Posts Tagged ‘magic the gathering’

The Magic Artwork of Rebecca Guay – Part 3

Saturday, August 28th, 2010

Welcome to part 3 of my series covering the Magic card illustration work of Rebecca Guay. Apologies for the slight delay. I haven’t found the time to edit my interview with Mrs. Guay yet, but it will surely be available shortly. So far we’re up to Mercadian Masques, which was released in October 1999. If you’re just joining us, here are links to part 1 and part 2.

Mercadian Masques

The last few blocks of Magic sets we’ve examined have had a distinctly high fantasy kind of style to them. I tend to associate Guay’s inherent style with this high fantasy feel, but I also enjoy seeing how she approaches magic expansions that have artificially or externally imposed stylistic guidelines. Not since the Mirage expansion have we seen a set with as unique and distinctive a style, as Mercadian Masques has. As was the case in part 1 of this series, when we looked at Guay’s Mirage cards, her Masques block cards rise to the stylistic occasion, and her cards help shape the overall feel of these sets. They are the execution of the stylistic vision for this setting.

Crackdown
Crackdown

Crackdown is such a suspenseful image, it definitely puts me in a adventurous mood. Surrounded! Oh snap! I’m not sure how well the scene really represents the effect of the card, though I suppose the suppression of creatures part makes sense. I guess I just don’t intuitively see why small creatures are exempted from this ambush being portrayed. It’s a minor point about how the overall effect of the card hangs together, but the artwork is great. The wardrobe of the surrounded chaps in the foreground is a great example of the distinctively Masques style to which I referred above.

Reverent Mantra
Reverent Mantra

This is a personal favorite, a piece I’ve copied onto the lid of one of my box lids for practice and added decoration. Dork customization, right? Plain white cardboard lids are so boring.

There is some disconnect, again, when I think of the card as a whole, mainly due to the name here. I’m not sure whether I get a reverent, respectful vibe here, or more of a love / cherish tone. Maybe it’s merely the mantra which is reverent, and the broad shouldered man is expressing his love for this woman through this formal, almost monastic act. Or maybe his averted gaze suggests that his mantra is the only thing keeping his love in check… is this woman off limits to the man? Perhaps he is her escort? Her arms are folded which does signify being closed off. It’s a posture of rejection, not embrace. Maybe I can dig the name after all. Either way, the flowing robes, the interplay of the two subjects’ postures, it’s all very beautiful, and my eyes just want to wander around, taking it in. These are both beautiful people to look at.

Diplomatic Escort
Diplomatic Escort

The hair here always makes me think “merfolk,” which is to say “underwater.” The shell-like shield doesn’t help either. But I guess if static electricity can play with one’s hair, then who am I to say that a little spellshaping can’t do likewise? Cool dresses here, on both the escort and her diplomat in the background.

Dark Ritual
Dark Ritual

Ah, Dark Ritual. This is among the most sought after Guay cards. It’s a common, but as the first and for a long time only foil printing of Dark Ritual available (which has been printed in twelve normal sets and a handful of promotional products), the common commonly sold for $20 USD. The artwork is trippier that most of the Guay pieces we’ve seen thus far. We’ve seen some dreamy images, but this is Sgt. Pepper territory, I think. The ritual doesn’t seem extremely dark to me, however, which kind of adds to the charm of this card, I think. I mean, consider some of the other printings…

Tom Fleming, from Urza’s Saga:
dark ritual

Ken Meyers, Tempest:
dark ritual tempest

Clint Langley, 5th Edition:
5th dark ritual

My previous favorite, the hilarious Justin Hampton version from Ice Age:
ice age dark ritual
(more awesome D&D notes artwork, that…)

And of course, the original Alpha version by Sandra Everingham:
Alpha dark ritual

Coming full circle, let’s see Guay’s once more.
Dark Ritual
I think Guay’s version of Dark Ritual offers a nice tribute to the prior versions, with its cloaked figures, while still being a Guay piece through and through. The druidic circle, the blue earthlike sphere they stand upon, and the tye dye cloud and pencil line 1960s swirly eye lashes, all contribute to the psychedelia. This is a cool, sought after, iconic, and trippy card and a highlight for many a Guay collector.

Strongarm Thug
Strongarm Thug

Once more we see a card that really expresses the feel of Mercadian Masques, with marauding pirates, swashbucklers, rebels and mercenaries. Puffy shirts everywhere. Dig the patterns on the choke-slammed guy’s MC Hammer pants. So cool. And the similar tailoring on his Alladin vest? Very cool details. This has a jarring feeling, obviously, of the dude being slammed into the wall, his scimitar falling useless to the ground. I dig it.

Hammer Mage
Hammer Mage

This set features several of the few non-gorgeous subjects in Guay’s Magic portfolio. Most of her characters tend to be stunningly gorgeous babes or valiant looking Princes with some Legolas elf types for good measure. But here we actually see a rotund old timer smacking some sparkling, presumably magic hammers together. His flowing cape rocks, with its detailed moon and stars print and blowing folds. Stunned merchants in the background are a nice touch, setting us in the typical crowded streets and bazaars of the Mercadian Masques setting. Another spellshaper, this, he’s got a sweet beard and some rocking puffy capri pants… aka pantaloons. Any SCA enthusiasts out there reading this who want to make me this outfit?

Tectonic Break
Tectonic Break

Yeah, this is the terrible Roland Emmerich movie 2012 in Magic form in a lot of ways. A tectonic plate falls into the sea, bringing with it a large manor in the foreground. More waves! I still think “The Ship Struck a Rock,” by Edmund Dulac from his Arabian Nights, has influenced Guay’s rendering of a crashing wave. What do you think?:

Dulac Ship

Volcanic Wind
Volcanic Wind

What you see here are some Wumpi… at least I’m guessing that’s the plural of the make-believe creature, the Wumpus, which inhabits the Mercadian realm. I know that if you try to google “wumpus” looking for a description of the beast, you’ll find a neat computer game called Hunt the Wumpus, and it seems that someone at Wizards of the Coast must have played the game, cause there’s even a card in MM called Hunted Wumpus. But I digress.

You see some Wumpi engulfed in a pillar of fire. I imagine Mrs. Guay may have seen just such a description when she was tasked with this piece, and can imagine it wasn’t among her most enjoyable projects. Coming from the desert southwest as I do, I actually like the mesas and the fiery sunset sky in this one. Even the weird fire tornado would be okay, I think, if the Wumpi weren’t like comical caricatures of the beasts seen in other pieces. They look like gingerbread cookies or plastic toys… you even see one being blasted into the air. Am I reading too much into this to see it as a subtle commentary from the artist on how she feels about portraying the noble Wumpus? Either way, when I pass this card in my collection, I mostly smirk at its oddity… see the burning circus animal cookies, and move on. This isn’t hate, it’s just not a piece with a lot of intrinsic Guay-ness.

Briar Patch
Briar Patch

Briar Patch is another beast piece I’m not terribly fond of. It’s a briar patch hiding a pack of hyenas, who are, it seems, hindered by the briar patch, though in a lame, minimal way (which is appropriate for the card’s effect, honestly). I think I see a little bleeding scratch on one hyena’s shoulder. Don’t get me wrong, again… this is passable beast illustration, by all means, but I doubt many Guay fans will name Briar Patch as her crowning achievement.

Sacred Prey
Sacred Prey

Okay, Sacred Prey is a cool example of a card whose elements don’t hang together well, causing dissonance, confusion and bewilderment. A third beast illustration, this one once more has a passable beast image which might nonetheless fail to be picked out of a police lineup of Magic cards as a Guay piece, even by some moderate fans. A large feline of some kind (likely a “Jhovall,” another contrived beast type like “Wumpus”) in the foreground is growling, perhaps in the moment of springing into attack, as a frightened horse comes running around the bend. The card, however, is a Creature – Beast. But wait, isn’t this the Prey? Is this card the horse, and it’s a weird beast horse? Doesn’t “beast” suggest this is the cat? The flavor text reads “To see one is a good omen…” That might seem to suggest the horse. The ability gives you life when this creature is blocked… does that mean when it’s eaten, or feasting?

These mysteries are unsolved, and the case has run cold. Alas, we may never know what is going on with this card, mechanically.

Vernal Equinox
Vernal Equinox

This organic, almost abstract feeling piece is somewhat out of the ordinary in subject. It’s got an endearing feeling of mysticism and magic to it. The mysterious runes complement the card’s name, the equinox being significant in all sorts of astrological mysticism. It also has a neat effect, letting everything go instant speed, but for both players… a cool “global” enchantment. When cards affect both players equally, they’re known as “symmetrical” in Magic parlance, and this is one such card, fittingly so for its themes. Elegant, nifty, and peculiar. I’ve always liked it.

Saprazzan Cove
Saprazzan Cove

There aren’t a whole lot of distant landscape kind of cards in Guay’s work, but this one has an interesting vantage point. Maybe this is the view from one of the dirigibles in Mercadia? Anyhow, it’s the kind of card that makes me want to play D&D. That gets me thinking about this place… where’s the ship headed? Who lives here? I want to explore the place. I guess, in short, it’s a compelling place painting. I love the towers, or minarets or what have you in the foreground. There are cool little details here and there.

Battle Royale Box Set

Battle Royale had two cards we’ve seen before:

Angelic Page
Angelic Page

This remains one of the all time cutest angels in Magic. Aw, shucks.

Elvish Lyrist
Elvish Lyrist

The posture still seems ever so slightly off to me.

Nemesis
Released in February 2000, Nemesis continues the story with the Phyrexian invasion of Dominaria on the verge of beginning.

Animate Land
Animate Land

Wicked! I can imagine this tattooed on someone’s arm in a biker bar. “Nice ink, man!”

Animate Land is one of a wonderful subset of experimental pieces from Guay, featuring acid-trippy, melty, shifting, or otherwise phantasmagoric beings of illusion that are just plain cool to examine. Here a patchwork of flora, fungi, and growth resembling coral and underwater worms are pulled and polymorphed into a dragonlike composite creature. It’s an inspired representation of the effect of the card, which literally animates the land momentarily. The pithy flavor text is a fun garnishment.

Fog Patch
Fog Patch

Elves lost in the fog. It’s a cool piece. It would have to be a dense magical fog to stop a group of elves, I’d think. But then, perhaps the elves have summoned the fog? This piece features beautiful garments adorning our elven subjects, though they seem more panicked than the passive flavor text and foggy mood might suggest. These are minor criticisms though, and overall I enjoy this piece for its fair elves and flowing garments, all with the hallmark misty depth.

Prophecy
Aura Fracture
Aura Fracture

Striking, this piece catches your eye. The pretty woman is hidden, curled up in her egg like force bubble. Spikes or shards of rock protrude sharply upward, and they seem to be the actual phenomenon being portrayed, given the nature of the ability… this woman’s shield is being burst. If anything, she seems a bit calm, given that, but her odd pose is pulled off well I think, and there’s electricity and energy to this one. I’m reminded of Glendra, the good witch, as she floats down in a bubble to Dorothy’s aid in the Wizard of Oz.

