Posts Tagged ‘magic the gathering’

Why and what do we name Magic decks?

Wednesday, March 10th, 2010

If you have ever been to a decently large constructed Magic tournament, where you have to register your deck, you have been asked the question in no uncertain terms.

What's in a name? That which we call Jund by any other name would play as sweet.

What's in a name? That which we call Jund by any other name would play as sweet.

It’s right there. For some this is a trivial question, as someone has told them what to write there, but for others, deck builders, it is a momentous occasion. The line can read more like “If you should attain glory on this fine day, what would be the name of the weapon you have forged and wielded to your victory?” Besides, the act of naming is a fairly infrequent event in most people’s lives. The typical individual will name nothing more than their pets, children, and a few paltry academic papers. If you are an artist or author by profession or hobby, then perhaps you have more opportunity to name, but there are so few whom would have such a privilege and responsibility. Most of the time, things already have names by the time we become aware of them.

Deck builders have the above experiences with their vast and varied brews regularly. The decks are simultaneously like pets, children, and theses. The deck builder is artists, scientist, and author. There is a responsibility to name a deck well, as if you or your trusting compatriots do well in a significant tourney, the world will want to know, “What was that person playing?” They will want to know what configuration of cards are in your deck list, sure, but the first thing they look for is the name. By what do you call the deck, and what gives it such a name? To answer this, let’s look first at what functions a name can serve and also some names that already typify those particular functions.

The first function of a name is brevity. Imagine how painful the descriptions and dialogue of the MTG community would be if every time  a match was described it begins with “Well, he had four Putrid Leech, four Bloodbraid Elf, four Sprouting Thrinax, four…” eventually reaching a ‘versus’ and beginning all over again with another long list. What would be a twenty minute verbal description of what two deck met in a round can be brought down to merely a second. “The Semi-final is ‘Jund‘ versus ‘Boss Naya‘”. This isn’t as accurate as listing all the cards, but is a whole lot more practical.

Secondly, a name must be in some way relatable to the deck that typifies it, but this can be done many ways. The most important factor is that it is adopted for use by the Magic Community. If someone creates a deck and names it “Train Wreck”, but no one ever cares to know what that means, what cards are in it, or to call it by such a name when referring to the deck, then it doesn’t really get named “Train Wreck”. Maybe it is named “UBR Discard” instead because that became the name the group decided to call it. If I say “SphinxFire”, nobody will know that I’m referring to UWR Control, which I built essentially over a month before LSV popularized his build by performing well at a major event.

Some of the ways that we describe a deck using a name can vary. Sometimes we can simply refer to the colors of mana most used, sometimes using naming conventions WotC has given us as a shortcut. If the word ‘Naya’ appears in a deck, we know it plays Red, Green, and White, as those are the colors of mana associated with that shard in the Shards of Alara setting. Likewise, the word ‘Boros’ tells us that a deck uses Red and White. These naming conventions have caught on due to deck archetypes that have been played repeatedly using these colors and the associated strategies. However, color combination names don’t always work. Green and White dominated decks aren’t called Selesnya because not only does it sound like the name of a Russian rock band, but also because it is a mouthful and no Green and White decks featured prominently during the time period that this would have popularized.

Another naming option is to use a namesake, such as the deck’s creator. We have seen this recently with ‘Boss Naya’, which contains the color word to give you a basic description of the deck, but also contains the nickname of the decks creator, Tom “The Boss” Ross to tell you that this is his variant. This type of convention was also used in the name ‘Rubin Zoo’. This type of name allows people to find fairly specific deck lists for an archetype that may have many variants.

Perhaps you would rather just describe what the deck does or how it wins games. Names like ‘UW Control’, ‘Mono-Red Burn’ and ‘GW Aggro’ describe quiet acutely the color of the deck and the basic strategy.  Sometimes though, a deck will have an important interaction that the deck revolves around, using the key cards as namesakes, and describing what the deck does at the same time. ‘Dark Depths/Thopter’ and ‘Hypergenesis’ are examples of this type of naming, though this can be extended to mechanics that are key as well, such as ‘Affinity’ and ‘Dredge’. The point is to tell you in the name what the deck is going to try to accomplish.

My favorite is when a deck has an off-the-wall name that you actually think about for a moment to see how it relates to the list of cards to which it is associated. ‘The Hulk Gets Crabs’ and ‘Ruel Gets Crabs‘ are two recent and humorous examples. Assuming you know things like Ruel refers to Ranger of Eos, the deck tells you that card A gets card B and that’s a really good thing, and due to creative play on the names of the cards, you have a humorous and memorable name to boot.

There is occasionally a deck name that will be essentially useless if it wasn’t for the fact that it is tightly associated to the deck list, because the name is like a person’s name, essentially a pseudo-unique and undescriptive tag or identifier. ‘KarstenBot BabyKiller’, for example, has no meaning to me, other than that it is related to a certain configuration of cards.

I, personally, give my deck names some thought when I become happy with a brew and deem it worthy of naming. I also keep a mental note of things that I think should be deck names simply for awesomeness and am occasionally inspired to try and make a deck worthy of the name I have thought up. After reading about Rise of the Eldrazi’s monsters, I’ve got one particular deck I’m hoping to create and name in a particularly witty way, but for now I will keep the name to myself, so as not to spoil the fun of a finished product.

