it’s a slightly more expensive [cxard]Vulshok Morningstar[/card], which was just fine in limited.

    Rob

    Turns walls on. I’m always skeptical of any equip cost higher than 2, but to make a hard to kill and cheaper than normal guy into a swinger can turn a passive game into a race to the end.

    Mike

    It’s a little pricey, but man are there a lot of walls in this block, so this could be interesting on a Gomazoa

    Justin

    Trying to make walls exciting is like trying to make watching paint dry exciting. How does a wall get into a chariot anyway? Poor flavor here.

    We’d love to hear your thoughts. Did we miss anything?
    You can also check out the rest of the set review and analysis. :)
    Colorless White Blue Black

  • The New Rise of Eldrazi Mechanics

    Thursday, March 25th, 2010

    So, everybody wants to be a Figure of Destiny.

    I just spent a week down in my favorite city in the world (New Orleans) and on my shaky flights home I took notes on an article I’ve been meaning to write since I landed this gig at p9p. However, when I got home and punched “Daily MTG” into google for the first time in eight days and found the Rise of Eldrazi visual spoiler and some crazy new mechanics, I knew that I’d once again have to shelve that other article and talk about power levelling.

    So far we’ve got three Light Warriors who can level up at will (well, sorcery speed will):

    Guul Draz Assasin Lighthouse ChronologistKnight of Cliffhaven

    It’s pretty tough to analyze these guys after only seeing three of them, but their rarity speaks to me a bit. One mythic, one rare and one common; there will likely be a fair number of these guys in the set, maybe 2-3 per color.

    I think the major thing to consider about this mechanic is how exactly to play it (even before we consider how good this mechanic really is or isn’t). For example, take a look at Guul Draz Assasin. When are we playing this guy? Play him on one, level him up maybe on 2, then on 3 you level him up again and make their 2 drop -2/-2. That’s obviously one streamlined option, but does this guy get worse if you can’t play him on turn 1? Maybe not. Turn 3 you can play him and pump him once, then on turn 4 you can pump him again and still have the option to make a guy -2/-2 which can make combat really tricky that turn if they can’t kill him. The main question we need to ask ourselves at this point is how does our board look? Is a casting cost of 2BBB worth it to have a 2/2 that can run shop on the board?

    What this mechanic really is, is “slow-kicker.” The fact that the rare ones seem color-intensive could make things really problematic, but the common Knight of Cliffhaven (anybody else thinking of Cliff Claven?) levels for three colorless mana, making him a much better limited card even if his level up cost is pretty expensive. We’ve seen 2/2’s for 2cc go a long way in limited over the years, and we’ve seen 2/3 flyers do pretty well too. But a 2/3 flyer for 5 mana? Eh. If your curve falters it’s fine, and if you’re really struggling to stop a flyer he is obviously very handy, but really I think most times this guy is going to be a good limited staple (since we’re drafting triple ROE) for white but no real practical constructed application.

    This mechanic gives us a new template which is cool if not fugly, and I think the power level of the rares will be the deciding factor on whether or not these guys can hang in constructed standard, because I’m sure some will be usable in block.

    Dennis Rodman plays magic?!

    Rebound is the only new mechanic with the potential to do really unfair things. This is what we have so far:

    Prey's VengeanceVirulent Swipe

    Right now we only have things that are pumps, which is fine because so far they’re both forms of removal that are really good when you play it on your opponent’s turn and rebound it on your turn.

    I don’t think I really have to go too in depth into this, as it’s pretty obvious that if you can block, play Preys Vengeance to go +2/+2 to kill a creature and keep your guy alive, rebound into your guy being +2/+2 again and attack in bigger than anyone on the board you’re going to be looking pretty good. Same with Virulent Swipe, you can play it on defense to force a trade and then swing in the next turn with someone else and make them trade with you again or take some damage. It seems like a good way to make use of a guy who has become outclassed by the other creatures on the board.

    It’ll be interesting to see what else they do with this mechanic. The two cards we have are uncommon so I wonder if there will be just one uncommon Rebound card in each color that’s some form of pump. It’s easy to assume that the white card will give us lifelink and the blue card will give us flying, but maybe R/D will be a little more inventive than that.

    But it would be really cool if they gave us real board changing cards with rebound. Like a blue card that bounces a creature, a black that kills, a red that burns etc. It is a really cool, strong mechanic that doesn’t seem TOO powerful.

    I’ve already said something on totem armor in the power9pro spoiler article two weeks ago, but this new card is exactly what I was looking for to think that this mechanic has potential:

    Hyena Umbra

    First strike is one of the most powerful of the most used keywords on creatures. It can absolutely rule combat, so casting Hyena Umbra to give a guy +1/+1 and first strike and “Regenerate for free” makes this a nifty little power package at a very, very low cost. Kindled Fury was one of my absolute favorite cards in M10 draft and won me many a pack on MTGO, this card reminds me of that. And, since it’s white I like it as a card that can make Knight of the Reliquary even better. I’m interested to see what the other colors with this mechanic have to offer, especially at such low costs.

    The only other new mechanic is Annihilator and I think it’s pretty obvious that it’s one of the most powerful Mechanics magic has ever printed. Obviously it’s main hindrance is that none of the cards it’s printed on cost less than 8, nor do they have haste, so you’re not going to be Annihilating anything without great effort.

    There’s also a little something going on with Defender, but that’s not exactly new or exciting, just that they’re getting really into defender for this set, which (with apologies) doesn’t excite me whatsoever. Though this card was spoiled today by WOTC:

    Guard Duty

    That’s it for me, I’m always excited about new cards even if I’m not excited about their constructed applications. I’m hoping we get a lot more out of rebound and some interesting Level Uppers in all the colors, until then I’ll be cascading.

    Mike Gemme
    BobbySapphire on MTGO
    mike@power9pro.com

    PS: here’s a link to the WOTC Visiual Spoiler, check it often.

    Power 9 Pro Spoiler for Rise of the Eldrazi

    Monday, March 15th, 2010

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

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

    Pathrazer of Ulamog, Rise of the Eldrazi

    Pathrazer of Ulamog, Rise of the Eldrazi

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

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

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

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

    Valakut Fireboar, Rise of the Eldrazi

    Valakut Fireboar, Rise of the Eldrazi

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

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

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

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

    Sean:
    Rawr!