Calming Verse
Calming Verse

This piece is just gorgeous. It doesn’t hurt that the subject is an incredibly attractive, tall slender woman in sheer and translucent gowns. This piece is tantalizing and sexy. Alluring. And I suppose, after a hard day’s work, sure, it’s calming! I certainly feel no angst or expectancy when I consider this piece. The word “verse” in the title, and the performance-like pose of this woman’s arm, make me imagine her having just finished a lovely stanza of a poem, or a soft lullaby. Ahhh. Very pretty.

Okay, that’s all for this installment. Join me again next time when we explore the Invasion block and beyond.

Elspeth vs. Tezzeret Decklists & FTV:Relics Art Preview for Sol Ring

Thursday, August 26th, 2010

The mothership had two fun tid-bits today. In arcana, they announced the decklists of the new Elspeth v. Tezzeret decks. For this artwork fan, the highlight of this announcement was the fantastic new version of tournament staple Swords to Plowshares done by Terese Nielsen:

Nielsen Swords to Plowshares

Among the other 5 new artworks announced was a new Mishras Factory:

Factory

Not my favorite, really, but the coolness factor of the card counts for something. Alas, I find both the new planeswalkers’ artwork to be lacking and sub-par:

Elspeth

Tezzeret

Yeah… I’m not a fan of either one… they seem quite amateurish.

Lastly, in Mike Flores’ article, “Great Looks at Great Decks” we see a neat new image with a link to the old announcement of the From the Vault: Relics release (releases tomorrow at the time of this writing!) that is presumably the new artwork for Sol Ring:

Sol Ring FTV Relics

Interesting artistic developments. I can’t wait to get my hands on some of those swords!

EDH General: Vhati il-Dal / EDH Decklist

Monday, July 26th, 2010

Work has held me hostage the past few months but I could no longer resist the pull of Magic.  I needed to find something that would get my non-work self pumped again.  I decided to dig through my Legendary binder (I collected Legends before I ever heard of EDH, yay for me) to see what would jump out at me.  I was almost to the end of the binder when I saw my old pal, Vhati il-Dal.  Vhati is a political General that can really shine in multi-player.

I was excited to run green/black and started pulling out cards that interested me.  I dug deep into my card collection trying to come up with combos and never seen before interactions.  What I ended up with was a giant stack of cards and only 99 (!) open slots.  *sigh* 

stack-baloon It seemed like an impossible task; how do I choose between Strip Mine and Wasteland?  How can I fit all of the most broken cards ever printed in Black/Green in to one little 100 card deck?  I can debate card choices with myself all day long.  I feel it is much easier just to stuff the cards in and replace what doesn’t work later (for EDH). 

Since I had access to green I felt that 36 land slots would be perfect due to land search effects.

Lands (36)

The next step was thinning down the creatures I had marked for the deck.  With so many options in both black and green, not to mention multi-colored, the choices were tough.  After some quick assessing, I ended up with this:

Creatures (27)

Some strange choices and some no-brainers.   For me, part of the fun with EDH is using cards that rarely see play.  My favorite choice here is Cuombajj Witches, not only for the “what?” factor, but also because of the synergy with Vhati.  Krovikan Horror serves the same purpose, reusable creature kill.  I like the devour creatures in the deck, since I have put many recursion effects in; Mycoloth is way too good combined with Skullclamp.  Gleancrawler, Solemn Simulacrum and Woodfall Primus all combo nicely with devour as well.  Maybe I should up the count of devour creatures, Marrow Chomper perhaps?  Maybe not.  The critters that don’t seem to fit too well are Heartwood Storyteller, Birds of Paradise and Ohran Viper.

It was time for some back up.  Green/black has a great selection of enchantments for EDH.  I feel that every deck running green should run Sylvan Library.  Being able to stack your draws is really important in a Highlander format.

Enchantments/Planeswalkers (10)

Wild Pair is one of my all time favorite enchantments.  Some thought needs to go into your deck construction to thoroughly abuse its power.  Let’s check the synergy with Wild Pair so far; seven creatures have a combined power/toughness of four, four have a combined eight, and three have a combined twelve.  I like the idea of playing Monger and bringing Primus along for the ride. 

Now I needed the utility spells; removal, tutors, card drawing, etc.

Card Drawing/Tutors (11)

EDH is all about tutor effects.  The easier it is to find your answer/threat the better.  It is important to have some degree of deck manipulation.  Crystal Ball is perfect for EDH.  The format tends to be slower (now that Rofellos, Llanowar Emissary has been banned again) allowing incremental development a chance to pay off.  I play the Journeyer’s Kite in my other EDH deck and really like it.

In EDH you need to be able to answer multiple and various things.  Having a broad removal package is very important.

Removal (10)

Rancid Earth has great synergy with our General once we have threshold.  Morbid Bloom is definitely the odd man out, I added it to give myself more devour targets.  I know Maelstrom Pulse seems like a poor choice in EDH, but it is almost a Vindicate and it wrecks tokens.

Extra Bits(5)

The extra stuff can all be dumped, except for Restock.  The Sword is in because its new. Imp’s Mischief, as the name suggests, can create plenty of ways to mess with the other players, fitting nicely with the political nature of Vhati il-Dal.  Berserk can be a great finisher.

As I look over this list I can see a bunch of holes and cross purpose selections.  Why don’t I have Crucible of Worlds in here?  Why Worm Harvest without Life from the Loam?  Keep in mind this is a casual, multi-player deck.  That being said, I would love any Feedback the readers could give.  Until next time.

The Magic Artwork of Rebecca Guay – Part 1

Monday, July 12th, 2010

Rebecca Guay

Rebecca Guay has long been my favorite Magic card artist. In this series, I take a chronological tour through her artistic contributions to the game, examining every card she’s ever done to date, including some which never saw print. While her career as an illustrator is not limited to Magic card illustration, the artwork which appears on Magic cards and promotional material will be my primary focus in these pieces. However, I would encourage any fans of her Magic card illustrations to have a look at her other work. She’s illustrated for several other games, including Dungeons & Dragons, World of Warcraft, various White Wolf RPGs, and some comic books. Much of her work is compiled at her website, rebeccaguay.com, where she also takes limited submissions for autographed cards.

Although I’m neither art critic nor historian by training, I will try to fake it as best I can. I am presenting each card with the full frame, as the card appeared in the original versions. I considered displaying the images alone, but concluded that part of this work of art is the card form it’s delivered on. The art is part of the card, and the card frames the art. Each must hang together with the other, for a truly sublime Magic-related aesthetic experience. And thus, through no fault of her own, some of the artist’s pieces will necessarily be more popular than others due merely to the relative excellence of the cards on which they appear. I shall try to make this distinction when evaluating the artistic merits of such iconic cards, though I can’t promise not to have my own biases. Enough ado, let’s dive in!

Alliances

Guay’s work first appeared in the Alliances expansion, released in 1996. Most Guay collectors’ binders, therefore, begin with a humble and unassuming pair of Enslaved Scouts.

Enslaved Scout

Enslaved Scout, ver 1Enslaved Scout, ver 2

I’m glad that Guay got involved with Magic early enough to do a few of these alternate / multiple artwork cards. Here we see chained and collared goblins, reluctantly guiding their mounted captors.

The gruesome flavor text on the second version with the squatting goblin gives us a glimpse of the fate likely awaiting these poor souls. These are fairly straightforward pieces. Of the two, I favor the second, with the figure painting of the squatting scout more. As the opening page in my collection binder, Enslaved Scout has grown on me over the years.

Kaysa
Kaysa

Right off the bat, we have an example of the style Guay is known for. A beautiful, slender maiden with long hair and a flowing cloak, both in this case blowing in the wind. I’m taken by Kaysa’s sexy, almost aloof posture in this piece. She’s holding a spear in a way that suggests combat, but she doesn’t seem troubled by any potential adversary. Classic High Fantasy themes, but painterly and soft, not airbrushed and sharp. The cranes flying away along the line of her spear help flow your eyes around this picture.

To me, this is standard, classic Guay. An archetypal gorgeous-maiden-in-flowing-robes subject, with a majestic high fantasy mood. What’s interesting is that much of her early work varies from what ends up being the “Guay mold,” as we’ll see. There is terrific variety before she settles into a period in which she returns to this classic kind of look.

Natures Chosen
Nature's Chosen

This has never been among my favorite pieces, but it seems to bear some passing artistic reference to Edmund Dulac. In 1911, during the “Golden Age of Illustration,” Dulac illustrated “Stories from Hans Christian Andersen” which included the story of the Ice Queen. In several of Guay’s pieces, we see a hazy, snowy effect. Here, it’s seen around the knees of this kneeling, somber, meditative maiden. This effect reminds me of Dulac’s piece, “The Snow Queen Flies Through the Winter’s Night” seen below:

Snow Queen

Now, the low-cut back of the maiden’s dress seems to suggest a warmer clime, so maybe this is supposed to be either dreamy snow, or some kind of pollen or spore? This slender woman does seem to be at home in nature, but it’s still not one of the more powerful images from Guay’s work, in my opinion. What exactly is going on? She’s caressing a tree, bonding with it perhaps? It does convey that this woman is in tune with nature, but is she merely a tree hugger? How is she the chosen of nature?

Noble Steeds

Noble Steeds, ver 1Noble Steeds, ver 2

Noble Steeds is the other dual-art card illustrated by Guay. Here we have two takes on the same pair of horses, one framed from afar in an Aspen grove of sorts, grazing, the other an action closeup of the horses rearing or running. I like the first better, I suppose, as the second seems too tightly cropped to me, the rearing horse seems to be cramped from having to rear up in such an enclosed space. I wonder what the cropping of the original was like.

Noble Steeds is an example of a phenomenon in older Magic cards, wherein an enchantment is misleading due to looking and feeling a lot like a creature. I still glance at this sometimes, thinking it’s a creature, and only realize my mistake when my eyes drift to the text box. All in all, Noble Steeds is primarily noteworthy for its illustrator, and is not among my favorites, even then.

A Short Aside on Multiple Artwork Cards

Alliances, sadly, was the last set released by Wizards of the Coast to include multiple card artwork for individual cards. This practice of alternate artwork lent a depth and a certain je n’sais qua to those earlier sets. I am a bit cynical about the official line from Wizards on the matter:

“…most players recognize cards through the artwork. With the enormous number of different cards available now, having many with alternate art can actually be a drawback, since you would have to memorize more images. … We just don’t want to be in a situation where the number of images a player needs to know to reasonably play the game gets out of hand.” -Elaine Chase, Magic R&D

This explanation seems awfully lacking in my estimation. Wizards does promotional reprints with alternate artwork all the time. New core sets often feature numerous examples of such reprints as well. Furthermore, as Chase admits, an average Magic player already recognizes an “enormous number” of different images, usually on the order of several thousand. Let’s face it, the number of images a player needs to know to “reasonably” play Magic is by definition out of hand. When you consider that Alliances had 55 cards with alternate art, and 144 unique, functionally different cards, this means roughly 38% of the cards had alternate artwork. How much difference does a marginal number of images make when you’re already memorizing thousands of them? Just under half of the cards in Beta have had recommissioned artwork at some point.