I know that this did not offer a solution to what naming convention should be used in naming a deck, but I hope that I have laid out the issue for discussion and look forward to revisiting the issue based on some feedback from my readers. Should we collapse these diverse naming practices into a stricter and subsequently more efficient nomenclature, or should we be free to name our creations however we like, provided everyone can know what we are talking about? Let’s hash-it out in the comments below and on Twitter. Hit me up @RobJelf.

Kozilek, Butcher of Truth Revealed in Arcana

Monday, March 1st, 2010

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

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

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

Kozilek, Butcher of Truth

Kozilek, Butcher of Truth

Holy smokes, eh?

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

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

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

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

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

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

Hypergenesis players, look alive!

Pack War: Tool for Teaching Magic the Gathering

Sunday, February 28th, 2010

I work a lot.  Such is life in the restaurant industry.  Managing a bar means working late at night (Friday and Saturday) and that means less time for me to enjoy my favorite hobby.  Luckily for me, my wife is always willing to flop cards with me.  Now my wife is not Pro-Tour caliber, she doesn’t get excited over the latest expansion and everyday things don’t make her think of Magic cards.  However, my wife has an EDH deck (Sliver Overlord), she has her favorite card (Avatar of Woe),  and will pilot any deck I give her so I can practice.  In short, my wife is a casual player, really casual, ranking magic with Monopoly or Clue.  She sees it as a game; something to pass the time with on a rainy afternoon.  This is easy for me to understand but hard for me to relate with (how can she read Wild Mongrel and not get excited?).

One thing I have found to be difficult for the casual player is the release of new expansions every quarter.  Magic is a game that constantly evolves.  Each new card brings with it a text block of new rules which can be overwhelming for the casual player.  The casual player doesn’t tend to read spoilers or set reviews.  Living with a casual player has led me to find a great format for teaching/learning the newest set without needing to learn new cards in advance.  I am referring to Pack War (also called Booster War or MiniMaster).

Pack War is really simple:  Each player takes one booster pack and three of each basic land.  This will give a thirty card deck.  The rest is just plain old Magic; normal life totals, phases, and rules.  My wife and I keep the cards from the booster face down so we won’t know what is in our “deck” before hand, which adds an extra level of excitement.  There are many variations of the Pack War rules.  Some people do not allow Mulligans, others have a smaller starting hand size, I have even read about allowing all players access to as much mana of any color they want so there is no need to add land (Fireball = autowin).  When my wife and I were opening Shards of Alara we decided to only use two of each basic land since the color fixing was so good.  Pack War offers plenty of options for people wanting to play a quick game.

packs

Pack War is a great way to make opening boosters a lot more fun.  It is even possible to squeeze in Pack War between rounds at a tournament.  It also gives really bad cards a chance to see some play (Feral Contest, Goblin Game).  Sure there is a bit more randomness to it, but I think that it adds to the charm.  Bojuka Brigand equipped with Kitesail ftw.

My favorite aspect of Pack War is that it is an easy way to teach the game of Magic.  I am always willing to teach people how to play and I find Pack War is simple without being overwhelming.  It allows us to focus on what the cards do and the basic mechanics of the game.  Pack War as a teaching tool is much more effective than using U/W Chapin vs. Jund.

Magic is my hobby and I devote a large amount of time towards it.  I research decks, use draft simulators, follow players on facebook, read articles and so on.  The casual player is not going to do these things.  When Wizards of the Coast decided to print less cards per year, they were addressing concerns from new/casual players.  Those players felt that the amount of cards was overwhelming.  Those players felt that they were too far behind and out of the loop.  Pack War addresses these concerns with its simplicity.  Pack War is a way to keep casual players somewhat up to date and it lets us teach the game without having to reference thousands of cards.  The next time you get some boosters, set some aside and try out Pack War.

While I was proofreading this article, I really got the itch to battle it out with some booster packs.  I went to the closest comic store and picked up their last two packs of Worldwake.  My wife and I used three of each basic land and got down to business.

My pack:

Bojuka Bog is not great in Pack War, but I liked the Angel and the Drake.

My wife’s pack:

O.O
Well, obviously my wife opened a great pack. Removal, check. Evasion, check. Chase Rare, check. Looks good. Which card had the biggest impact? It wasn’t old Blue Eyes. It was Brink of Disaster targeting my Graypelt Hunter to stop my early aggro. Caustic Crawler came down a turn later to prevent me from getting a decent block. The Crawler and the Shaman got me into the red zone pretty quick after that. Good stuff.  Go try Pack War for yourself, you won’t be disappointed.

How to Quest for the Goblin Lord in Standard.

Thursday, February 25th, 2010

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Out

In

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

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

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

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

Patrick Chapin’s “Punishing Gifts”-Extended Tournament Report

Tuesday, February 16th, 2010

Over the weekend I had a chance to go play an extended tournament at my local game store.  It ended up being a small (9 people) affair, but I still had a great time.  Earlier in the week, I asked Power 9 Pro’s very own Joe Klesert for some advice on what to play.  He told me about a great deck from Patrick “the Innovator” Chapin that looked to take advantage of the current Dark Depths/Thopter Foundry (DDT) dominated meta-game.  DDT is arguably the best deck in the format right now, punishing other decks based on the Depth’s Vampire Hexmage combo and the Thopter Sword of the Meek combo.  The list that Joe gave me was this:

I did not have access to all of the cards I needed so I had to replace 1 Hallowed Fountain with Adarkar Wastes and the Cranial Extraction with another copy of Extirpate.