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

    Mammoth Umbra, Rise of the Eldrazi

    Mammoth Umbra, Rise of the Eldrazi

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

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

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

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

    Corpsehatch, Rise of the Eldrazi

    Corpsehatch, Rise of the Eldrazi

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

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

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

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

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

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

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

    Mnemonic Wall, Rise of the Eldrazi

    Mnemonic Wall, Rise of the Eldrazi

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

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

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

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

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

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

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

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

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

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

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

    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

    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.

    Worldwake Set Review – Blue

    Wednesday, January 27th, 2010

    Welcome to the Blue section of our Worldwake Set Review. Thanks for coming! Let’s get to business.

    AEther Tradewinds
    2U
    Instant
    Return target permanent you control and target permanent you don’t control to their owner’s hand.
    Rarity: Common

    This is a VERY useful spell in limited, even post-M10 combat damage rules changes (before the change, this would have been absurd). This should let you avoid a bad combat step while simultaneously setting up either a guaranteed landfall by returning a land, or another Enters the Battlefield (EtB) effect from one of your creatures. All while messing up the opponent’s tempo. Strong one here.

    JAMES

    For limited it looks great. I always like playing a one-off Teetering Peaks–especially if I’m in white and have a Kor Skyfisher or get Living Tsunami–and I can see this fitting in well with that. Prevents a turn of attacking from your opponent…you see what I’m saying. So far as constructed…well, I don’t see the use.

    Calcite Snapper
    1UU
    Creature – Turtle
    1/4
    Shroud
    Landfall – Whenever a land enters the battlefield under your control, you
    may switch Calcite Snapper’s power and toughness until end of turn.
    Rarity: Common
    Set Number: #25/145

    This looks entirely unappealing to me. There are better options for holding down the ground, and this just doesn’t do much. I’m hoping not to play with this card until I make some kind of Turtle theme deck for my kids. Until then, this is a bookmark.

    JAMES

    No thanks.

    Dispel
    U
    Instant
    Counter target instant spell.
    Rarity: Common
    Set Number: #26/145

    This should see play in some constructed formats, I’m thinking. It’s a good way to fight through counters. In limited, it’s very narrow, and is thus only likely to be in your sideboard. I can’t see ever maindecking this, but picking one up isn’t too terrible for your sideboard. I’d pick it low though, even then.

    JAMES

    Wow. What a great counter spell! It’s a narrow card making it more of a SB option than MD–at least for any U based decks I’m thinking of. That being said, all the major decks are running Lightening Bolts AND Burst Lightening (and of course Path) so there’s certainly an argument in favor of testing out the right number for your decks. I think U-light decks in extended may also run this to counter the Cryptic Command or [card]Mana Leak[card].

    Enclave Elite
    2U
    Creature – Merfolk Soldier
    2/2
    Multikicker {1}{U}
    Islandwalk
    Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked.
    Rarity:Common

    I really like these “Gray Ogre ++” variants. They’re passable on their own when dropped turn 3, albeit a little behind the modern curves, but they stay relevant (or more relevant than usual) when you top deck them late. I’m less pumped about this one than I am for the white flying version (flying instead of Islandwalk), but against some opponents, this will be even more of a trump. It’s evasive and relevant whenever you draw him. I like the looks of this cycle.

    JAMES

    I don’t see this being played outside of limited and even there it’s only marginal. The kick cost is too ridiculous after even one kick.

    Goliath Sphinx
    5UU
    Creature – Sphinx
    8/7
    Flying
    Flavor Text: Go ahead, TACCOM.
    Rarity: Rare

    Big. Flying. Any questions? This always makes the cut if you’re on-color, unless you have some kind of crazy aggro curve. Usually, he’ll be in. Lots of times, he’ll win you the game when you top deck him. Big dumb fliers are great in limited.

    JAMES

    Neat but damn expensive. Just too damn expensive for constructed play.

    Halimar Excavator
    1U
    Creature – Human Wizard Ally
    1/3
    Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player puts the top X cards of his or her library into his or her graveyard, where X is the number of Allies you control.
    Illus. Kev Walker
    Rarity: Common
    Set Number: #29/145

    An interesting addition to Hedron Crab based archetypes. Now, when you see a crab, you might be well advised to take all the allies you can as well. This should make the archetype interesting indeed… I think it may be viable. The key is getting an early crab to set you in the deck… you can’t really “force” this otherwise. In “regular” (crabless) allies, I don’t see this decking mechanism going all the way, but I could be wrong. You’d need at minimum 2, preferably 3 of this guy, I would think.

    JAMES

    Interesting. Getting milled always stinks…but I’m pretty sure block builds of Allies won’t include the mill strategy. This route is inherently too slow.

    Horizon Drake
    1UU
    Creature – Drake
    3/1
    Flying, protection from lands
    Rarity: Uncommon

    Interesting protection clause. Take that Valakut! This guy’s nice mainly because he’s aggressive and evasive. Wasp Lancer was comparable, and did great things in its day. This will sometimes die, but will usually get some good damage in before taking down some kind of spider or opposing flier. I like it, but it’s not really my first string of fliers. I’ll take him though.

    JAMES

    Watch out! it’s a land!!!…oh…right. barf. Too narrow. There just aren’t enough lands worth worry about to justify this card.

    Jace, the Mind Sculptor
    2UU
    Planeswalker – Jace
    3
    [+2]: Look at the top card of target player’s library. You may put that card on the bottom of that player’s library.
    [0]: Draw three cards, then put two cards from your hand on top of your library in any order.
    [-1]: Return target creature to its owner’s hand.
    [-12]: Exile all cards from target player’s library, then that player shuffles his or her hand into his or her library.
    Illus. Jason Chan
    Rarity: Mythic Rare
    Set Number: #31/145

    This looks incredible to me. A bomb in limited, probably more so in constructed, but I’ll try to let James handle that. Limited is pretty straight-forward as well… this guy does so many useful things, it’s hard not to see why he’s great. I want to talk about EDH for a moment though. I think most EDH decks that can access this guy will play him. He adds another Hinder effect (in this case, I mean the “put a card on the bottom of your opponent’s deck” part of Hinder) for decks that run the Tunnel Vision combo, which is most blue decks. It also helps you with the brainstorm effects and the bouncing. Subtly, in EDH you might have more of a chance than you think to use the ultimate ability here. EDH tends to go long, and lots of decks can fend off creatures indefinitely in the late game. So Jace, tMS, should occasionally deck the sad EDH player. All in all, a very exciting mythic planeswalker.’