My theory is simply that Wizards can cut their costs for each given set by doing a single art commission for each card. Either way, I sure miss the multiple artwork, but I’ll settle for the promotional and textless versions we see nowadays, I suppose.

End Aside

Sustaining Spirit
Sustaining Spirit

Sustaining Spirit, on the other hand, was an early favorite of mine. As a tribute to another of my favorite cards when I first came into Magic, Ali From Cairo, Sustaining Spirit caught my eye for its effect as well as its artwork. I love the pensive angel here. While some of Guay’s early cards clearly depict angels, many were spirits or guardians or merely Legends, as the subtype conventions had not been pinned down yet. This just adds charm to the older cards in my mind. Sustaining Spirit has been given errata to change the type from guardian to angel spirit.

This petite angel seems to be perched among the clouds, and could almost be a statue come to life, like some delicate, beautiful gargoyle. Fun fact: the phrase “guardian angel” has evoked this image in my mind for years, thanks to this art and the weird creature type wording. Maybe that’s just what they were thinking in the cutting room on this one.

Mirage

Asmira, Holy Avenger
Asmira, Holy Avenger

Asmira is a beautiful image of an angelic protector. At least I thought so… turns out the errata here changed her type to Legendary Creature – Human Cleric. No matter, I will always consider Asmira an angel. The wings here don’t match the cloak well, and Asmira has flying. Come on, a flying cleric? I’ll admit that when the errata was issued I did finally see that what I saw as wings does match the color of the cloak, and there are portions of it that look more like flowing cloth than angel wings. But I digress.

Her embrace of the young child puts her in the role of protector. Her sun shaped halo and the patterns on her robes remind me of various pieces by Gutav Klimt, (like, for instance, “Julia I”). Guay got commissions for a Legend in both of her first two sets, and they were both among my favorites.

Memory Lapse
Memory Lapse

I really think Guay rose to the challenge of the particular style of Mirage. Here, we have an example of a style atypical to Guay, but very much in the feel of the set. This is a card, originally printed in Homelands, that would go on to have a number of high profile tournament appearances. Mark Tedin’s original has some intrigue to it, with the puzzle pieces falling out of a mage’s head, but the Seventh Edition version by Tristan Elwell is abysmal. Needless to say, my Homelands copies have seen no play, as I always favor the Guays. This is an example of a card which has artwork that’s not among my favorites, but which has grown on me due to appearing on a card likely to see play in a blue Guay themed deck, or odd decks from various formats over the years.

Vigilant Martyr
Vigilant Martyr

Vigilant Martyr gets my pick for best Guay card in Mirage. This is a beautiful piece, again with shades of Klimt in the patterned cloth. The piece succeeds in representing this protector, willing to die to defend another creature, or stop an enchantment from opposing magic. There’s so much going on in this frame, my eyes move effortlessly from one pleasing image to another. And finally, she’s again succeeded in helping define the unique feel of Mirage itself, with tribal themes and savannah setting.

Vitalizing Cascade
Vitalizing Cascade

Our first bit of gratuitous babe art, which would eventually become a hallmark of Guay by the time when Unglued came out in 2004. Most of the beautiful women portrayed by Guay are seen wearing flowing robes or dresses, but here we have one of the few bathing women of Magic. Nudity, nymphs, and merfolk were themes explored by many artists in the Golden Age of Illustration, the time in which many of Guay’s influences lived and worked. This attractive woman, and the lily-pad pond both evoke that period of illustration for me here.

My one complaint with this piece is that I find the woman’s hair to be too fluffy for having been drenched by a waterfall. I wish is fell straight down and just felt wetter.

Fifth Edition

Phantom Monster
Phantom Monster

Phantom Monster is a cool piece. Again we see the eerie snow effect, and what seems to me to be the shadow of the monster on the ground below as it flies above. It’s creepy and fitting to the card, the original flying hill giant. This is one of the few cards from Alpha which has been redone by Guay, though there are a few others, as we’ll see. This is also our first real taste for Guay’s penchant for phantasmal beings, which really comes to fruition in Judgment.

Donny Darko, anyone?

Sea Sprite
Sea Sprite

I have a thing for Faeries, and Guay does them well. Sea Sprite was the first, and there are a couple of interesting things going on here. The Faerie itself is aquatic feeling, with gossamer wings like seaweed. The flowing skirt, disappearing out of frame is also unusual for fae, but works well here.

Note the waves in this picture. I would love to know of Guay’s influences for this and other of her images featuring waves. I feel like several candidates exist in several of Dulac’s works, but also see resemblance to “The Great Wave,” a famous piece by the Edo period Japanese master Katsushika Hokusai. In this image, my suspicion of the Hokusai reference is heightened due to the Asian feel of the jumping fish, and their passing resemblance to yin and yang iconography. I want to stress that this is “the untrained eye” talking.

Wanderlust
Wanderlust

This is classic Guay, and classic Golden Age type illustration. Beams of light and the morose wanderer, with startled birds in the foreground belying the stillness which otherwise dominates the mood here. Framed in by trees, you get an almost claustrophobic sense from these foreboding woods, despite which, the maiden is still compelled to wander on. I’m a big fan of the original Wanderlust by Cornelius Brudi as well, and I only wish foil versions existed when Fifth Edition came around, so I could get a black-bordered version of this card. There’s always Sharpee!

Portal

Mind Knives
Mind Knives

Violence is uncommon in Guay’s pieces, but here we have the impression of acute pain and violence as the magic is ripped from the victim’s mind. I must admit, I’m not a huge fan of Mind Knives, but it gets the job done. Guay doesn’t use a lot of abstract painting, so I enjoy Mind Knives for that unusual aspect.

Cloak of Feathers
Cloak of Feathers

Cloak of Feathers simply screams Gustav Klimt to me. The woman’s fetal position and closed eyes give her flight a dreamlike quality, as does the strangeness of the window on the right, open to night time stars, contrasted with the trees to the left. You can’t tell which is inside, which is out, and on this peacock feather gown, so much like sheets pulled tight, the mystery takes flight. An odd but satisfying artistic experience, in my estimation.

Elven Cache
Elven Cache

Elven Cache is in the “Beautiful Hippy Gardener Elves” category of Guay’s work. I like most of these, but there is a personal bias there. The lingerie here definitely contributes to Guay’s early reputation for gratuitous babe art.

Mobilize
Mobilize

I’m a fan of Mobilize. Not only is this a very useful card in various elfball decks, the image is pretty sweet. You see some obviously nature-aligned adventurers (see the two deer to either side of their group) mobilizing in the woods. We’re so far back from their meeting, we don’t see much detail, but after all, this is a card describing a certain spell effect. Compare to the issue I brought up with Noble Steeds earlier. There is no mistaking this spell for a creature, and in fact, the scene describes the effect well. I like the use of a foreground tree as framing, both for giving depth to the image, and giving us some closer details to look upon.

Natures Cloak
Nature's Cloak

This haunting, camouflaged elf is a very neat piece featuring the mystical snow effect, and showcasing Guay’s penchant for forests. Blending seamlessly into the sylvan scene is a great representation of forestwalk, making this art fit the card especially well.

Wood Elves
Wood Elves

Wood Elves is one of the most useful cards Guay has done, when it comes time to build guay_art.dec. This guy can fetch any forest, including Revised dual lands like tropical island and puts the land into play untapped and ready to use. I run Wood Elves in EDH decks alongside wirewood symbiote.

Guay has actually done two versions of Wood Elves, and we’ll see the second version later when we get to Exodus in part 2. This version’s two white haired elves look regal and fey. The flowing capes here are superbly rendered, amidst the mist.

Starlit Angel
Starlit Angel

Here we have an excellent angel, filling the frame. She’s beautiful, her wings are wide, her arms outstretched as she flies through the night sky. I like the flowing cloth, especially where her sleeve casts a shadow on her long dress. The stars behind her fit the description offered by the card’s name. I appreciate Guay’s angels for their classic look and feel. There’s no scantily clad, airbrushed skin, no silicon breast implants. These are beautiful, heavenly creatures, not tawdry sex objects of warrior princesses with wings. Renaissance era, classic angels. I’m not saying there isn’t a place within the wide fantasy setting of Magic for those Frank Frazetta style sex symbols and Roy Krenkel comic book heroines, or even the many examples of latex-clad Catwomen of Magic. I get that the current mass appeal is more along the lines of the X-Men than with Hans Christian Andersen. I’m simply thankful for those few artists, like Guay, who have contributed the classical ’sensibility’ to our game.

Weatherlight

To my mind, Weatherlight is the set in which Guay’s magic artwork solidifies into what I consider to be her classic style. It includes iconic images, and a very powerful card that saw lots of play and gave Guay’s work some early exposure.

Angelic Renewal
Angelic Renewal

Angelic Renewal is one of my favorite pieces by Guay. Such a gorgeous pose, the caring embrace of this woman’s guardian angel, saving her from her demise. The fine gowns, the curly hair, the wings, all done with such painterly grace. A wonderful piece.

Gaeas Blessing
Gaea's Blessing

This card was key to various winning tournament strategies, notably Zvi Mowshowitz’s Turboland.

The image here is among the classic, instantly-identifiable cards in the game for veteran players, with a beautiful female figure snuggling the back of a majestic knight as he kneels in prayer, holding his sword in the classic cross position before him. Set in a forest scene, we see leaves and shadows detailing the flowing cape and armor of the knight. Who is this woman? She’s nude, though her skin is covered in leafy images, suggesting that this may be an incarnation of Gaea responding to the knight’s prayers, conveying the namesake blessing upon him. That her hair seems to melt away into thin air suggests a similarly sylvan or spirit nature. This is a classic, high fantasy scene. Beautiful and serene.

Serras Blessing
Serra's Blessing

Another blessing, this time from the Serra Angel of Magic lore. Another beautiful woman, clad in white, communing with nature. Her halo and proximity to the stag suggests she’s received the blessing, and is imbued with magic. I like the trees here, another Guay hallmark, giving depth the image.

This wraps up part one of the series. I hope you’ve enjoyed the first bit of the journey through Guay’s work. Join me next time as I peruse the works appearing in Tempest block and beyond. I will append updated links in the sections below as the subsequent parts are published.

Until we meet again!

Premium Deck Series: Fire & Lightning announced

Tuesday, June 22nd, 2010

Wizards announced today the next installment of their Premium Deck Series, a deck called “Fire & Lightning.”

What intrigued this author about the announcement was the following line:

“[The deck] contains famous flames, bolts, and beats from across Magic history, including several never before released in foil!”

