Worldwake Set Review – Multicolored, Colorless, Lands
Saturday, January 30th, 2010Welcome, 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.









