    JAMES

    This version of Jace is very interesting. Weird sort of telling time-like abilities. The draw backs are that this guy costs a LOT for his initial abilities. A control player has to REALLY be dictating the turns to justify this card. Certainly don’t want that player to activate the ultimate ability but I don’t see there being enough time to pull that off. …6 turns to “go off”? If you taret your opponent with ability one and you hit a land, dud. target yourself and hit a land, good. Use ability two, very nice. Ability three is also pretty sexy. I’m thinking the card’s use will be restricted to the first three abilities. Bouncing creatures is pretty hawt if you can then counter them. Hmmm, very interesting.

    Jwari Shapeshifter
    1U
    Creature – Shapeshifter Ally
    0/0
    You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield.
    Illus. Kev Walker
    Rarity: Rare
    Set Number: #32/145

    Hmmm… narrow indeed. If you happen to open it in an already-allies-dedicated pool / deck, consider yourself lucky. Otherwise, this will seldom see play, as it won’t be consistent enough. In allies, it’s probably only “strong” not even “bomb” levels of good… you have to have another strong ally in hand before this does much of anything aside from keeping the ally flow going.

    JAMES

    Pretty cheap. Pretty freaking good for limited but marginal outside that–but mostly because Allies seem weak in Block. I like the concept though. Maybe there’s a U/W/R Ally deck in block…

    Mysteries of the Deep
    4U
    Instant
    Draw two cards.
    Landfall – If you had a land enter the battlefield under your control this turn, draw three cards instead.
    Illus. Veronique Meignaud
    Rarity: Common
    Set Number: #33/145

    I like this one. It’s a bit of a conundrum though… instant card draw is great because you can play it on your opponent’s end step. But this will usually get you one fewer card then… of course, you might have harrow or a fetch land, so who knows. I still like this even if you just main phase it out there for the three, or decide to live with the mere two cards to maintain a control posture.

    JAMES

    It’s costed somewhere along the lines of Mind Spring and Sift, both of which I’ve always felt were pretty expensive. I don’t think this does enough for constructed play.

    Permafrost Trap
    2UU
    Instant – Trap
    If an opponent had a green creature enter the battlefield under his or her control this turn, you may pay {U} rather than pay Permafrost Trap’s mana cost.
    Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step.
    Rarity: Uncommon

    Whether for the trap cost or full price, this is a beating, and will win games. In the skies archetype, you will push through the last points of damage with this guy. It’s a tempo nightmare for an opponent that’s unprepared, or who over-committed. Very strong spell here, IMO.

    JAMES

    I like this for standard. It’s an interesting tempo play. Bloodbraid Elf played by opposing player. Boom, trap that down! Hehe. Thats’ really what I would play this for. It’s sweet for one mana because it buys two turns (one from the hasty bloodbraid and one for the next turn). Looks good to me in this currnet meta game.

    Quest for Ula’s Temple
    U
    Enchantment
    At the beginning of your upkeep, you may look at the top card of your library. If it’s a creature card, you may reveal it and put a quest counter on Quest for Ula’s Temple.
    At the beginning of each end step, if there are three or more quest counters on Quest for Ula’s Temple, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.
    Illus. Rob Alexander
    Rarity: Rare
    Set Number: #35/145

    Gimmicky. If you have a ton of the right creatures in your deck, then maybe, but I guess I missed all the Krakens, Leviathans, Octopi, and Serpents… sure there are some, but… I dunno. I’m not touching this with a ten foot tentacle. Looks like crap to me.

    JAMES

    Lorthos is what comes to mind first. lol. Looks good for casual, fun, theme based decks but otherwise it’s just too damn narrow.

    Sejiri Merfolk
    1U
    Creature – Merfolk Soldier
    2/1
    As long as you control a Plains, Sejiri Merfolk has first strike and lifelink.
    Rarity: Uncommon

    Another Kird Ape wannabe. This guy’s a house. Two very relevant abilities in the color combination that’s the best natural fit for blue aggro. This will be a fine super-grizzly bear, even if he just swings once, then scares off smaller ground attackers.

    JAMES

    Pretty neat. The abilities aren’t something to scoff at because a W/U control deck has something that is cheap and can take out Bloodbraids, gain life and stick around. It’s really a question of what to pull out of the U/W deck over this…Because the lifegain and first-strike ablity is so relevant and helpful for the U/W control build, this guy will eat removal. It’s certainly worth toying with.

    Selective Memory
    3U
    Sorcery
    Search your library for any number of nonland cards and exile them.
    Then shuffle your library.
    Illus. Chippy
    Rarity: Rare
    Set Number: #37/145

    Very interesting rare here. Not playable in limited, but see Treasure Hunt below for some thoughts on what this thing can potentially do…

    JAMES

    [[[scrolls down to Treasure Hunt below…]]] Blah. Whatever. Maybe in 1.5/1 formats but I don’t see the point in exiling my own library. why not just NOT play this card AND whatever it is you don’t want in your deck. the concept of exiling my own library of cards I don’t want doesn’t make any sense to me. I look forward to reading the comment of someone who breaks this card and proves me wrong. I will happily say, “wow, I didn’t think of that. You rock.”