And the image by Christopher Moeller seen below:


Chain Lighning

Now, this is entirely speculation, but could that be a new updated artwork for the Legacy staple Chain Lightning? Color me intrigued!

DCI Banned & Restricted List Announcement

Friday, June 18th, 2010

The June 18, 2010 DCI Banned & Restricted List Announcement is a whopper! Extended as we know it is changing dramatically, and Legacy will see some upheaval as well.

Effective July 1, Extended will go from having seven years worth of Magic sets to having four years worth. A whopping eleven (11) sets are rotating out on that date (Ninth Edition, Mirrodin, Darksteel, Fifth Dawn, Champions of Kamigawa, Betrayers of Kamigawa, Saviors of Kamigawa, Ravnica: City of Guilds, Guildpact, Dissension, and Coldsnap.) From that point forward, starting with the release of Scars of Mirrodin, each fall set will cause the oldest block to rotate out. Thus, when Scars releases, Time Spiral, Planar Chaos, Future Sight, and Tenth Edition will rotate out. Goodbye, Tarmogoyf, it was nice knowing ya!

Furthermore, Sword of the Meek and Hypergenesis are both banned in Extended, while the previous four banned cards will have rotated out anyway.

Clearly this decision is intended to shake things up and will hopefully do just that, breathing life into a format that has been on DCI life support for a few seasons now.

Moving over to Legacy, it appears that Steven Menendian will have his way with a couple of cards, with Grim Monolith and Illusionary Mask both being taken off the banned list.

However, Mystical Tutor has been banned, which should neuter one of the format’s preeminent combo decks, Ad Nauseam Tendrils (ANT). Losing those four slots universally held by the tutor will be a hard obstacle to overcome, and while the deck will likely still survive in some incarnation, we can breathe a sigh of relief in knowing that the dreaded turn 1 kill will probably happen a lot less often in the format, with only the somewhat-passé LED-based dredge decks now being capable.

This should prove to be among the more influential Banned / Restricted announcements in recent times, and here’s hoping it has the desired effect of making Extended more interesting.

Sun Titan revealed as Pre-release card for Magic 2011

Monday, June 14th, 2010

Behold, Sun Titan:

Sun Titan

Looks like a beast. Wizards announced that this will be the promo card for the upcoming Magic 2011 pre-release, July 10 and 11. Giddy Up!

Reconciling the Limits of Play and Flavors of Power

Saturday, May 1st, 2010

As players of this great game, we pay cost and make choices based on cards that contain ways to modify the rules and state of the game so we can advance our plan to win the game. As Planeswalkers, we are casting magic and spells of all magnitude to survive and vanquish our opponents. I’m going to talk through some thoughts I’ve had on flavor and attempt to craft a flavorful view that will incorporate some of the rules and ideas that often float around in our game play.

There are plenty of articles and thoughts about how Planeswalkers use land and draw on mana, so I’m not going to talk much about that. It suffices to say that Planeswalkers make bonds with lands with which they are familiar and can draw the power of those lands to aid in their spellcraft. In general, an open field is an open field, regardless of the Plane you are on, but there are occasionally aspects of some lands that have secondary effects. How Khalni Garden comes with a Plant creature and how Academy Ruins lets you salvage artifacts are questions that I believe are answered by drawing a parallel between these special lands and the way I imagine spells work, in that they are events and unique patterns .

We see cards in Magic’s history that give us a strong starting point for considering the intended way for us to think about the flavor of spells and casting. Those cards that affect our or our opponent’s unplayed cards and hands often refer to the mental domain. Memory Sluice, Thoughtseize, Ancestral Recall, Mind Spring, ect. From this, we can assume that the spells are things that Planeswalkers hold in their mind, and that they come from memory. The first point seems to be a given, but the second point is interesting for the flavor of our spells and how Planeswalkers must acquire and use these spells.

The various spell types we have to consider are Instants and Sorceries, which can be grouped together for our purposes, Enchantments, Artifacts, and Creatures. Now, I do not include Planeswalkers on this list because they do not function the same as these other spell types flavorfully nor literally. I’ll address them a bit below. For now, let’s begin with the permanents.

Stepping into the mental shoes of a Planeswalker, when we are on a plane we are surrounded by matter. Real, tangible, exigent things with which we can interact. These things have an on-going nature, persisting over time, even if the nature of the thing makes that time short, they have a duration of existence. We can look at, touch, and smell the goblin, old books, and aura of magic sitting in the room with us.

Now, I believe that it is through the Planeswalkers memory that spells are ‘drawn,’ and as such, the best way to learn how to put such spells into memory is through examination. In this case, we can examine the goblin, taking in its form, behavior, and capabilities. This would not be enough however. We can remember details about the goblin when we are on another plane, but that will not suffice if we have a beast bearing down on us. What we need to do as we examine the goblin, is examine the flow of mana that comprises his existence.

I believe Planeswalkers are creatures of magic. They can literally see the threads and flows of mana that make up a creature or thing. If they study and internalize the memory of a creature and its make up, they can use mana in another place to create that creature again from their memory. Now, this is at odds with the idea of summoning a creature, but I think it fits much better when you consider applying this theory to other permanents, sorceries, and instants. Instead of yanking a Raging Goblin across the Blind Eternities to us, we are remembering what makes a Raging Goblin in way of the organization and shape of his mana, and forming the mana we have to give that memory and mana life. We are essentially cloning him using his mana DNA.

This same thing applies to artifacts and enchantments. A Planeswalker finds something useful and while they might be able to pocket an artifact, they can also just create the thing once they understand it in the place where it is required.

If we understand the spellcraft of permanents as replicating naturally occurring mana patterns that a Planeswalker encounters, then this also can lend us a hand in understanding the spellcraft of Sorceries and Instants. Sorceries and Instants, in the game, have a variety of different flavors to them but they tend to always be events and occurrences.

Disaster Radius, for example, has the flavor to me of either a massive attack from one of the Eldrazi Legends, or perhaps the fall out from one such as Emrakul falling under the force of an attack. The art, the effect and the cost all give me these as possible flavors for the card. As such, I can imagine that the Planeswalker who watches such an event could, in the moment or in the replay of memory, remember and study the activity of the mana that flowed around the event. As such, when faced with a swarm of beasts coming for him, he can shape and direct the mana, channel the memory of a powerful creature that he has the pattern at the ready to create a replay of the original event.

Now, understanding how spells work, I want to talk about a flavorizing of the deck, card limits, and the Legend rule.

If the world around the Planeswalker is one of mana patterns, we could quite easily fill amind with hundreds of patterns, spells, some of which would be great and some of which would not be the most efficient and effective use of effort. Such is true for the game, as we have thousands of cards available, hundreds in a smaller format like Standard, and not all of them are good in practical use. A Planeswalker however can control their preparation for action, pruning down thoughts and actions that would be less useful and readying themselves for those that are more likely to aid them in combat. A Planeswalker is a mental and magical martial artists, and they can hone their readied memories much the same as a Grand Master can select stances and styles to fit the opponent and environment at hand.

This gives us a flavorful way to understand the need to create concise decks using few powerful and efficient cards as a general rule. If the Planeswalker needs a Goblin, but cannot get all of the irrelevant events he’s seen out of his head, he likely not last very long. Another aspect of deck building is the four copy limit, which will touch on another flavorful concept.

We can include up to four copies of any one card into our decks, but this does not mean the Planeswalker must examine four Raging Goblins specifically to have a full preparation of them in his mind. Rather, I view each copy of a card as increased reliance and mastery of the memory of that mana pattern. A Planeswalker who has deeply studied a Knight of the Reliquary is the one most capable to bring that memory to life. This is reflected in our increased ability to draw the card when running four copies. Of course, there is only so much mastery that can be accomplished, and when understanding and reliance are at their fullest nothing more can be achieved.

This explains why we are limited to four copies, save the pocket cases of the Relentless Rats and Limited where you can have more. These exceptions can be explained first as a nature of the mana pattern of the rats and their tendency to swarm, and for Limited, in a fledgling environment where resources are scarce, the Planeswalker is sometimes forced to rely heavily on what he has managed to grasp, bending the rule of a typical orderly mind with the desperateness of making do in tough situations.

Now, as for the cases of the Legendary, we can understand that the point of legendary-ness is that it expresses uniqueness. There may have been dozens of Boggart Ram-gang running around Shadowmoor, all of them having the same typical pattern of mana. However, there was only one Wort, the Raidmother, and her abilities on the plane where unique to her alone. There was a special quirk in her pattern that expressed her uniqueness. While her having a pattern that the Planeswalker can study allows him to reconstruct her from mana and memory on a far removed plane, that specificness in the pattern keeps another Wort from being able to exist there too. In fact, if two Worts attempt to exist in the same place at once, the quirk, the uniqueness of both patterns unravels and takes the rest of the pattern with it.

Planeswalker cards pose a unique flavor translation issue, but I believe that what they represent is an alliance and a contract to enforce that alliance. Planeswalkers are too complex and unique, due to the spark, to be simple spells. Their mana pattern cannot just be recreated. Instead, we can conceptualize the Planeswalkers as having met and agreeing to a contractual calling for assistance. The spell that is cast is the call that gets sent across the Blind Eternities informing the Planeswalker that his obligation is being called upon. The Planeswalker is capable of transversing the Blind Eternities, so we can actually read this as a summoning of a single very unique creature.

The Planeswalker rule is just a little bit different from the Legend rule conceptually and functionally. The Planeswalker can be called to fulfill the role agreed based on the call that went out, thus having Ajani Vengant, the Warrior Mage, and Ajani Goldmane, the Soldierly General. He is the same person, but his roles are different. As such, the uniqueness applies to both forms. This matters because if he has a contract called by someone else who is involved in hostilities, he must leave the battle, as he becomes incapable of fulfilling both roles for both allies at once.

Finally, the only thing left to consider is the graveyard. Here the discarded and used thoughts go. I do have a hard time conceptualizing the graveyard in a flavorful way for anything other than played and subsequently destroyed creatures. I suppose that it is more a record of what has passed, as I know I have used it that way before in playing when I need to check my record keeping. Most of the memories that have been remembered, served their purpose and subsequently forgotten as the Planeswalker turns his attention to the next matter.

I’ll be honest in saying I struggle to add the Graveyard element to our flavorful exercise. Perhaps there are some Vorthos friends out there whom have given this some more thought and could help me out? Give me your thoughts in the comments! I’d love to hear other imaginings of what the Planeswalker’s experience must be and how we can reconcile that with our experiences.

Garruk Wildspeaker Not Included in “the Garruk Wildspeaker Deck” WotC: WTF?

Friday, April 30th, 2010

Wizards has announced the decklist of ‘Teeth of the Predator,’ one of their new “Duels of the Planeswalkers” series of pre-constructed, 60-card decks. These decks are a spinoff of their xBox 360 title, Duels of the Planeswalkers. However, in a dumbfounding and likely ill-fated move, none of the decks will actually contain the planeswalkers they are branded with.