First round I played Mark who was running a R/G deck that i liked to think of as 2-color zoo.  It ran the Punishing Fire/Grove of the Burnwillows engine that first appeared in the Ben Rubin Zoo deck now known as Rubin Zoo (great name).  One neat piece of synergy that Mark had was the use of Kavu Predator to go along with his Burnwillows.  Game 1 Mark stomped on my head pretty quickly even after having to mulligan.  Game 2 went a little better, as I had answered all of his threats and he was in top deck mode.  I had the Punishing Fire engine going, but was trying to find either Teferi or my Thopter/Sword combo as I was still in burn range from early beats.  Unfortunately, he top decked Bloodbraid Elf into Punishing Fire and backed them up with Lightning Bolt to finish me off.

Second Round I played against Joseph playing a version of Elves!.  I was really surprised to see this list, when I was doing research on extended there was very little mention of Elves!.  In Game 1, Firespout was the superstar allowing me to blow-up 2 Heritage Druids and buy myself enough time to set up my Thopter/Sword combo to win.  Game 2 was a blowout thanks to Engineered Explosives holding the fort until I could go ultimate with Jace.

Trying to gain some momentum I headed to Round  3 where I was playing against Johnny running U/B Teachings.  His deck is similar to mine but it relies more on setting up Mystical Teachings to find Teferi.  In Game 1, Johnny gets Teferi online quickly and I need to spend a lot of resources to get past the counter wall in order to get rid of him.  It was all for naught as once Path to Exile finally got rid of Teferi, Crovax, Ascendant Hero came down to finish me off.  Crovax is great tech against Thopter tokens, even if the opposing side has an army built up Crovax can still turn that combo “off”.  Game 2 was the most fun I had in the tournament.  Johnny and I were in an all out counter war.  I had my Gargoyle Castle/Crucible of Worlds engine going, attacking with 3/4 tokens, trying to get past his team of Teferi and Sphinx of Jwar Isle.  In the end, I forgot to activate and swing  with my Celestial Colonade which would have put him low enough to burn out with Punishing Fire (in hand).  He got off Pulse of the Fields and my opportunity was gone.

Sitting on my 1-2 record I drew the bye for the fourth and final round and decided to head home early (much to the delight of my wife).  This deck was a blast to play.  There are plenty of amazing interactions in the deck.  I will definitely practice with it and try to bring it out again.  One thing I noticed was that I wanted a way to put more pressure on my opponent, but only through more testing will I figure out what that should be (more Jace perhaps?).If you are looking for a deck to play, I would recommend this one, just make sure you have enough time to practice.

New EDH Generals from Worldwake

Tuesday, February 9th, 2010

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

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

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

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

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

Next up is Kazuul, Tyrant of the Cliffs

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

Representing Green we have Omnath, Locus of Mana

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

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

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

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

Worldwake Set Review – Multicolored, Colorless, Lands

Saturday, January 30th, 2010

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

Not for constructed imo.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

Too expensive.

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

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

JAMES

Too expensive.

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

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

JAMES

It’s aight…maybe the 23rd card.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

Nahhh.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

WAAAAAY tooooo narrow. lol.

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

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

JAMES

Lol. Not good enough.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

I don’t think one creature is enough…

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

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

JAMES

Same

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

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

JAMES

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

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

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

JAMES

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

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

Worldwake Set Review – Red

Thursday, January 28th, 2010

Time to look at some red cards. If you’re just tuning in, we’ve broken the new Worldwake cards into colors and given you our initial reactions to them. I will evaluate each card with an eye toward limited play with an occasional word about EDH or eternal formats. My colleague James will gear his comments more toward constructed formats like standard and extended. To read the series from the beginning, start with our white review, here.

Tally ho!

Akoum Battlesinger
1R
Creature – Human Berserker Ally
1/1
Haste
Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
Rarity: Common

I like this global pump ally. It’s a more fleeting kind of ability than the counter based allies, but this should help fill out an aggressive ally build for sure. A nifty common.

JAMES

As I’ve mentioned a few times through out the set reviews (white, Blue and black), I don’t see Allies being much of a powerhouse. They’re generally “meh” so for the time being I’m going to forgo looking at Allies cards from a constructive perspective–at least unless something really catches my eye. The time frame for constructing a kick-ass Standard/Type 2 build using Allies is just not within the scope of these reviews. One avenue worth examining is whether Boros Bushwacker could be converted over to an Allies deck (at least partially)…

Bazaar Trader
1R
Creature – Goblin
1/1
{T}: Target player gains control of target artifact, creature or land that you control.
Illus. Matt Cavotta
Rarity: Rare
Set Number: #72/145

Well, I’m immediately reminded of Trix, a notorious deck that used Donate on Illusions of Grandeur as its kill. I’m not sure what the best thing would be to use this ability on in recent times. Abyssal Persecutor, also from Worldwake seems cute, but not very good, really. Immortal Coil? Donate your Platinum Angel…. no wait! Maybe you donate your Platinum Angel to the guy who controls Abyssal Persecutor! Then what? I’m getting sidetracked here. In limited, I can’t think of a reason you’d activate this either. Maybe I’m missing something huge, but I think this is the Steamflogger Boss rare of Worldwake, only for limited you don’t even get a hill giant, but rather an anemic bear I’d probably not play in my monored deck.