    Spell Contortion
    2U
    Instant
    Multikicker {1}{U}
    Counter target spell unless its
    controller pays {2}. Draw a card for
    each time Spell Contortion was
    kicked.
    Rarity: Uncommon
    Set Number: #38/145

    Seems utterly insane in constructed, and not terrible in limited. Usually in limited, you’ll counter something early and be happy. Occasionally you’ll go all constructed on us, and you’ll nab this late. Then you counter their play, whatever it is, and kick it into infinity and beyond! The fact that they can easily pay the 2 is not really germane here, as what you’re really after is drawing (N-3)/2 cards (round down) where N is your available mana. :-) That is going to be great in constructed, and not terrible in limited.

    JAMES

    Pretty neat. It’s a little more expensive than Cryptic Command and a bit more narrow but very late game you could draw two cards off this. Most of the time it will be an expensive Mana Leak though. Worth testing out but I don’t see control players running more than a couple to round out a counter suite.

    Surrakar Banisher
    4U
    Creature – Surrakar
    3/3
    When Surrakar Banisher enters the battlefield, you may return target tapped creature to its owner’s hand.
    Illus. Matt Cavotta
    Rarity: Common
    Set Number: #39/145

    This kind of guy has traditionally been way better than it might seem at first. The tempo is really nice here, clearing one of their attackers and leaving behind a hill giant. Every once in a while you’ll want to return your own creature. Not a terribly high pick, but no slouch either… this is a fine addition to most decks with access to him.

    JAMES

    Interesting tempo card. He’s big enough that with the bounce he’s not HORRIBLE. I just would have loved to see this guy cost UUU or UU2 because then there’s at least the hope of having counter mana open. Otherwise you’re bouncing a big creature that’s just going to be there again when it’s time to attack, gaining you a whole lotta nuthin’.

    Thada Adel, Acquisitor
    1UU
    Legendary Creature – Merfolk Rogue
    2/2
    Islandwalk
    Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player’s library for an artifact card and exile it. Then that player shuffles his or her library. Until end of turn, you may play that card.
    Rarity: Rare

    Every time you see a new Legendary creature, you should be thinking “would this be any good as an EDH general?” I know that’s the first though I always have. In this case, old Thada looks a bit weak. He’s very killable, has a questionable effect, though against 99% of all EDH players, you can at least play their Senseis Divining Top! I just don’t think he has enough of an effect to be worth the coveted general slot. ANYWAY, in limited, this is also usually a dud, but occasionally great. You have to just think of him as a gray ogre with islandwalk when deciding whether to play him. Sometimes that’s good enough. Rarely is it anything to get pumped about.

    JAMES

    I can see this getting some play in extended mirror matches for Fairies/Wizards that almost rely entirely on their ability to get Jitte down for their win. There are a TON of U-splashed decks also running Jitte that makes this card pretty interesting. It’s all about the islandwalk and that will ultimately determine how playable this is. Not the worst card on this U list.

    Tideforce Elemental
    2U
    Creature – Elemental
    2/1
    {U}, {T}: You may tap or untap another target creature.
    Landfall – Whenever a land enters the battlefield under your control, you may untap Tideforce Elemental.
    Rarity: Uncommon

    Very strong here. This can do a lot of tricky things, and because of the landfall effect, it does marginally more. This card is strong in limited. A wacky (read: cute and worthless) combo occurred to me, involving this card and two others from Worldwake, along with azorius chancery… the two cards are Amulet of Vigor (untaps permanents that EtB tapped under your control) and Ruin Ghost (creature with {W}, {T}: exile target land you control then return it to the battlefield under your control. All this does is let you loop picking up and dropping the chancery, with each iteration adding another “return a land you control to your hand” effect to the stack. Lame? Yes. Worthless? Yes. Funny? If you have a sense of humor like mine, then… kinda.
    JAMES

    Kinda cool. Super cheap. I like this for constructed because it will help with the turn-purchasing until the contorl player can setup a real win like Sphinx of Jwar Isle.

    Treasure Hunt
    1U
    Sorcery
    Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
    Illus. Daren Bader
    Rarity: Common
    Set Number: #42/145

    Okay, this is a card I’m excited about for Legacy, and I don’t know exactly how it will pan out. There’s a popular deck known as 43Land.dec in Legacy which runs… 43 lands! The question, then, is how many non-lands in that deck can be replaced by this card, and if you do that, how many cards are you drawing on average? Another question I have relates to EDH. If you run this spell in EDH, where Muddle the Mixture and the like can find it for you, and you also run Selective Memory above, can this combo you out? I know that Lands End / Seismic Assault both come to mind here… can you combo? I think these have some potential. In limited, this is probably worth running 1-3 copies, since it will sometimes just cantrip, and sometimes run you through a land pocket into business, guaranteeing the next couple drops. I know I’ve been running 18 lands and up in ZZZ typically, because of landfall… this will be another synergy to play with high land counts. I love this card.

    JAMES

    This is a good draw spell. There will be times when this hits a pocket of lands and then your opponent is going to be a sad panda but mostly just hitting 1.5 cards on average is nice. I can also see this playing well with Ponder. Certainly a ’see what you can do with this’ kinda card.

    Twitch
    2U
    Instant
    You may tap or untap target artifact, creature, or land.
    Draw a card.
    Rarity: Common

    MEh… it cantrips and saves you from one attacker… not high on my list, really.

    JAMES

    Bummer. There’s just not much to this.

    Vapor Snare
    4U
    Enchantment – Aura
    Enchant creature
    You control enchanted creature.
    At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner’s hand.
    Rarity: Uncommon

    I like this. Steals a creature and turns it into a pseudo Living Tsunami. Sounds good to me! Landfall makes this “downside” an upside.

    JAMES

    the mana cost makes this mid-to-late game and stealing a creature at that point is awesome-sauce. Especially if it’s something like that Baneslayer. There won’t be a lot of landfall that the U-based plaer is playing (that I can think of) so I dn’t see the potential for landfall being a bonus but it’s not that bad of a card. A blue player should be in control and be leveraging this card as a win condition. good for Block and Standard

    Voyager Drake
    3U
    Creature – Drake
    3/3
    Multikicker {U}
    Flying
    When Voyager Drake enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times Voyager Drake was kicked.
    Rarity: Uncommon
    Set Number: #45/145

    Man, oh man. They’re really pushing creatures these days, am I right? All by itself, this is a flying hill giant. Very strong. But then you get this gravy additional multikicker which might be relevant, but it doesn’t matter because you’re already playing a flying hill giant! I think it might be passe to compare everything to grizzly bears, gray ogres, and hill giants anymore… we’ll see. This IS uncommon, so it’s not necessarily the new hill giant. Man, this looks sweet.