The packaging was announced on Monday the 19th of April. Immediately, in comments below this announcement, the dubious trick was highlighted: that while the packages all feature prominently the planeswalkers whose decks these allegedly are, none of the decks actually contain the planeswalkers in question.

Yep, that’s right. Garruk’s deck has exactly zero copies of Garruk Wildspeaker. And yes, that’s a huge picture of Garruk on the cover of the box. Check out the Garruk box:

Don’t be fooled by the phrase “The Garruk Wildspeaker Deck.” This doesn’t mean “deck featuring Garruk Wildspeaker” as we might reasonably presume, but rather something along the lines of “a deck someone like Garruk Wildspeaker might play.”

I don’t know about the rest of you, but I share the sentiment of Andrade, the first poster on the blog announcing the packaging:

There will be a lot of disappointed people if the decks don’t include a Planeswalker card. If I buy “The Nissa Revane deck” with a huge picture of Nissa on the box then I would expect to find a Nissa in there.

“Disappointed” is a bit of an understatement if you ask me. I’d substitute “pissed.” I, for one, would feel utterly deceived and cheated by this blatant near-false-advertising.

The biggest problem here is that this will inevitably only infuriate n00bs who are just getting into Magic, to whom these products appeal greatly as a way to supplement their nascent collections. Someone who is “in the know” and keeps up with Magic culture is far less likely to blindly buy a product on a whim without knowing the specific contents of that product. In short, experienced players won’t be duped by this crap. But the n00b just sees the picture and buys it. This is speculation, but it seems consistent with purchasing behaviors I’ve observed in an unscientific, personal way over the years.

So, WotC, shame on you for peddling this inferior and deceptive product. I don’t know who made this decision, or what their blood-alcohol level was at the time they made it, but you can bet this lemon of a product will tarnish the brand, and in a just world, those responsible for this trash would be purged from the company.

Cheers,
J

Rise of the Eldrazi Set Review and Analysis: Black

Friday, April 16th, 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 black portion of Rise of the Eldrazi.

Joe
He’s fast, but he dies to walls… which makes him seem pretty bad here. Then again, he can brawl with some mid-level fatties.

Mike
This guy is really interesting. Normally vanilla creatures don’t hack it in constructed formats but it’s clear that he’s much stronger in a world where 1 power creatures are far more rare. There are good creatures that would take this guy out (stoneforge mystic comes to mind) but you have to at least consider using a 4/4 for 3cc.

Justin
I think this is a solid early to mid pick in Limited. Black has the removal in Vendetta, Consume the Meek, Corpsehatch and others to make the drawback almost painless.


Joe
I love it! This is like Wall Bane.

Mike
An interesting mini theme is forming here. This looks like a fine limited sideboard card that could potentially deal with the rare cycle of Level-Up creatures, but his mana cost is probably just a bit too high to make him more than a niche, fringe creature.

Justin
Nice in Limited to wipe out those silly Level Up creatures. 4cc 2/3 with an ability seems like a decent mid-round pick.


Joe
Yikes. I’m not planning to run this kind of thing unless I have >5 cards with CMC > 9, and I don’t know how I could ever justify running that many cards that are so expensive.

Mike
This is one expensive enchantment. Did they reprint dark ritual? Free recurring damage is clearly strong but I don’t know how many formats allow for a 7 cost enchantment to do work.

Justin
Maybe as an alternate win-con in Eldrazi centered decks? Still seems pretty expensive with BBB in the casting cost.


Joe
Man, once you’re on 8 mana, this is pretty sweet. Until then, this is a pretty wimpy guy. I’m willing to give him a try.

Mike
Seems like a fine blocker in limited, but are you really going to want to go out of your way to try and use 8 mana for this guy?

Justin
This one and the green Invoker are probably the best of the cycle. However that is not saying much. I would have liked this better as a 1/3 or a 2/2. You want him to be able to stick around long enough for his ability to matter.


Joe
Hmm… a smaller, faster nantuko husk. should be good, esp. with all the spawn.

Mike
This guy will replace vampire aristocrat in decks that found it necessary to play him, but at 1/1 he’s really behind on the power of 2 drops that vampires already have.


Joe
Faster, smaller, but flying gravedigger makes me happy. I’ll run this in any Bx deck.

Mike
I think this guy is pretty good, people love recursion and cards like this in limited are usually really handy similarly to Worldwake’s Pilgrim’s Eye.


Joe
Man, this will sure help anyone running late_game.dec. And instant speed too! Yow!

Dillon
A very interesting Instant speed sweeper. What it kills is unfortunately outweighed by what it doesn’t kill right now. I do like it though. It has it’s place in sideboards.

Mike
Considering most black decks are a bit aggro I don’t see this having a ton of application but plenty of decks operate under the 3cc threshold, I could see this having implications in extended vs. zoo though it is a little expensive.


Joe
This is some excellent card advantage. Definitely worth a slot, though you’ll want to try and time this right so they don’t just lose two spawn tokens.

Mike
This looks great. Double creature kill for 4 mana and lifegain? Rebound looks like it’s really good on a good card and this is likely the best example in the entire set.


Joe
Blech. No thanks.

Mike
These auras are usually not used very often but 2 life for a tap is pretty strong. This card as your turn 2 on the play will go a long way.


Joe
Uncommon removal is the stuff of limited. This one gives you blockers to boot, and even help repay the principle cost. Seems good to me, even at 5.

Rob
Only removal not on a creature so far. Seems ok. Makes Spawn which are going to be the center of all sorts of attempted tricks. Goodness, I’m having Thrull Flashbacks.

Mike
This is a fine removal card, it’s pricey but ramping you to something bomby from the mythic rare selection of this set gives it just enough intrigue to make it better than fine.


Joe
Hmmm… I don’t think so. Maybe I side this in if I notice my opponent is monocolor…. but probably not even then.

Mike
This is a fun color hate card. I don’t know how widely it’ll get used but it could definitely do some serious damage in mono-colored limited and possibly even constructed.


Joe
Hmm… I’m not seeing it. This is definitely worse than mogg fanatic by a wide margin.

Mike
I can’t see this guy doing much, but he could get in there for a damage or two in the right kind of game. The fact that he’s just a human wizard makes him about as bland as bland can be.


Joe
Not without tons of fliers to target.

Mike
At first I thought that this card was pretty janky, but given the 1cc mana cost (awesome) and eldrazi tokens running rampant, this card could do some serious work on a flyer. I absolutely love the cost of this card. I’m excited.


Joe
This is a re-usable removal factory. Bomb for sure at a very aggressive cost.

Dillon
She is a machine gun and she swings over to destroy your life total after she is finished with your creatures. I think she will absolutely see play.

Mike
This guy is just a limited bomb. But here we are with another 5 cost vampire. Everything in vampires costs 3 or 5 and to be honest I don’t know if this guy hangs with what we already have. Yes, he has built in removal but the Legendary status really holds Drana back from the potential to staple himself to constructed decklists.


Joe
Two spawn seems like too few to me.

Mike
This is the kind of creature that tables twice but the Eldrazi player in the draft doesn’t really hate having. He blocks well and he has Spawn: 2.


Joe
This is interesting since they probably just take 1 a turn, even if they have walls that live through a 6 power attack. I might try him, but he’s low on the list… he might be creature 12-14 or something.

Mike
This guy is pretty cool, except at one toughness does it really matter if you ever block him? He seems like a perfect target for demonic appetite though.


Joe
This seems might fine. Fits in the stall & ramp approach nicely.

Mike
Pretty pricey for a life drain of 3 but it might serve a purpose somewhere, sometime… though I doubt it.


Joe
Again, I think the only hope for aggressive decks is to have a critical mass of evasion, and to selectively use removal only on flying walls and such. So, I think this normally-mediocre flier might have a home here.

Mike
Vanilla!


Joe
So for 5 total mana you get a reusable disfigure, and that seems mighty good to me. Later on you can even get a not-so-sudden death. Very nice indeed.

Dillon
He is reusable and a Vampire. He is pretty solid even without a huge mana dump. Once he gets to that last stage, which goes pretty quickly actually, he is a Jedi at killing creatures.

Rob
Leveler. Disappointing. I so hope I’m missing something with these guys.

Mike
I think these one drop levelers are giong to be the best. If you want to waste your first couple turns feeding this guy, he will rule combat until someone smothers him.


Joe
Talk about an all-in creature! However, this might be the back-breaker if your deck has a fair number of Eldrazi to boot. Such a deck would be mighty fun to play, I think.

Mike
All-Your-Eggs-In-One-Basket Demon? Too much of a gamble for me unless my opponent is at 6.


Joe
Strong removal. Run it.

Mike
This is a great removal card in limited. It makes your bigger drops at least a little useful and I think it could see play in some standard vampire decks with their plethora of 5 drops; a great way to kill the baneslayer.


Joe
Seems like a potentially strong card in some constructed formats, but it won’t do a whole lot in limited, I think.

Dillon
I love this card just as much as I am disappointed by it. I love it on turn one, maybe even turn two, but nowhere else. I feel like running 3 of them maindeck is all you can afford, but when is it better than Duress? I feel like it is a sideboard card at first glance but then I realize you only bring it in against things you either just want to Duress or you can kill it with Deathmark.

Mike
Pretty decent. I could see this going into a Dark Depths deck over thoughtseize when all you really want to do is eliminate a removal card for your marit lage, which this will take out every time.


Joe
Another decent removal spell that can potentially finish the deal.

Mike
This is fine I suppose, but at 2 damage I don’t know how many things it’s going to kill in a constructed format.


Joe
Interesting. I’d be afraid to run it unless I had some spawn generation myself. I wouldn’t want to rely on my opponent to pump this guy.

Mike
This guy has some potential in the right deck but eldrazi spawn make this guy scary. You could definitely build a limited deck around him if you were able to pick up 1 or 2.


Joe
Another situational sideboard card.

Mike
People love playing black in limited, and this will probably end up as a 22nd or 23rd spell in one of those drafts where 5 people are black so things are pretty thin, and then you have a way to finish off 4 of the opponents at your table.


Joe
A strong leveler. Good at level 0, good thereafter.

Mike
This guy is pretty good, decent stats off the bat and his level up makes him something your opponent has to deal with on the very next turn.


Joe
Seems fairly strong to me, but obviously better the more swamps you run.

Mike
This guy is downright scary, and isn’t too overly priced for 6cc, especially when he’s doubling what you can do with your mana. Obviously the mythic rare status is what holds him back from excelling in what would be his best format: limited.


Joe
A good example of a leveler that’s probably not good enough. He’s no good on level 0, and only barely okay at 1-3. I’m not excited by him.

Mike
This guy will be a filler in a limited curve but I don’t see this cycle of 2 cost Levelers who level for 3 colorless being gamebreakers.


Joe
This seems like a superb way to generate spawn tokens.