JAMES

why would I want to do something like this? I am writing this review through a fog of [what I hope is] a 24 hour flu but I’m not seeing this. Maybe I’m just a selfish player but I can’t think of a card that if I gave it to my opponent, he/she would lose…so wtf would I want to do this for?

Bull Rush
R
Instant
Target creature gets +2/+0 until end of turn.
Rarity: Common

Well, it’s an okay trick I guess, but it’s definitely nothing flashy. Seems old fashioned. I like its simplicity, which is has in spades, and doesn’t have much else.

JAMES

At least it only costs R is all I can think of. There are so many better cards for constructed that deal two points of damage and have more flexiblity than this.

Chain Reaction
2RR
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Illus. Trevor Claxton
Rarity: Rare

Holy smokes! Say hello to one of the chase rares, folks. Feels a lot like a red Wrath of God, doesn’t it? Can’t praise this more than that. This is a global sweeper, and is an extremely strong card in limited. But sometimes it will be a lame pyroclasm, so it’s not quite the same as WoG. But for most intents and purposes, it’s a red wrath. Very cool.

JAMES

This is pretty sicko. A new varition on a Day of Judgement for red. Mass removal at 4cc is typically played extensively across a number of formats. I’ll wager this makes SB for Type 2 decks like mono-red burns (to bring in against Vamps and Jund). This is the kind of card that completely reverses the card advantage-nature brought about by Bloodbraid Elf, Sprouting Thrinax, Broodmate Dragon, and Gatekeeper of Malakir. I can also see this in the U/W/r control decks as another way of punishing players for over extending. That is [card]Wall of Denial[card] will likely sitck around (x/6 butt is huge) while the opposing players entire force will be reset. Hawt card.

Claws of Valakut
1RR
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
Rarity: Common

A strong aura. I have an aversion to auras because I love snagging someone in a 241 by killing their dude in response to their aura, or just killing it whenever with an aura like this that doesn’t shield the creature. Also, I don’t like having to carefully play around this pitfall when I’m the one wielding the aura… I often fail and fall in the 241 pit. So I have this aversion. But… this is the kind of aura that CAN be an exception in some narrow circumstances. In a very quick monored or similar deck, especially with evasive creatures, this can be the nail in the coffin. As your opponent struggles to keep up with your early pressure, you’ll have an opening sooner or later to confidently lay this on an evasive guy, and get in for serious damage. Anyway, this is usually not my bag, but I’ve seen it done to great effect, and if I’m in fast monored, I’ll definitely try one of these.

JAMES

Pretty interesitng. If you can plop this on a creature with at least an x/4 butt this could be nasty. I can’t think of many auruas that see play–and the reason is obvious: auraus go to the graveyard if hte creature dies–contrasted with equipments that stick around. (ahem, Mr Obvious). So while probably a good play for a mono-Red play in limited it’s not that great for constructed. Too bad it’s not +x to toughness where x equals the nuber of non basics you control. that would be slick.

Comet Storm
XRR
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.)
Choose target creature or player, then choose another target creature or player for each time Comet Storm was kicked. Comet Storm then deals X damage to each of them.
Illus. Jung Park
Rarity: Mythic Rare

I like comet storm, but I am of the opinion that banefire is superior. This is not germane to the discussion of limited, in which this card is hands down bonkers nuts, and I’m glad it’s a mythic. Fireball type effects that can dome or is creatures are already sick in limited, and ones that can do both are fantastic. Ones that can potentially hit several creatures AND dome for a significant amount later on? Well, that’s just nutty. Comet storm does have speed issues, but this is Zendikar, home of landfall and 19 land limited decks that curve out at 3. I mean, you’ll have a chance to do stupid things with this. Or, hopefully, you’ll just need the one target, amirite?! Love comet storm.

JAMES

Well, let’s see. 8cc to deal 5 damage to a Baneslayer Angel and 5 to an opponent. On the low-end it’s pretty cheap to knock out a bunch of creatures–it’s cheaper than Fireball at least that is massively epxensive to hit multiple creatures with any real affect. Anyway, this is a good card. I’d not be surpised to this going into a Mono-Red Burn deck as a 1-2x or a x/R-control style deck that needs more kill outlets late game, such as Crypt of Agadeem powered deck. (not really controlling, I know, but it came to mind as a “big mana” deck).

Cosi’s Ravager
3R
Creature – Elemental
2/2
Landfall – Whenever a land enters the battlefield under your control, you may have Cosi’s Ravager Servant deal 1 damage to target player.
Rarity: Common

I’m not that pumped about this. This is too expensive for a piddly 2/2 that has a cute ability that won’t hit creatures. Nope, I don’t dig it.

JAMES

It’s aight. Not going to be very good in constructed.