    Not so bad. I don’t think this will see constructed play but it certainly looks interesting for limited.

    Wind Zendikon
    U
    Enchantment – Aura
    Enchant land
    Enchanted land is a 2/2 blue Elemental creature with flying. It’s still a land.
    When enchanted land is put into a graveyard, return that card to its owner’s hand.
    Rarity: Common
    Set Number: #46/145

    I’m still unsure about these zendikons, but I like this flying one a lot. It only costs U, which is very cool. Time will tell. There just aren’t a lot of ways to get caught in a 241 with these guys because there aren’t a lot of instant speed land destruction spells, so you’ll almost always at least get your land back when your creature is killed. This should make these good enough. I’m willing to try them, and I want to try this flier version most.

    JAMES

    I really like this version of the cycle. It’s a cheap flier for a color that’s only going to be attacking some times anyway. The risk is someone trying to bolt the creature down. But that’s using removal on land that a person can just replay. We’re also looking at the blue version so you should have a counter available. (like Dispel, above). Neat.

    Worldwake Set Review – White

    Tuesday, January 26th, 2010

    Hello and welcome to another Power9Pro set review. It’s that Magical Christmas-morning-like time that happens quarterly for us Magic dorks of the world: Pre-release time. The set has just been completely spoiled, and if you’re anything like us, you’ve been chomping at the bit for the last two or three weeks, at least, Jonesing to play with these new babies.

    My fellow teammate and Power9Pro founder James DiPadua is going to be the counterpoint to my points here, hopefully calling me out when I’m way off base (or misreading a card!), and pointing out anything I miss. As is our custom, I’m looking at these cards specifically from the standpoint of Limited except when otherwise noted. My second love is EDH, so you’ll see some comments with that format in mind as well, while James will cover the more constructed-tournament-oriented evaluation of these cards. We’re breaking the cards into color groups this time around, so without further ado, let’s dig in to White.

    Just a disclaimer (from James): These reviews are obviously done without any play exposure. Also, at least so far as my reviews, I’m working through them color by color without first seeing what the ‘other colors’ have. Some of my comments need to be taken with that perspective. What we as a collective at Power 9 Pro will do is have a full review afer a week or so of acquainting ourselves better with the cards. So, these reviews are really meant as a “first impression and guide” for Prereleases and any Type2 events you have over the next few weeks.

    Admonition Angel
    3WWW
    Creature – Angel
    6/6
    Flying
    Landfall – Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.
    When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners’ control.
    Rarity: Mythic Rare
    Set Number: #1/145

    Okay, let’s start with a 6/6 Flying for 6 mana. This is already a huge bomb in limited, capable of winning the game on the back of evasion + huge stats. So we’re already dealing with a winner. Now consider the recurring landfall removal… this becomes huge. This spell will often be held until turn 7 so that you can drop the angel and immediately landfall to nuke something. However, unlike Roil Elemental, another 6-drop landfall guy, this creature has a 6 point backside, so it may hit the battlefield on turn 6 a lot more of the time than its predecessor, if you can consider the elemental such. Admonition Angel can also play some tricks with other creatures that YOU, the controller of Admonition Angel, control. If you have a Sphinx of Lost Truths on board, don’t forget that you can crack that fetchland in response to removal pointed at your Admonition Angel, triggering landfall, removing the sphinx, and getting you a free Ideas Unbound of sorts. This won’t happen often, but might be relevant somewhere, sometime. I give this a big thumbs up for the formats I’m concerned with, though I suspect James will say of this creature, as with many (any) new ones, “Baneslayer Angel casts a large shadow”… James?

    JAMES

    The mana cost is right; it’s not over-costed since it has flying and an exile ability…but it just doesn’t seem right to me. I really don’t like spending 6 mana on something that can be exiled itself…and after it is exiled (say ala Path to Exile) any of the cards I was able to remove with it come right back into, er, the battlefield.
    Yeah…sorta lame. Neat from a flavor standpoint but certainly not Type 2

    .

    Apex Hawks
    Cost: 2W
    Type: Creature – Bird
    Pow/Tgh: 2/2
    Rules Text: Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.)
    Flying
    Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
    Rarity: Common

    I find this interesting at common, as the “skies” player should have no problem virtually counting on getting one or more of these. They’re already a flying Gray Ogre, which would already be a premium. But the multikicker makes it more relevant late game. For a mere 7, you get a 4/4 flier: not amazing on its own, but this is the gravy dept. we’re talking about here. This is the bonus free boost to a flying 2/2 for 3 that you’d happily play already.

    JAMES

    Interesting but expensive if you want it to be anything bigger than a 2/2 with evasion. Kick it once and it’s already the same cost as a Baneslayer Angel. Meh.

    Archon of Redemption
    3WW
    Creature – Archon
    3/4
    Flying
    Whenver Archon Of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature’s power.
    Illus. Steve Belledin
    Rarity: Rare
    Set Number: #3/145

    Archon of Redemption fits the “hiding in Baneslayer’s shadow” bill even more than the angel above, since they share casting costs. However, this is still a fine bomby rare in limited. In the right kind of skies deck, this is both a hard-to-kill flier, and a stall card all in one. You’ll be able to sit back and gain life while you whittle away at your opponents in the air. Very strong here for limited.

    JAMES

    I certainly agree with Joe’s assessment that it’s going to be good in limited, especially since in mirror matches it can standup to-and kill-your oponent’s Sheppard of the Lost.
    So far as constructed, I don’t see a deck that would pay the exact same converted mana cost as the Baneslayer and not play the Baneslayer. Maybe people who aren’t willing to/been-able-to drop the $200 needed to get a playset of BSA?

    Battle Hurda
    4W
    Creature – Giant
    3/3
    First Strike
    Rarity: Common

    Hard to evaluate. He’s a turn slow and only blocks well to make up for it. Does he clog the board enough starting on turn 5? He does end up trumping other ostensibly cheaper Hill Giant type 4-drops. I’m not picking this high, but I look forward to seeing whether it turns out to be better than my first impression.