Rob
This guy seems really good. Maybe the heart of some silly combo, as these are the sorts of cards that enable such things. It brings to view that so far the Uncommons seem better than the Rares in this set.

Mike
I’m sure that this guy will have his uses in certain decks, he seems a little expensive for something like dredge but he’s a type of creature that could be excellent years from now in extended if something similar to dread return gets printed.


Joe
I don’t relish it, but it’s a mediocre way to forestall an impending Eldrazi I suppose.

Mike
I perish the thought of ever casting this card.


Joe
Super strong, but expensive. Should be hard to match once he’s online.

Mike
He’s really pricey, but he’s a walking, talking Damnation if you stick him.


Joe
A fun card for multi-player, but not ideal for limited. It’s more like a “lose less” than anything. Kind of the opposite of a “win more” card.


Joe
A decent sweeper that would be much better as an instant.

Mike
A cute combat trick, but seismic strike didn’t do anything in Worldwake so I don’t see this doing anything either.


Joe
Not a lot of bang for your buck here. He’s very easy to chump block.

Mike
I just can’t see running these guys unless you had the potential to stick dozens (and I mean doezens) of eldrazi spawn per game.


Joe
This could potentially be a good finisher. As an instant, you can just pop this off at your opponent’s EOT when you don’t have anything else better to do.

Dillon
I love this card. It being instant speed is amazing. It feels kind of like Corrupt in a way. I think it will see play if x/B control rears it’s head. Where it shines is when you can just dump mana into it and just tear away hellspark elementals and some burn spells and get some life out of it. Even against Knight of the Reliquary decks and all of their fetch lands, you just gain so much life and neuter their life total as well as their Knights. I think it is solid, especially side by side with discard spells.

Mike
I dig this card, it’s got some real potential across a number of formats and has great synergy with mill decks.


Joe
This isn’t a terrible way to cycle through the dead weight in your hand, but it’s significantly worse when you actually like the cards you’re holding.

Mike
This guy is pretty interesting if you’re really flooded, I could see him doing decent things in limited. But he’s rare, so…


Joe
This is very strong removal, destined to see constructed play (again).

Dillon
I want to see a return of Rock decks. Probably more than most people, and this card being reprinted makes me excited to maybe see something in that direction. I’m not sure if it is better than Deathmark right now, but I think it will have it’s place soon.

Mike
Very interesting. We already know how strong a 1cc removal card can be in standard over the past year and a half and this one looks like it could pick up with Path to Exile left off.


Joe
Awesome removal that will nuke walls well, but it’s less than stellar against annihilating Eldrazi.

Rob
Rebound is going to wreck people. Combat trick Deathtouch is wicked. Then if you put it on your biggest guy on the rebound, or on a pinger, you clean up their board or apply a sound beating. Rebound combat tricks are a win-win choice for any deck not running Cascade. Jund need not apply.

Mike
Double removal for 1 mana is just good. It’s pretty limited, but if they’re not blocking your creature you’re getting some damage through. I think it’s best played on your opponent’s turn but it’s pretty versatile.


Joe
Too weak.

Mike
It’s too pricey to be really good but it could potentially block some serious threats you might not otherwise be able tod eal with.


Joe
This is a terrible leveler.

Mike
I think this is simply too expensive to level up, and without levelling it up it’s really just not that good.


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

Rise of the Eldrazi Set Review and Analysis: Blue

Friday, April 16th, 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 blue portion of Rise of the Eldrazi.

Joe
Cantrip on enchantment alteration seems like a neat card. This is essentially a very soft, situational removal spell. Unlike the original, this must target one of your own creatures.

Zak
I like this in limited if you have enough auras, but unless a really strong enchantment decks comes up, I don’t think this will see much standard play. I can see this being a dead card whenever you don’t have an aura out that can enchant one of your creatures so that makes it all the less likely that this will see play.

Rob
You can save a non-totem armor aura from being wiped away with the guy getting killed, Ninjutsu an aura from the guy you are holding back onto your attacker as a combat trick or or move an aura from your tapped guy onto a blocker likewise. These all have one problem though: they involve auras and increasing risk of getting x-for-1′d. At least the cantrip helps a little.

Mike
You have to work a little too hard for this card to be a 2 for 1 in limited. Unless you have lots of spicy targets and little men, it will be tough to even cycle this one. Random blowouts, but beyond that, this should probably be on your bench.

Justin
This is a fun little cantrip that can be pretty sweet in the right deck. This seems like casual play material only. This will have no competitive impact at all.


Joe
Seems pricey enough that even a time walk sort of deck will have trouble setting it up. It just seems too gimmicky to me.

Zak
There’s no way this is seeing standard play. I would much rather play Maelstrom Nexus, because that affects all spells and costs 2 less, and that doesn’t see play (although costing a full WUBRG might have something to do with it). In EDH, this is the nuts. Double Time Stretch anyone?

Rob
This set’s version of Maelstrom Nexus. Sure, you could try to build around it to do cute things, but shouldn’t your mana be doing more by this point? Though, looking at it now, it does bring to mind that rebound spells can help make Pyromancer Ascension better, for whatever that is worth.

Mike
An extremely powerful effect, but probably too expensive to ever actually use. Very reminiscent of Reflection Mirror, Archmage’s Ascension or Maelstrom Nexus, where you get to do something absurd but at a cost that isn’t quite approachable.

Justin
I like this for EDH decks like Erayo. Great to have in play with your card drawing spells. Seems a bit too slow for constructed and is a dud in Limited.


Joe
Hmm. Unless I had ~5 or more levelers, I’d shy away from this common.

Zak
This seems bad, but it is highly dependant on your levelers. What I want to say is that if you have sufficiently advanced levelers out, why aren’t you spending this mana on leveling them up some more?

Rob
I like the flavor of this card, and it could be powerful in the right decks, but you’d probably rather have a leveling flyer in the same role.

Mike
Fairly narrow, but if you happen to open enough levelers than this card can be an absurd win condition. I could see drafting a weenie deck based around this and the quickest levelers possible, as a 4/4 flier is a force to be reckoned with.

Justin
Maybe good in draft? I am not a fan of Level Up so I can’t be pleased with this common.


Joe
This has promise. I could see trying it in some older format merfolk decks, even though better options exist on the face of it. Legacy merfolk decks are already very tight, and they have lots of lords already, but this is a decent substitute for, say, sejiri merfolk, if you lack the tundras to make the Uw version. In limited, he’s awesome as a 2UU flying hill giant, or a 4UU air elemental largely because of the installment plan that is level up.

Zak
We don’t usually see merfolk with flying, so this is a nice change. However, merfolk’s strength has always been in how cheap and efficient its lords are, and this is neither. Having a Lord of Atlantis die to a Doom Blade is expected, and you can easily replace him. This guy? Not so much.

Rob
Speaking of the leveling flyer you’d rather have over Champion’s Drake, this guy has potential and if level was a better mechanic, I’d ponder applications in Legacy Fish decks for him. I think all levelers want to reward you for the first level, but so many don’t and this is a prime example. 2UU for a 3/3 Flyer doesn’t seem horrible, but it doesn’t seem good either. Just missed the all-star mark, but might see some play if standard Fish take-off. I wonder if there are any merfolk on Mirrodin?

Mike
Speaking of the 2 drop flier, too bad this isn’t a common with some irrelevant 2nd level. As a rare Air Elemental for 6 spread out over a few turns, this card is probably just OK in the perceived limited environment. Likely not good enough for the mana intensive Legacy fish decks.

Justin
OK, as far as Level Up goes, this isn’t very bad at all. Blue is the color that can benefit the most from long drawn-out games. I am still not a fan.


Joe
I like the crab flavor, but the ability isn’t very tricky. Just keep any tapping creatures you might have in mind when you’re considering this card.

Zak
This seems like you’d play it more as a proactive regeneration shield than anything else. Your opponent will most likely not fall for you untapping a blocker with this, but it does change their playstyle. However, if you desire this effect, you have to leave 3 mana fallow every turn, which is not something you really want to do.

Rob
Meh. I’m sure it will fall in with all the other untap mana maker combo-enablers. Just another in a long line.

Mike
Filigree Sages was just OK in a limited Esper deck, and that was a 2/3. Certainly not worth a card investment.

Justin
Not the best Umbra by a fair margin. Will see some use in Limited but that is about all.


James
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Joe
If you’re in base-blue, run this card. It will stop Eldrazi shennanigans before they even hit play. Very good. Probably playable in standard and perhaps beyond due to EtB lands.

Zak
I dislike this card for limited primarily because of how it slows you down a turn when you’re aiming to land an Eldrazi. However, I’m glad wizards didn’t make it rare as it was originally spoiled, because this could be relevant in standard. Replaying a Halimar Depths can be excellent, but then you’ve really set yourself back on tempo. The versitility of this card is the only thing that’s making this card better than Negate or Essence Scatter.

Rob
I know permission is insanely good because I hate sitting across from it. This gives Counter Control decks all sorts of building options. Run it with spell Lands, non-land mana, late game nearly tapping out, or just when you need to stop a bad thing before it starts. It will certainly make the rounds in the hands of Good Blue players. The Bad Blue players will just whine that it’s not Counterspell.

Mike
We asked for a balanced counter, and R&D is certainly getting creative. Familiar’s Muse failed because blue decks typically didn’t want guys on the table early to activate it. This falls to a similar problem, as it forces you to take another action that your deck likely does not want to put up (Time Walking yourself). Factor in that the other 2 drop counters are pretty solid in this current format (especially Flashfreeze) and this simply isn’t worth the cost.


Joe
This might be what you need to force through the last bits of damage in your aggro deck. Still seems a bit on the weak side to me.

Zak
This seems okay in the late game as a way to ensure that your Eldrazi don’t get chump-blocked to death. However, it doesn’t cantrip which makes it a pretty dead card for most of the game. Not seeing myself playing it.

Rob
This is good for letting a monster into you opponent’s house in limited through their wall of defenders, but I don’t think it’ll do much else.

Mike
Blue decks are usually full of fliers, and rarely will you need to force your annihilator into action as he should be winning anyhow. A reach spell in the wrong colors it feels like.


James
kind of a cool way to use Abyssal Persecutor to win the game…on curve too…neat…but the sac outlet is a bit weird. glad i was able to think of at least one way to use it…

Joe
Neat flavor. Should be a decent control magic.

Zak
It’s a Threads of Disloyalty variant for standard. Unfortunately, for 5 mana more, we can get straight up Mind Control or Vapor Snare. I don’t see this seeing much play.

Rob
In a set with so much fat, why bother printing this? It’s a bad Mind Control. Maybe in a U/R Baazar Trader deck it will be extra stealing effects, but I doubt it’ll see any real play.

Mike
Honestly, this card is extremely tough to evaluate without any actual experience in the limited format. Confiscate effects are typically insane as they are automatic 2 for 1’s (removing their guy and getting yourself one), but it is often because you are taking their best man. With the limitations of this card and the context of the format, however, and may be rather subpar.


