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.
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