Crusher Zendikon
2R
Enchantment – Aura
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Rarity: Common

Teetering Peaks, your time has come my friend.” TP: “I’m a real boy!” Sorry, Pinocchio reference. Yeah, I’m not into the red one as much as the blue and black ones so far. Still interested to see how this gets put to use.

JAMES

Lol @ Joe. Anyway, these aura series are okay. I mentioned liking the blue variation and I’ll stand by that being the most likely to see play.

Cunning Sparkmage
2R
Creature – Human Shaman
0/1
Haste
{T}: Cunning Sparkmage deals 1 damage to target creature or player.
Rarity: Uncommon

Yeah, this guy’s got the goods. Very nice. He’s even better than Vulshok Sorcerer, IMO, since the one power isn’t relevant on a pinger / timmy, and the extra R made the sorcerer less spashable. But a haste pinger is always superb.

JAMES

I don’t THINK this is good enough. I like pingers and a hasty pinger is definitly better. I just don’t think it’s good enough. I guess I have to ask myself, “If this guy/gal cost 5cc and did 2 damage, I would say, Yeah!” but as it is now, only 1 damage isn’t enough. I guess I just can’t think of a deck where I’d rather play the pinger over a straight up burn spell…

Deathforge Shaman
4R
Creature – Ogre Shaman
4/3
Multikicker {R}
When Deathforge Shaman enters the battlefield, it deals damage to target player equal to twice the number of times it was kicked.
Rarity: Uncommon

Pop Quiz: how many times do you have to multi-kick Deathforge Shaman before it is more efficient than a Comet Storm to the dome? You might be surprised to hear that a Deathforge Shaman multikicked four times (total mana cost 4R + RRRR or CMC 9 is more efficient than comet storm for X = 7, also costing 9, and the efficiency then grows in favor of the shaman. Kicked only three times, the two spells are equally efficient, costing 8 and doing 6 damage. This is all providing you have tons of red mana, as this multikicker requires. Plus Comet Storm is removal too, I’m just pointing out that this guy can be every bit as much of a late game neutron bomb laser beam as any X spell of old, and a 4/3 ain’t shabby either. I dig this guy.

JAMES

Cool. I like Joe’s breakdown actually. Need a LOT of mana to get it going but you do have the creature too. Neat. I’ll bet it’s too expensive as a 5 drop but the concept of a 1x is interesting. But building decks with a bunch of 1x’s is for the EDH crowd. ;-) What I mean is, this is too expensive for constructed play.

Dragonmaster Outcast
R
Creature – Human Shaman
1/1
At the beginning of your upkeep, if you control six or more lands, put a 5/5 red Dragon creature token with flying onto the battlefield.
Rarity: Mythic Rare
Set Number: #81/145

Yowza yowza. Okay, so this seems totally crazed. Than goodness this is a vulnerable 1/1! I think if you even get one dragon out of him, you’re looking just swell. Man. I’d definitely run him and I think I’d splash him as my only red card if I see him but aren’t playing red. “Used all your removal yet? Let’s find out.” It’s a must kill removal bait if nothing else. And if they don’t have such, you just won the game for sitting there and then tapping a mountain. This is the kind of thug that makes removal king of limited.

JAMES

Ultimately the issue I have the 1-drops that do amazing things (like Scut Mob) is that they are seriously vulnerable and you don’t have much incentive or playing them early game. And Red decks don’t like have 6 mana on the table. That means they missed a copule of burn spells or the opponent was able to stablize and the game state is swinging toward the red burn deck ‘never’ winning. There is the off-hand chance that this makes an excellent SB option for Red that (as I just said) has serious issues digging out of late game states…Testing will tell.

Goblin Roughrider
2R
Creature – Goblin Knight
3/2
Rarity: Common

Well you can’t be strictly better than gray ogre and be less interesting than this, I think. Still, not bad stats for a vanilla guy.

JAMES

Nothing here.

Grotag Goblin Thrasher
4R
Creature – Lizard
3/3
Whenever Grotag Goblin Thrasher attacks, target creature can’t block this turn.
Rarity: Common

Yeah, I like this. I’ll wait a turn and pay more for my hill giant for this. Very cool.

JAMES

WAAAY to expensive for contsructed.

Kazuul, Tyrant of the Cliffs
3RR
Legendary Creature – Ogre Warrior
5/4
Whenever a creature under an opponent’s control attacks you, put a 3/3 red Ogre creature token onto the battlefield unless that creature’s controller pays {3}.
Rarity: Rare

Hey, not bad! Swell body for the cost, and maybe an ogre here and there. More likely you staunch much of their attacks until they can kill this. Also, this is a dud EDH general.

JAMES

Very freaking interesting. Very. The general stats are good enough to warrant a look. My biggest hestiation is that it costs 5cc and doens’t “mana-sap” your opponent enough. There are plenty of deadly two drops like Putrid Leech that will take this bad boy out. I guess that means I don’t see this being a constructed staple.

Mordant Dragon
3RRR
Creature – Dragon
5/5
Flying
{1}{R}: Mordant Dragon gets +1+0 until end of turn.
Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to a creature that player controls.
Rarity: Rare

5/5 flier for 6 is damn good in limited, and this one pumps and represents long term reusable removal. This is a house in limited, in short.