    JAMES
    This is the Shepard of the Lost’s retarded Giant Cousin…that’s not so Giant. Good at common in the sense that if you need a little something extra, fine. But for constructed play, there’s no place for a rather boring Hill Giant.

    Fledgling Griffin
    1W
    Creature – Griffin
    2/2
    Landfall – Whenever a land enters the battlefield under your control, Fledgling Griffin gains flying until end of turn.
    Rarity: Common

    Should be just fine, another mainstay of a UW flying aggro strategy. This will be a grizzly bear every once in a while, but will usually be, for all intents and purposes, flying to boot. This is the kind of creature that defines limited archetypes. Very solid.

    JAME

    Mike Flores has been discussing how to break down cards into their effectiveness on a “what you get for the casting cost.” On Twitter today, he asked me to find a case where someone would pay 2cc for a vanilla 2/2. I’m not sure if we can count this as a vanilla 2/2 since it can get the flying. I just wonder if this could be a candidate. But I’d hate to say something like that just because I’m looking for an example to show Flores.
    Yeah…this is interesting but it’s uses outside of limited are fairly dubious. Maybe I’m just totally corrupted by really good 2 drops like Tarmogyof, Knight of the White Orchid, Ethersworn Canonist and Kor Skyfisher (to name only a few), that I can’t claim this will see play…

    Guardian Zendikon
    2W
    Enchantment – Aura
    Enchant land
    Enchanted land is a 2/6 white Wall creature with defender. It’s still a land.
    When enchanted land is put into a graveyard, return that card to its owner’s hand.
    Rarity: Common

    This cycle will really test the common wisdom that auras are inherently weak due to exposing you to two-for-one (241) card disadvantage. If these become heavily played (their effects are all somewhat appealing, and the 241 is mitigated by the land-return policy), then keep your eyes peeled for LD spells, especially instant speed ones. Personally, the effect from these needs to be devastating to justify inclusion. I still think it’s enough of a tempo loss to enchant my land, then lose my creature and get my land back, to risk messing with these guys. A 2/6 defender isn’t arousing me much. As an aside, keep in mind lands with Enters the Battlefield (EtB) effects and/ or sacrificial effects. Dark Depths? Maybe if the right Aura is printed? Probably not, I’m just saying… think outside the box.

    JAMES

    What is nice about this card/cycle is that it acts as creature while allowing the caster to access the mana. I don’t think this is the one that will be seen in play but it is an half-okay fit for a control player. I don’t think this is “the one.”

    Hada Freeblade
    W
    Creature – Human Soldier Ally
    0/1
    Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Hada Freeblade.
    Rarity: Uncommon
    Set Number: #7/145

    A 1-drop Ally. Definitely solid to any Ally archetype. Thank you, Dr. Obvious. I’m unsure what else to add here. Allies has always been about critical mass. I think this probably takes the place of a few Makindi Shieldmates and/or the like. Allies will likely remain a playable strategy, especially in times when you force it hard and early and end up one of, if not the, only player in that archetype.

    JAMES

    Kazandu Blademaster really needed an on-color ally one drop and this could be it but the pool of allies is pretty thin that I don’t see a creature like this making the Ally an archetype in Type2. Allies are pretty strong in drafts if you can pull them off and one thing I’ve noticed is that while Kazandu Blademaster is sweet it’s so conditional on getting more playable Allies. In the end we have to ask ourselves if we’re willing to pay 1cc for a 1/2. Probably not…so my verdict is “keep on looking.”

    Iona’s Judgment
    4W
    Sorcery
    Exile target creature or enchantment.
    Illus. Mike Bierek
    Rarity: Common
    Set Number: #8/145

    Very solid removal in a color usually lacking it. This will hit any creature, and doesn’t trigger graveyard effects. This will be a high pick despite its high cost, because randomly nuking Quests and such at the last moment will be clutch. Very strong here, IMO.

    JAMES

    For constructed I don’t see why a person wouldn’t just play Oblivion Ring for one less (yeah, yeah, drawback…but kinda only against Maelstrom Puls and the Jund player would rather use Maelstrom on something…well, better). Are enchantments such a big freaking deal? Not unless your playing against Fruity Loops (or whatever it’s called…the Pyromancers Asscension deck). If enchantments/planeswalkers aren’t your weakpoint, then I suggest Journey to Nowhere or the instant-speed Path to Exile. The bar is pretty high so far as removal in white for constructed play and this just isn’t it…not for 5cc! Play the BSA; that’s removal and lifegain all in one.

    Join the Ranks
    3W
    Instant
    Put two 1/1 white Soldier Ally creature tokens onto the battlefield.
    Rarity: Common
    Set Number: #9/145

    Instant speed double-ally trigger. Just keep this card in mind as you play your first limited match against an allies player! In dedicated allies, this goes from “very solid” to “absolutely devastating”. This should usually be the equivalent of a Windborne Charge or a kicked Bold Defense in terms of “I win” potential. Outside its home archetype, this is still very good, posing as white-like removal, letting you surprise block to your advantage.

    JAMES

    I like the fact that it creates Ally tokens. When I frist read this card a week or so back I didn’t catch the Ally part. Pretty sweet for limited. Again, I’m not sure that an Ally deck is going to be a powerful enough archetype by itself. Jund is still putting up some massively good numbers and this little ally-token maker doesn’t make enough of them to offset the card advantage inherent from Bloodbraid Elf, Maelstrom Pulse, Sprouting Thrinax and Broodmate Dragon.