Joe
Seems like a tough one to ever untap. Maybe this is a good reason to pick up a crab umbra?

Zak
It’s Deep-Slumber Titan’s little sister, and it will probably see just as much play, or lack thereof.

Rob
I kinda stopped caring about the time I saw that it enters Tapped and doesn’t untap. 5/5 for 3 is good. 5/5 that is useless for 3 and needs even more cards and mana spent at it is bad.

Mike
Remember when you first started playing Magic and worked and worked to make a card like Leviathan work? Remember how much that sucked? Pass.


Joe
A very strong umbra. Not many of the walls fly, so evasion will be key to aggressive strategies, and this will let you take to the skies at about the time the ground gets clogged up.

Zak
There we go, one of the best auras in the set, easily first-pickable. It turns your crappy early game creatures like Glory Seeker into something that puts your opponent on a huge clock. First pickable.

Rob
Too Expensive. Play a 3/3 Flying guy for 4U and you’d be better off.

Mike
Largely depends on the colors you’re paired with in your limited deck. Giving some evasion to a big beasty to avoid those Walls and Spawn tokens is quite helpful, but keeping it with your other blue fliers is pretty subpar.


James
Hmm…Probably too expensive. the Pyromancer Ascension is way better…

Joe
This seems entirely too slow. Mirari makes him completely obsolete in older formats… though I guess Vedalken Aethermage can tutor for this guy! Really his problem is speed. Once he’s online, his effect is nice, but it takes 3UUUU + UU and tap to copy the first spell. That’s way too much to be very relevant, even in such a slow format.

Zak
This seems really unstable. If you ever level him up to max and untap with him….You’re going to copy 2 Terminates and then he’ll die. That’s if you’re living in magical Xmas land. Or you could get 2 more copies of Day of Judgment. This guy just doesn’t cut it.

Rob
Spell copying amuses me in Casual. I like to ponder what it would be worth in doing broken things in competitive, but the conclusion is usually that it takes too much to set up. I think this supports that conclusion.

Mike
Another insane effect that just requires too much investment. The fact that this guy can simply be Terminated for insane value across an open board is a little embarrassing, and how many instants and sorceries really need copying anyhow?


James
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Joe
This is among my favorite totem armor auras. Flash makes it a nice combat trick, and it can even trade with a slightly bigger creature and live to tell the tale.

Zak
This is solid, as it makes for a combat trick which will play similar to Kindled Fury in M10 limited. However, it’s effect seems like it won’t be very good late game, unless you want to keep an extra 2 mana open when you’re casting Eldrazi, which you really can’t afford to do.

Rob
Giving Aura’s flash make them a lot more playable as you get a lot more flexibility in playing around opponent’s abilities to react and you can use them as combat tricks. Also, with Totem Armor you can save one of your guys from an incoming Terminate or the like.

Mike
I happen to like this card a lot, as it has both the flexibility of an Unsummon targeting your own man to protect him from a removal spell, while also giving him a small boost to prevent an otherwise trade. However, both effects may be too small, as +1/+1 is almost negligible when fighting 0/4 walls and monstrous Eldrazi, and having the poor side of Unsummon is less than exciting.


James
Aren’t there cheaper ways to do this in standard? Anyway, i’ts not the worst card for limited. At least there are Eldrazi that will recur back to the llibrary regardless of where they’re “going into the graveyard from.” I can see this being really good in limited actually. But not in constructed.

Joe
An expensive merfolk looter, but a looter nonetheless, and with slight benefit for longer games.

Zak
This is fine for limited. Remember that [card]Reckless Scholar[/card saw play, and he didn't attack very much. This also gives you a more relevant effect in the late game. Solid, solid pick.

Rob
UU1 for a 0/1 Looter, UUUU3 for a 0/1 Card drawer. I see so many ways that this seems a waste of mana and card. Just run Reckless Scholar. Really.

Mike
Looter effects are always fabulous in limited (yes, even Reckless Scholar was fine despite the format), and I see this as no exception. If it's in your opener, it is almost as good as Merfolk Looter as you would probably pass on turn 1, and the investment is fairly small to actually start punching out card advantage.

Justin
I don't see why you would dump 7 mana into this guy. I don't understand how the series of play is supposed to pay off. Turn 1: Plau Cryptologist. Turn 2: Level up Cryptologist with no mana open. Use ability to cycle a card. Turn 3: Level up Cryptologist again w/ one man up, use ability to cycle card. Stare across table at Wild Nacatl x2 and Knight of the Reliquary.... Bad, just bad.


Joe
Sort of a weak, situational combat trick, but cantrip saves it and makes it passable in my book.

Zak
It seems like this set is full of cheap blue instants that just don’t do enough. Wouldn’t pick in limited, has no home in constructed.

Rob
Filler common.

Mike
Reminiscent of Aura Finesse – too small of an effect that even cantripping cannot save.


Joe
Not bad for a flying 3/3. Only one colorless more than hill giant and decidedly more sexy.

Zak
This seems absolutely fine in limited, and the ability to send your army to the air for a turn can be extremely relevant as the game progresses. At worst it’s 5 mana for a 3/3 flying, which is totally reasonable.

Rob
It’s that 3/3 Flyer for U4 I was talking about back on Drake Umbra! You would be better off playing this than that. But of course you’d probably be better off running a lot of things rather than this. I wish the invoker cycle this time around would have been better than the old ones, but oh well.

Mike
3/3 Fliers for 5 are respectable, but not exciting. The 2nd ability isn’t irrelevant, but its too slow and expensive to ever truly surprise your opponent. Happy to play with in limited, just above filler level.

Justin
Way overpriced. This one is only slightly better than the white Invoker.


Joe
Situationally awesome.

Zak
Umm… it seems like a turn-5 answer to boros. You should probably be dead by then. I really don’t see any place for it.

Rob
Cool for those Flyer decks, except a Flyer or removal spell would be better here. Oops.

Mike
Probably quite good in your limited deck where anything without flying is probably on defense anyhow. Way too expensive for constructed.


Joe
This is the wall you want more than just about any other.

Zak
This is the ideal wall, a Fog Bank. It stalls for as long as you need, and it’s a wall your opponents can’t just attack through.

Rob
This has potential to be really dangerous and jarring. He’d be a great target for some Auras and doing his job just eating any guy your opponent throws your way.

Mike
Beloved Chaplain was a good man, and even though I can’t stick a Boar Umbra on this man to much effect, he holds the fort down well. Solid role player for limited.


Joe
Well, initially I thought this would be too slow, but maybe this is the extemity of the lengths to which you must go if you want to race the walls. On turn 3, you’ll still be starting your 10 round clock with this guy. I dunno… he seems to be on the margin between playable and unplayable. Definitely not seeming stellar to me.

Zak
I can’t help but compare this to Aether Figment. However, with the abundance ofwalls in this set, the unblockable might be more relevant the originally thought.

Rob
Leveling cost too much, but at least it is a low climb to get use out of his levels. Rewards you for the first time you level him, which is cool, but the cost and risk of throwing away mana with a Level on the stack puts him out of my typical consideration.

Mike
If leveling was 1 cheaper, he’d certainly pair well with the 1/1 flying 2 drop. As is, the investment is probably just too much.


Joe
Another situationally awesome card. I might leave it in the side unless I was short on walls.

Zak
A wall that becomes an attacker in the late game seems like a good pick, but a 6.6 doesn’t seem as relevant against an Eldrazi. Although you could board this in against a blue player, I’m not sure how often the last level will be relevant.

Rob
Massive wall action without defender. The pay off for leveling this guy just once edges him just barely into consideration. I love how epic he becomes at level 5, but getting there will be a trial.

Mike
Again, I can’t help but think about what is missing – if only it had Defender on levels 1-4, I think this card would be much better. However, I probably want to be a bit more productive than inching towards a 6/6 with a decent wall left behind. Likely a 22-23 sort of card.


Joe
Slight improvement on gray ogre in blue makes me willing to give this crab a try.

Zak
I don’t really have anything to say on this, I probably wouldn’t play him in limited because of all the walls.

Rob
I’m sorry Jwari Courser, but Hedron Crab is the only Crab in my life. All hail the Mill Crab’s superiority over all other crabs.

Mike
Vanilla is a good flavor of ice cream.


James
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Joe
Another card that can deal with Eldrazi. Not bad.

Zak
Man have we comme a long way from Cryptic Command. I love the art, but it’s just not nearly could enough for the cost it demands. In limited it’s fine though, because Countering an Eldrazi can be game-breaking.

Rob
Underwhelming for a 4 CMC counter. Knowledge is power, but knowledge can be bought cheaper.

Mike
Discombobulate never saw any serious play, and while that card is no longer in the format, the bar still is not that low.


James
This guy should just be a wall. Make it a 0/3 for level 0. 0/4 for levels 1-6 and then a 0/6 for 7+ with the ultimate ability. I mean, it’s all pretty useless other than that.

Joe
It’s kind of silly to evaluate mythics for limited, but a 1/3 can slow the game down so that his “ultimate” kicks in, and it should rapidly prove decisive from there.

Zak
I love this in EDH, especially group games. However, he seems like he’ll die really easily. Don’t expect this to live for long if you go ultimate.

Rob
A powerful control deck could use this guy as the U Level-up cost could be spared mid-late game while maintaining Control mana. EDH will love to hate this guy. Best Leveler so far, but many more to be spoiled. Later: This guy got bumped for best leveler by Student of Warfare, but he’s still ok all the same.

Mike
More insane effects for equally absurd costs. If I found myself in Mono-Blue I would take this guy without much thought, but outside of that he becomes pretty subpar. Think Timbermaw Larva.

Justin
OK this guy could fit into an Eryo EDH deck. 1/3 for 2cc in Limited is actually pretty good. I still think level up is horrible.


Joe
Meh. Only in bears.dec

Zak
Umm… This just seems bad.

Rob
Filler common. Not a bad one though, but not really good either. Just kinda ok.

Mike
More small effects to give value to cards you shouldn’t be playing anyhow. If any information I’ve read and perceived from spoilers is true, you don’t want to be playing less-than-bears.


Joe
Evasion, I’m guessing, will be the only way to roll with any sort of “fast” deck, and you’ll probably need guys like this in such a deck.

Zak
A 2/3 flying with vigilance is pretty solid for 4, and he can jump your mana producing capacity by 1, provided you play multiple spells. In short, awesome in limited.

Rob
2/3 Flying with a pseudo Vigilance. Might be good with mana ramp guys too, but cost seems clunky. I don’t rule him out of having good synergies with his triggered untap ability though.

Mike
Reminds me of a weak Kinsbaile Baloonist. Could be good if walls are extremely prevalent, but again suffers from being in blue where your men are likely flying through. The fact that it’s not very good at attack does not help either.


James
Looks great for enabling Pyromancer Ascension…heck this is just sweet.