JAMES

Cool dragon. It’s no Broodmate Dragon but it acts as a piece of flying removal too. That’s pretty cool. Red Deck Wins style decks should toy around with this. I know it seems expensive but being able to knock out creatures is nothing to scoff at. It’s an “investment” play. That is, you’re investing in next turn removal. Maybe too risky in the end but DAMN worth experimenting with.

Quest for the Goblin Lord
R
Enchantment
Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.
As long as Quest for the Goblin Lord has five or more counters on it, creatures you control get +2/+0.
Rarity: Uncommon

Well, I dunno about this one. How many goblins are there? Torch slinger. Goblin shortcutters. I’m not sure you can get enough of them to make this even go active. Even if you did… well, I guess if you did it’s still a constant trumpet blast, which is good, I’m just highly skeptical about how consistently this will go active.

JAMES

Luckily there are enough very good goblins that this might be doable. Goblin Guide, Warren Instigator, Siege Gang Commander. Hmmm…Probably a playble goblin I’m forgetting. I don’t like this card as a main strategy but the only way to use it reliably is to play it as a 4x. Hmm, what does everyone else think? Too dependent on other goblins to make it worth it?

Ricochet Trap
3R
Instant – Trap
If an opponent cast a blue spell this turn, you may pay {R} rather than pay Ricochet Trap’s mana cost.
Change the target of target spell with a single target.
Illus. Jaime Jones
Rarity: Uncommon
Set Number: #87/145

I’ve always been a sucker for Deflection type spells, so I’m already in love with this spell, even at full price. The discount against blue is a tradition dating back to Red Elemental Blast. This is an awesome spell, in my opinion, and it’s a particularly insulting subtype of 241 interaction when you send your opponent’s removal spell back at their own hapless minion. I love this. Don’t forget that this spell is effectively “counter target counterspell-like spell with a single target” or something along those lines, because you can use this spell to change the target of a counterspell, cancel, flashfreeze, etc. that’s on the stack to target Ricochet Trap instead. This is a largely unknown use of these spells… I’ve seen people punt on this in the past, so know the trick!

JAMES

I’m trying to remember the rules around Cruel Ultimatum and whether you can swing this at the opponent’s dome. For some reason I remember it doesn’t work that way because it’s “target opponent” and (baring not a multiplayer game), you’re the only opponent so it resolves on you anyway. If I’m completely about that ruling then this is great. But I’m 99% sure I’m right. [Sad Face].

Roiling Terrain
2RR
Sorcery
Destroy target land, then Roiling Terrain deals damage to that land’s controller equal to the number of land cards in that player’s graveyard.
Rarity: Common

This looks like fun. In a lot of games, this will actually Lightning Bolt your opponent or better after nuking their land. Between fetchlands and extra lands being discarded and the land you kill with the spell itself, 3 seems like about the upper limit for limited. In constructed formats, this could be a nice 4-slot land destruction spell, since it doubles as burn and will do much more in those formats. I like it in limited simply because LD spells, even as late as turn 4, will punish most mis-step draws an opponent might have. If they miss one of the first four land drops and you don’t and you cast this spell… well, that should be game over right there in a majority of such games. Therefore, this definitely has a place at the table.

JAMES
This could be sort of interesting. There are a lot of fetch-based mana builds. The question is, Is removing one of your opponents lands (knocking them back a turn, granted) AND doing maybe…3 damage worth 4cc? I don’t think it’s enough. Wouldn’t a Red mage rather cast something like Hells Thunder AND have mana left for an EOT Lightning Bolt? That’s 7 damange for the same 4cc. Plus, what type of player are we doing this to? Vamps is going to scoff at your play because of the low mana curve–same for Boros and mirror Red burn. I think Jund and U/W/x are the most vulnerable to this card. It may be worth taking Jund off color–that is destroying their only green source for example. But then it’s likely you’re only doing 1 damage (they don’t run a lot of fetches…only 4x Verdant Catacombs). Yeah, I guess this is a “no” conculsion.

Rumbling Aftershocks
4R
Enchantment
Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to target creature or player equal to the number of times that spell was kicked.
Rarity: Uncommon

Nice. This could potentially sneak into a weird mini-archetype of its own creation. There’s enough multikicker spells, it seems, to have a deck that can consistently mutlikick a spell or two in the late game. But this doesn’t do anything “on its own” which is usually the hallmark of bad spells for limited. Still, I think if the critical mass is there, you might get away with this. Enchantment removal is seldom maindecked, and you can always play mind games in game 2, siding this out if it’s your main or only enchantment. This is a very narrow, unlikely deck to succeed with, but I still think it might be fun to try. For 90%+ of situations in limited, I would advise you avoid this card.

JAMES

Barfy, do-nothing spell.

Searing Blaze
RR
Instant
Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall – If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.
Rarity: Common

I like this spell, reminiscent of Lash Out. Ironically, the place I want this most outside of limited is a dedicated burn deck, the mirror match of which happens to make this the worst card in your deck, as you have to have an opposing creature to target in order to cast this thing. Anyway, that’s irrelevant to limited, where this will almost always be two lightning bolts on one card with the requirement that you hit one creature with the first bolt and dome them with the other. Sounds good to me.