    Kitesail Apprentice
    W
    Creature – Kor Soldier
    1/1
    As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying.
    Illus. Austin Hsu
    Rarity: Common
    Set Number: #10/145

    This is tricky to evaluate. With enough equipment, I might consider running this, as it instantly gets evasive and bigger. With an Explorers Scope or a Trusty Machete, for instance, I’m tempted by this guy. Otherwise, I’m hoping I don’t need to fill the early drop hole this bad…

    JAMES

    I’ve tried building a mono-white soliders deck with a lean toward Kor and a couple of pieces of equipment but was never able to figure out something that was very competitive. I’m not trying to imply that this will be the card that tips the scales but it’s certainly worth toying with if you’ve been playing a wheenie Kor deck (and getting smashed). There are some very decent equipment cards such as Adventuring Gear, Behemoth Sledge and maybe even Bone saw (hey, it’s SUPER cheap–and on a card like Kitsail it’s a rough beating).
    –returning back to reality: I’ve always felt that Kor weren’t very good for even limited considering that it’s a new creature type for Zendikar so if i have a Trusty Machete or an Explorers Scope (or both) I could consider taking some Kor knowing that they’ll be lightly drafted. It’s worth testing…but don’t come crying to me if you get your ass whooped. I said that it can be super weak and worth trying out.

    Kor Firewalker
    WW
    Creature – Kor Soldier
    2/2
    Protection from red
    Whenever a player casts a red spell, you may gain 1 life.
    Rarity: Uncommon

    Wow, this looks like a constructed metagame hoser to me. Seems like a Dragons Claw stapled to a weird, slow poke Silver Knight. Since either of these are already played against certain red decks as sideboard options, we can safely conclude that this card has a similar fate. As for limited, there’s nothing wrong with a Grizzly Bear, and the extra rules text is gravy when it’s relevant. I like it.

    JAMES

    Pro-red has been really good over the last few years and i expect to see this making the cut. mono-White builds have been sadly underpowered and here we have a creature that can block Bloodbraids, Thrinaxes and Goblin Guides (oh, my!). It is ‘only’ a 2/2 for 2 (aheh, mike…) but I can see this being a great SB selection for that player looking to make a go @ mono-white weenies.

    Lightkeeper of Emeria
    3W
    Creature – Angel
    2/4
    Multikicker {W}
    Flying
    When Lightkeeper of Emeria enters the battlefield you gain 2 life for each time it was kicked.
    Rarity: Uncommon

    Whoa mamma! Nice uncommon here. This is the kind of card that Multi-kick was made for, making what’s already quite relevant and good enough (a 2/4 flier for 4 is solid-to-fantastic in limited, traditionally) relevant when you draw it later and later into the game. In your opener, this is quite good provided you can make drops. Nothing wrong with playing this guy turn 4. But when you top deck this on turn 18, suddenly you’re gaining like 10 or more life. Seems like a bargain for an uncommon. Skies looks like a healthy archetype so far, and it was no slouch in ZZZ either.

    JAMES

    Interesting but I don’t see this being THAT great. It’s only 2 life and I have to pay a bunch for it. It comes down to this: would I like to kick this a couple of times (or even once if I’m sitting at 5 open lands) and gain 2 life each time OR leave mana open for other options (such as Path, Harms Way, etc)? I think I’d like to have mana available for other things.

    THAT means I’m only looking at a 2/4 for 4…barf.

    Loam Lion
    W
    Creature – Cat
    1/1
    Loam Lion gets +1/+2 as long as you control a Forest.
    Rarity: Uncommon

    Ah, the fabled “New Kird Ape” cycle. This one looks neat enough. I know a lot of old school Legacy types who will love to play a WG stompy with fetches into Savannah into this guy… but what’s crazy is that this kind of play is only about marginal for such a deck. This guy might have legs in standard too, given the presence of fetches there. I just think he’s pretty sad on turn 1 naked. In limited, it obviously hinges entirely on being on-color, but when he’s on color, he should be a very good foil to the typical ZZZ aggro deck, blocking crap like Vampire Lacerator all day. Also dodges Disfigure and un-kicked Burst Lightning. All ticks in the Pro column for Loam Lion.

    JAMES

    I’ve also experimented with G/W builds that weren’t quite strong enough and I’ll have to see about adding this in those builds. Having a ‘3′ sized butt is nice. This is also worth considering for the Zoo decks that just haven’t been able to keep up with Jund builds…2/3 for 1 really isn’t that bad.

    Marsh Threader
    1W
    Creature – Kor Scout
    2/1
    Swampwalk
    Rarity: Common

    If you think this is unplayable, I’ll refer you to Cliff Threader. This is the kind of guy, a 2/1 for 2, that is deceptive… these guys DEFINE limited in almost all limited formats. True story.

    JAMES

    Pretty nice for limited, sure, but not so great outside of that. The 2 power just isn’t enough to kill that much in this meta…

    Marshal’s Anthem
    2WW
    Enchantment
    Multikicker {1}{W}
    Creatures you control get +1+1.
    When Marshal’s Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is equal to the number of times Marshal’s Anthem was kicked.
    Rarity: Rare

    WHAAA? This is a crazy sick mashup of a card. It’s like Glorious Anthem slipped a Flibanserin into the drink of Resurrection, and nine months later, we get Marshal’s Anthem. This card gives me a bit of a res-erection. As a late game bomb, this thing will swing the game for you. It’s mana-into-card advantage. I don’t know what else to say. Compare with the card’s ancestry. Play this thing. Pray you started in W/x when you crack this pack 3. Etc.

    JAMES

    Hmmmm…it’s not Honor of the Pure which at WW (plus 2 more) is the best comparision (especially because the kick requires TONS of W) but the attrition rate of white decks makes this SORTA appealing. Just sorta. I’ll say this is’nt nearly good enough for constructed. It’s just way too freaking expensive to get anything out of it. (8 mana for two creatures AND +1/+1?? pssshhh, just play [card]Emeria, the Sky Ruin[card] if you need creatures from the graveyard and keep your mana for dropping [card]Captain of the Watch[card] + 1 for Path to Exile)

    Perimeter Captain
    W
    Creature – Human Soldier
    0/4
    Defender
    Whenever a creature you control with defender blocks, you may gain 2 life.
    “We stand between the jaws of chaos and the mantle of order”
    Rarity: Uncommon
    Set Number: #16/145

    Again, they’re pushing lifegain in fun new ways. This guy actually fits the bill for the Skies archetype I’ve been obsessing about up until now: it comes down early, stalls the board, and when it finally dies, it usually bumps you up a couple life points, aiding the cause further. I think it’s a good fit for decks that want to stall and/or tie up the board on the ground.