Joe
Love it. This guy is part of the “slow things down” movement, designed to make Eldrazi feasible in limited. This guy should help the cause tremendously, regrowth-ing a removal spell, upping your defender count, and providing an 0/4 wall.

Rob
Tricksy. I’d like to cast Skitter Invasion on the cheap, then tap U and sac for Spawn to cast this and get Skitter back. Not saying that’s best or even good, but these are the types of tom-foolery we should be thinking about with this.

Mike
Izzet Chronarch was a good man in limited, and while a bear is probably better than an 0/4 defender (and Compulsive Research made for a sexier target), this guy should still be alright.

Justin
I like him in x/U EDH. I think the Standard meta is way too fast for this guy. Maybe after Shards rotate out the format will be slow enough to make this wall playable in some sort of control variant.


Joe
Good soft removal. Able to keep an Eldrazi at bay.

Rob
Limited Common Fodder.

Mike
Curse of Chains, but just for blue – and blue removal is some good. May even find a niche in blue mage sideboards to solve the problem that is Putrid Leech, though your probably paired with a color that offers better options (Journey to Nowhere comes to mind).


Joe
Against opponents lacking pingers, this is a find staller, but often they will have trivial, free ways to eliminate this wall. Still, lots of times, you suck up some kind of trick or removal spell with this wall, and until then, you stop the bleeding.

Rob
Another Limited mainstay. The glass wall. Seems ok for it’s intended role.

Mike
A big wall thats effectiveness largely depends on the number of targeting effects printed on played limited cards and cheap flexible spells (such as those cantripping ones).


Joe
Another card that can help you alpha strike / alpha block.

Rob
This card’s possible applications have yet to be fully grok’d. I’ve really got to get my hands on some and start to think about how to abuse it in more depth. I’d make sure I have a set tucked away and meditate on them.

Mike
An apparent limited blowout. While not quite as effective as Sleep, the fact that it is an instant and has additional flexibility in its second mode should prove it to be almost as good.


James
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Joe
Risky. How many cards will your opponent have on turn 6? In any other set, I’d avoid this, but in ROE, there’s a good chance they’ll still have a few left. If they have 2+, I guess it’s not shabby. This is about the worst top deck imaginable though.

Rob
Possibly good card draw and pressure to make your opponent over extend by playing out before the Rebound, but at the cost and the Sorcery speed, I don’t know if it gets there as far as playability.

Mike
Remember when Tidings was in Standard, or Compulsive Research? Does anyone else die a little inside when they cast Divination outside of M10 limited? It’s almost mocking that they printed Rebound on this, as the opponent will obviously make all efforts to make this as bad as possible on the come-around.


Joe
Wait until the end of your opponent’s first main phase before you return their Eldrazi to their hand with this card. This is a solid spell all around. It even hits lands, like the original boomerang. A strong tempo-oriented option.

Zak
I wish they just reprinted Boomerang, but this is still good at bouncing the all-in Eldrzai play off of spawn tokens. Also can dispatch a fully-leveled creature, which could be nice. If you’re desperate, you can always just bounce an opposing land.

Rob
Boing! Oops, was that your Savage Lands I just bounced Jund? Huh, sucks to be you. I like this with Resounding Wave, Spreading Seas, the black swamp maker and maybe a bit of red for Grixis charm and old fashioned Land Destruction.

Mike
A nice filler for my limited deck, as a simple bounce spell is always appreciated and useful. Not close to constructed play.


James
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Joe
So this guy will let you have pseudo-haste when you drop your Big Eldrazi scumbag. Not bad at all. There are other pleasant uses here too, but that’s probably going to be the most common.

Zak
This seems fine in EDH, and will be amazing with any Eldrazi by giving it pseudo-haste. You can also copy a card with a cheap level-up cost, and then copy something with a splashy ultimate and higher level up cost.

Rob
This is an odd on-board clone. It doesn’t enter as a guy, turns normal at end of turn and lands vulnerable. Stays a sad little chump when it drops. But, if you are using the most powerful allies (those that count allies when they trigger) then this guy could be ok. Maybe.

Mike
If only this guy kept his state until YOUR next turn (so that he did something on defense), or could copy your opponent’s guys, etc. Vesuvan Shapeshifter this is not.


Joe
card selection and a decent body makes a good staller.

Zak
It’s Sleight of Hand on a stick! This is awesome for improving your mid-game turns and ensuring your land drops. Awesome in limited to make sure you wreck face with your Eldrazi on time.

Rob
I really like this guy’s ability. It’s like Cantrip v. 1.5. Will be great in limited.

Mike
Not quite Court Hussar, but this effect is much stronger than the other marginal effects showing up on undersized bodies in this format. Good limited filler.


Joe
A good card drawer that puts the big card you don’t need yet back and gives you the cards most relevant for now.

Zak
I really like this cards as a Compulsive Research variant, because it can send away cards you don’t need. I think that combo decks will have a great deal of fun with this, because you can just reshuffle excess pieces.

Rob
Great with Treasure Hunt. Draw a land and something good. Play this, draw whatever and shuffle the excess land away. Better than just binning a card.

Mike
I’m not sure if this is better than Lat-Nam’s Legacy, a card occasionally appearing in Vintage Oath lists, as it cannot be fetched with Merchant Scroll. Otherwise, this card will probably show up in Summoning Trap lists to be essentially a draw 2 for 2 when your holding a brick. Solid.

Justin
Oh Man how I wish this was an instant. Still this is a very solid bit of card draw.


Joe
A “fixed” ancestral recall that still seems mighty strong to me. Tapping spawn is no biggie, especially the turn you spawned them. Seems good. I’ll run it if I have even middling numbers of spawn generators.

Zak
I’m hesitant to play this without a large amount of spawn generators, because it could be a dead card most of the time. In constructed, I might play this in an UW aggro deck, but it’s still so risky to play this.

Rob
Really cool on one hand, on the other hand, I wonder how Blue will reliably have out four guys. Of course, this isn’t meant for Blue. This is meant for Green or White who are splashing into Blue for the Card Advantage not to fall behind the Jund and Control decks.

Mike
Gaze of Justice was not the easiest one to pull off, but if your deck was full of Icatian Criers or fetchable Rebels, things were rocking. In a similar vein, if you can get some Spawn makers, this should be rocking.

Justin
Good solid card drawing. I like this in U/W or U/G builds. Great way to shrug off a Blightning.


Joe
3U is a traditional cost for a 2/2 flier. This should be okay.

Zak
I would expect to get a 4/2 flier for 3U (which is what this gives you if you have Training Grounds out), but not for such a long term investment when it dies to almost any burn. Pass.

Rob
Too small and too much cost per level. Gimicky Common Filler.

Mike
The level up effect is a little expensive, but you essentially get to play Wind Drake with a potential upside. Not exactly exciting, but not the end of the world if I’m running it.


James
Wow. Really great for a control deck (constructed) and just big enough to play with the Eldrazi (thinking limited…I’d race with this). Seems more than decent to me.

Joe
6-drop flying 6/6 is a winner in limited. Drawing cards and adding counters makes this just plain nutty. Bombs away!

Zak
This is a fantastic card for limited, and a potential finisher in standard. However, Sphinx of Jwar Isle really doesn’t want to lose his place to this. It’s too bad this dies to Terminate, or he’d see more play.

Rob
Seems playable in some decks, great in others and insane with a Training Grounds in play. Watch it to be alongside it’s Jwar Jwar and Lost Truths brethren as the face of the Blue endgame.

Mike
Limited bomb, but not cutting it for constructed.

Justin
This guy is a solid Rare. Good in Constructed or Limited. Extra good with training grounds in play. I want him in my Kami of the Crescent Moon EDH deck. Four please.


Joe
If you have some kind of consistent way to make him evasive, this ophidian variant will rock. Otherwise, this is a weak, overcosted bear that won’t ever attack into opposing walls.

Zak
This card could be really good with Distortion Strike in limited, but don’t count on opening too many of these. In constructed, he could be good, but you’d have to pair him with a bunch of instant/sorcery removal. Maybe a UR deck could abuse this interaction.

Rob
A strange Magpie, and a bit on the fragile side for not having any evasion. The use of charge counters reminds me of the possibility that Scars might bring us ways of charging up guys with more counters.

Mike
Another Shadowmage Infiltrator without his necessary invasion. Too cute to be good without giving him more help than occasionally drawing cards is worth. Think Dimir Cutpurse, Cephalid Constable, etc.

Justin
Really needs some sort of evasion. A bigger butt would help too.


Joe
WOW! This is likely lame in limited absent some good levelers, but there are crazy uses in constructed, I’m guessing. Ambassador Laquatus is all that comes to mind initially, but there’s sure to be some gimmicky decks to come with this card.

Zak
This is a pretty awesome card because it makes so many cards once called “unplayable” much more so. I love the Ravnica Guildmages or Filigree Sages with this, and the latter can combine with Gilded Lotus for infinite mana. A fun and potentially powerful card all around.

Rob
This can be crazy. Already this has been pointed to as a linchpin in a turn four infinite mana combo that will be legal in RoE Standard.

Mike
A card asking to be broken. Very high ceiling that could lead to broken things or time in the 50 cent bin.

Justin
Crazy Johnny potential here. I can see EDH decks abusing this for infinite combos. I definitely want a play-set.


Joe
Another decent way to combat most Eldrazi, assuming you’re going to be up on spawn tokens when your opponent goes for the big guy. Seems like a decent assumption. The danger is that this will sometimes go dead in your hand right when you need it most.

Zak
This is one of the most solid counters in the set, and even in standard I could see this getting played. Maybe some sort of UW midrange deck could use this along efficient beaters like Sejiri Merfolk and Calcite Snapper.

Rob
Seems good for splashing control to protect your army of guys. Also reminds me of Lullmage Mentor. Maybe WotC thought he would be the card to break in Zendikar and had Unified Will and Shared Discovery and other merfolk guys as support for him. Hmm…

Mike
Similar issues to Familiar Ruse in that your blue deck should never really be ahead on the table.

Justin
I like this in Momir Vig EDH decks. It seems like a counter made for x/U decks. Pretty solid in a set where creatures really matter.


Joe
Very strong when paired with the right levelers. I see him drafted high when you’ve opened a leveler for pick 1.

Zak
This guy will get picked much higher if you have a set of good but expensive levelers. However, you need a good reason to play him, because Scathe Zombies is just terrible. It would be interesting to try him out in a constructed deck, but I’m not sure how well this archetype will turn out in constructed.

Rob
I am kinda surprised he isn’t a leveler himself, but either way he’ll be fine in limited Level decks. As for Constructed, I’ll keep an eye on it, but Levelers seem to be a bit shy of the mark.

Mike
Reminiscent of Join the Ranks for limited, a card that’s value swings heavily depending on the rest of your deck – from all star to bench fodder.

Justin
Blue seems like the best color for Level Up centered decks. Yawn.


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

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. :)
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