JAMES

Proably good enough for limited…but even there I think “one damage isn’t shit.” I’d say “yes” if it was 2 damage divided as you choose between any number of creatures or players. Alas, it is not and you’re stuck doing an amazing 1 damage each for 2 red. It is good against Mirror Red burns where the player is running x/1 tramplers like Ball Lightning…I guess I really don’t like this. Seems too underwhelming to me.

Skitter of Lizards
R
Creature – Lizard
1/1
Multikicker {1}{R} (You may pay an additional {1}{R} any number of times as you cast this spell.)
Haste
Skitter of Lizards enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Illus. Warren Mahy
Rarity: Common

Yet again we have a 1/1 that can be a gray ogre or a bad hill giant or an even worse… uh… 7-drop 4/4? Anyway, this is all helped by the haste in this case, making the 1/1 version a Raging Goblin, and the 2/2 version a Goblin Chariot, and the others…. well, the other versions are hasty, put it that way. I’m not sure there are historical antecedents. This is among the best representatives of this cycle so far, I’d say. I’m happy to play this guy in fast red decks.

JAMES

Weak sauce just like the whole cycle.

Slavering Nulls
1R
Creature – Goblin Zombie
2/1
Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card.
Rarity: Uncommon

Not bad. It’s the right bear body for the money, and will sometimes nuke a slow opponent in the style of Ravenous Rats or some such. I think this has a lot going for it. What’s with the (mono)red zombie? That’s a Magic first, from what I can tell (not counting Changelings). Am I missing something? This one gets the nod, but barely. I’d rather have Goblin Shortcutter, for example.

JAMES
Turn three could be pretty brutal if you get hit with a Blightning AND this guy. In the black review, there was also a discard outlet I liked. (Bloodhusk Ritualist) Maybe R/B running this guy, blightning, bloodhusk ritualist, quest for the nihil stone, and good ol’ Hypnoic Specter could be good. Backed up with the standard suite of Lighning Bolts and Burst Lightnings and a Bloodcheif Assension???

Stone Idol Trap
5R
Instant – Trap
Stone Idol Trap costs {1} less to cast for each attacking creature.
Put a 6/12 colorless Construct artifact creature token with trample onto the battlefield. Exile it at the beginning of your next end step.
Rarity: Rare

Holy crud! 6/12? Twelve? Really? I can see this costing 2R a lot of times. It’s going to kill something, so it’s a decent removal spell, but then it also is going to either kill something else, soak a removal spell, or smash your opponent for upwards of 6 damage. So yeah, I think this is knocking on the door of Bomb country for limited.

JAMES

I’ve seen extended Doran, the siege tower decks running blue for counter magic but I wonder if against the Zoo decks this is better than blue. Probably not but it is a good stabalizer…Just don’t want to pull this off a Dark Confidant. I REALLY don’t like only getting the one chance to swing with it but it needed to be balanced I guess. Hmm, that was really the only immediate application I saw but in standard this is also viable. The trample makes it huge. I’m on the fence.

Tuktuk Scrapper
3R
Creature – Goblin Artificer Ally
2/2
Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage equal to the number of Allies you control to that artifact’s controller.
Rarity: Uncommon
Set Number: #94/145

Interesting. Definitely gets played in allies, where critical mass is uber important. This will usually not hit a lot of artifacts though… I’m thinking 1-2 on the high side. Still, there are a couple of really annoying artifacts, and this uncommon helps allies combat them with little lost opportunity cost. I like it okay, even though it’s a very vulnerable 2/2.

JAMES

I like the idea of destroying a Trusty Machete but that’s limited. I don’t think this will see much play in any format outside limited.

As always we want to hear what you think. Did we miss anything? Are we completely off base on any of our comments? Let us know in the comments! :)

Worldwake Set Review – Black

Wednesday, January 27th, 2010

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

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

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

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

JAMES

Meh. Moving on.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

No thanks. No, really. No thanks.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

Puke.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

Worldwake’s affect on Standard decks

Wednesday, January 27th, 2010

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

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

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

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

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

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

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

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

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

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

kalastriahighborn

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

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

hadafreeblade

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

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

White also gets Admonition Angel.

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

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

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

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

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

Next up, red gets Dragonmaster Outcast.

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

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

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

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

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

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

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

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

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

In comes, Jace, the Mind Sculptor.

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

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

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

-Dillon

Undiscovered Treasure: A Complete Worldwake Review

Wednesday, January 27th, 2010

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

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

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

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

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

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

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

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

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

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

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

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

Ex.  Megrim, Traumatize

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

Ex. Fireball, Hellkite Charger, Marsh Casualities

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

***White***

Admonition Angel – Draft Bomb, Role Player

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

Apex Hawk

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

Archon of Redemption – Role player

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

Battle Hurda

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

Fledging Griffin

Solid draft pick, very fair.

Guardian Zendikon

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

Hada Freeblade – Role player

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

Iona’s Judgement.

It’s removal.

Join The Ranks – Role player

See Hada Freeblade

Kitesail Apprentice

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

Kor Firewalker – Staple – Evergreen

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

Lightkeeper of Emeria

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

Loam Lion – Staple

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

Marsh Threader

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

Marshal’s Anthem  – Role Player

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

Perimeter Captain

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

Refraction Trap – Role player

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

Rest for the Weary

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

Ruin Ghost – Role Player

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

Stone Forge Mystic – Role Player

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

Talus Paladin – Role player

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

Terra Eternal

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

Veteran’s reflexes Bleh.