    JAMES

    This is a good construction card. The weird defenders have been making a good impression on constructed for the last two…three blocks (from Plumveil to Wall of Reverence to Wall of Denial). This one is actually a little better since it has a big enough butt to matter AND buying more time against the aggro builds that U/W control struggles with. I’d definitly put this in my build. It’s also GREAT in limited, skies decks that leverage Kraken Hatchling to stall the ground but needed a little more to help with that…dang, I like this one.

    Refraction Trap
    3W
    Instant – Trap
    If an opponent cast a red instant or sorcery spell this turn, you may pay {W} rather than pay Refraction Trap’s mana cost.
    Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control. Refraction Trap deals that much damage to target creature or player.
    Rarity: Uncommon

    Hmm… obvious constructed (and limited) sideboard options here. I’m not sure I play this main though in limited… however, Shieldmates Blessing got some well deserved play, and in the right deck was quite strong. Then again, that was essentially this card with the trap cost moved to the casting cost. So I dunno… I’m in the air here, but I think this stays in the board for me, and it picked not-too-high.

    JAMES

    Jesus. Move over Harms Way there’s a new sherif in town. If a player casts a red instant or sorcery? yeah, that NEVER happens…

    Rest for the Weary
    1W
    Instant
    You gain 4 life.
    Landfall – If you had a land enter the battlefield under your control this turn, you gain 8 life instead.
    Rarity: Common

    Long time readers (and I know they are legion) will recall that I’m no fan of lifegain in and of itself. I don’t mind incidental or abusive-recursive lifegain, but a spell like this is a waste of a slot in my opinion, even at the ever lower mana costs and ever higher payoffs that are being pushed these days. That said, in the right context, these kinds of spells are great. If you’re just trying to buy time against weenie rush strategies, and your late game is solid, then this is just fine.

    JAMES

    freaking lame.

    Ruin Ghost
    1W
    Creature – Spirit
    1/1
    {W}, {T}: Exile target land you control, then return it to the battlefield under your control.
    Flavor Text: “Haunting us, these different meanings and spectral beings. We’re fighting sleep with broken, rusted weaponry.”
    Rarity: Uncommon
    Set Number: #19/145

    I like the landfall-as-an-instant mechanic here, which is the entire point of this spell. Should be good enough, and should be picked fairly high. Lots of skies decks will want this. Don’t forget that you can do seemingly innocuous crap like leave only white up, but then shennanigan an island out of and into play, and then use that U mana to counter, and other miscellany like that. This is a new skill testing tricky card that enables LOTS of shennanigans. I think it might be higher picked than some might think. He is a 1/1 though, and you have to have something relevant to do with him. Every draft will have someone who is pumped to have opened this, let’s put it that way.

    JAMES

    I don’t like spirits that can’t fly so I HATE this card. lol. jk. I think the ability is too slow. It’s just way, way too slow…and do you konw what it’s like to be way, way too slow? Well, I don’t know and you don’t want to. ;)

    Stoneforge Mystic
    1W
    Creature – Kor Artificer
    1/2
    When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, and put it into your hand. If you do, shuffle your library.
    {1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
    Illus. Mike Bierek
    Rarity: Rare
    Set Number: #20/145

    Alright, our first EDH must-have! I think every EDH deck that has access to white will likely want this. It’s basically a second copy of Steelshapers Gift or another more narrow copy of Enlightened Tutor. Let’s face it, lots of decks just want to get Umezawas Jitte. These are all redundant copies. Everything aside from the EtB effect is windowdressing. The same kind of scenario plays out in limited. Did you nab a machete? Then he gets the nod.

    JAMES

    Hmmm, interesting. I also think this might be too slow. Most of the equipments that a Kor creature will want to fetch are cheap enough to cast. Plus, it excludes cards like Sigil of Distinction which is a pretty darn cool equipment…maybe getting Quitus Spike or Umezawas Jitte would be good? I don’t know…I don’t think this is worth playing.

    Talus Paladin
    3W
    Creature – Human Knight Ally
    2/3
    Whenever Talus Paladin or another Ally enters the battlefield under your control, you may have Allies you control gain lifelink until end of turn and you may put a +1/+1 counter on Talus Paladin.
    Rarity: Rare
    Set Number: #21/145

    Lifelink is huge, despite what I said about lifegain. Lifelink can be thought of as one step across the “is it recursive?” line for lifegain. Anyway, this will make some ally strategies bomb-tastic. However, you’ll have to open it yourself, as most people will take it if they’re on color and not in allies, because a 3/4 for 3W is good enough to hate the card away from anyone who happens to be in allies. I like him.

    JAMES

    Interesting. This makes me think that mono-W (or splash for something…but not sure WHAT) Allies might not be a complete waste of cardboard. The fact that they get the +1’s is what makes this appealing. It’s too bad it has to stick around long enough to attack…but I guess the Ally deck is going to have to be defensive to start with…maybe with Honor of the Pure? This is wroth toying around with in the lab…at least for five mintues.

    Terra Eternal
    2W
    Enchantment
    All lands are indestructible.
    Rarity: Rare
    Set Number: #22/145

    There’s probably a cool combo with this, but I can’t think of it… maybe Legacy 43Land.dec will like this? This will be a recurring comment for me, lol. I know there’s at least one blue card for which the same thought occurred. Anyway, this is lots better when you have a man-land of some kind. Luckily there’s just such a cycle in this set…however, since both are rare, it’ll be… um… rare to see both in limited.

    JAMES

    I dunno…Legacy is beyond my meta knowledge. I see a LOT of strip mines played in vintage but I dont’ see the vintage players jumping out of their seats for something like this. Meh.

    Veteran’s Reflexes
    W
    Instant
    Target creature gets +1/+1 until end of turn. Untap that creature.
    Rarity: Common

    An awesome combat trick in a color whose removal usually comes in this form. This should be seen as a removal spell. Occasionally you’ll do that magical last point of damage to an unsuspecting opponent. I like it. This should enable many an ambush blo