***Blue***

Aether Tradewinds

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

Calcite Snapper

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

Dispel

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

Enclave Elite

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

Goliath Sphinx

<Hork>

Halimar Excavator

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

Horizon Drake

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

Jace the Mind Sculptor – Chase Rare.

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

Jwari Shapeshifter – Role player

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

Mysteries of the Deep

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

Permafrost trap

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

Quest for Ula’s Temple

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

Sejiri Merfolk – Staple?

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

Selective Memory  – Role player

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

Spell Contortion.

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

Surrakar Banisher

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

Thada Adel, Acquistor

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

Tideforce Elemental

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

Treasure Hunt – Staple – Evergreen

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

Twitch

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

Vapor Snare

Pretty bomby.  Mind Control is always good.

Voyager Drake

Great stats, great ability, great first pick.

Wind Zendikon

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

***Black***

Abyssal Persecutor  – Chase

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

Agadeem Occultist

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

Anowon, the Ruin Sage.

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

Bloodhusk Ritualist.

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

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

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

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

Brink of Disaster

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

Butcher of Malakir – Bomb

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

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

Caustic Crawler

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

Corrupted Zendikon.

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

Dead Reckoning

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

Death’s Shadow – Role player.

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

Jagwasp Swarm

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

Kalastria Highborn.

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

Mire’s Toll

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

Nemesis Trap – Staple

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

Pulse Tracker

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

Quag Vampires

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

Quest for the Nihil Stone  – Role Player

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

Ruthess Cullblade

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

Scrib Nibblers

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

Shoreline Salvager.

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

Smother – Staple

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

Tomb Hex

I like. Solid removal in draft.

Urge to kill

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

***Red***

Akoum Battlesinger

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

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

Bazaar Trader

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

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

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

Bull Rush

RAAARRRRREEDDGHKAGHTG!!!

Chain Reaction

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

Claws of Valkut

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

Comet Storm – Bomb, Staple – Evergreen

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

Cosi’s Ravager

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

Crusher Zendikon

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

Cunning Sparkmage

Solid draft pick

Death Forge Shaman

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

Dragonmaster Outcast – Chase

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

Goblin Roughrider

Sure.

Grotag Goblin Thrasher

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

Kazul, Tyrant of the Cliffs – Bomb

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

Mordant Dragon – Bomb

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

Quest for the Goblin Lord –Role player

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

Ricochet Trap

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

Roiling Terrain

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

Rumbling Aftershocks

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

Searing Blaze – Staple

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

Skitter of Lizards!

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

Slavering Nulls

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

Stone Idol Trap

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

Tuktuk Scrapper

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

***Green***

Arbor Elf  - Staple

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

Avenger of Zendikar – Bomb

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

Bestial Menace – Staple

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

Canopy Cover

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

Explore – Staple

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

Feral Contest

Another awkward green attempt at stall-breaking.

Gnarlid Pack

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

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

Grappler Spider.

Eh.

Graypelt Hunter

So it’s Nimana Sellsword with Trample?   Sold!

Groundswell – Staple

Might of Old Krosa, I missed you.

Harabaz Druid

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

Joraga warcaller – Staple

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

Leatherback Baloth – Role Player

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

Nature’s Claim

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

Omnath, Locus of Mana – Chase

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

Quest for Renewal

Seems strong, especially in casual Multiplayer

Slingbow Trap – Role Player

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

Snapping Creeper

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

Strength of the Tajuru – Bomb

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

Summit Apes

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

Terastadon

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

Vastwood Animist

Another good ally card with bad stats

Vastwood Zendikon

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

Wolfbriar Elemental –Staple – Evergreen

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

***Multicolor***

Novablast Wurm – Bomb

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

Wrexial, the Risen Deep – Bomb

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

***Artifacts***

Amulet of Vigor

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

Basilisk Collar – Bomb

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

Everflowing Chalice – Staple – Evergreen

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

Hammer of Ruin

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

Hedron Rover

Better than Hedron Scrabbler, I suppose.

Kitesail

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

Lodestone Golem

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

Pilgrims Eye – Staple – Evergreen

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

Razor Boomerang

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

Seer’s Sundial.

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

Walking Atlas – role player

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

***Lands***

Bojuka Bog – Staple – Evergreen.

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

Celestial Colonnade – staple

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

Creeping Tar Pits – staple

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

Dread statuary

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

Eye of Ugin

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

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

Halimar Depths – Staple – Evergreen.

Great card, especially with Treasure Hunt.

Khalni Garden

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

Lavaclaw Reaches – Staple

Sure.

Quicksand – Staple.

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

Raging Ravine – Staple – Evergreen

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

Sejiri Steppe

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

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

Smoldering Spires

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

Stirring Brush – Staple

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

Tectonic Edge  – Staple – Evergreen

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

Worldwake Set Review – Blue

Wednesday, January 27th, 2010

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

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

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

JAMES

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

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

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

JAMES

No thanks.

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

JAMES

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

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

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

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

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

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

JAMES

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

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

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

JAMES

Bummer. There’s just not much to this.

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

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

JAMES

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

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

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

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

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

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

JAMES

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