Tuesday, October 5, 2010

MTG Set Review #5 Scars of Mirrodin

It's been a couple of weeks since i've had the motivation to write recently and i figured let's talk about the newest magic set scars of mirrodin in this set review so let's break down the basics of the set as per usual, there are 249 cards, 26 of those being lands as well as 223 regular spells to sling in this set, with 15 mythics, as well as over 50  rares for this set which i believe this is the most a set has ever had to be quite honest so let's go.


So for this set i'll be going over quite a few things, including the cycles of cards, some interesting picks and such for various ideas in drafting as well as the fact i want to also go over a few cards i believe will assist you in winning a local draft as well as possibly a standard event or two, depending on the deck of course, first one i want to talk about is the walkers for this set, each walker in itself is very powerful as i'm sure you all know and this set has no exceptions to this rule, in fact this set has produced 3 of the most powerful walkers in the game today so far which are, Venser, The Sojourner, Elspeth Tirel and of course Koth of the Hammer, let's go over each of them shall we. First on the list is venser, this bad ass walker is a combination of a white and blue casting cost, meaning he's only the third walker to get this rare dual colour casting cost or higher, the other two being Ajani Vegenant and of course Nicol Bolas, Planeswalker. There was also a rare printed with this known as Venser's Journal, think of it as a Spellbook on steroids but at a high casting cost like venser himself, now you may be wondering what makes venser so special in this set, let's take a indepth look at his abilites. His first ability alone is worth more then enough for this card to warrant it's price tag which is still over 40 dollars US these days, his uber blink ability is just supreme and can really change the game by giving out a nasty 2/2 the ability to blink in and out for 1 turn, much like Argent Sphinx can when it has metalcraft which is easier to achieve then summoning venser to the field i think, but it's second ability to make things unblockable is a game changer which means all your creatures can alpha strike your opponent for a nasty amount of damage sometimes even enough to win the game, but his ultimate is useful as well, since it's a path to exile for any and all spells that come into play on your side of the field, genius wizards sheer genius.


The next one i'm going to talk about is Elspeth Tirel and her nasty white weenie abilites, now white weenie i feel is going to change, since she can make dudes, give life and do a wrath of god like effect on all nontokens and lands, so she's a perfect fit for this deck type right, yep and no, she is more versatile then one would think, i mean she makes dudes, that's good enough,  gives life for all the dudes you make, damn good, then wraths the boards for her ultimate, white weenie tokens anyone, this and spectral procession and perhaps even bitterblossom to splash black into it makes this deck a more viable option in extended these days, probably tommorow i'll do a indepth review of some of the decks she has been featured in as of late since scars has been out for less then a week as of this point and all, but that is another article for another time.


Finally it's time to go over Koth of the Hammer, this guy is bad ass, makes lands animate, he gives off mana for every mountain you control and even makes lands do damage when they tap, i can see a few things outta this guy even if he is priced currently at 50 dollars US and 80 Dollars US for the foil versions, i swear this is more then jace ever was in terms of power level, this guy is beast when it comes to RDW or red deck wins as well as mono red decks in general, he's got the same CMC as Garruk for crying out loud and he's been priced at 10 dollars for a good year and a half, wait a couple of months though and this guy will probably go up even higher then JTMS or Tarmogoyf from Time Spiral, seriously if you get this card don't let go of it at all costs, even if it means your life, this guy is a collector's piece for a lot of people and all that,  plus he works well with SOM's new ideals and mechanics quite a decent fit for 3 new walkers which are very powerful probably easily beating JTMS And Garruk as the top walkers of all time.


Now i believe it's time to move onto the cycles of cards for this set, there are 3 cycles as per usual with every new set, let's go over them shall we, first there is the smith cycle which is a set of 5 commons that all interact with artifacts and the like they are as follows, Myrsmith, Painsmith, Embersmither, Riddlesmith and Lifesmith. Then of course there is the Replica cycle which are Moriok, Auriok, Neurok, Sylvok and Vulshok which each correspond with their respective colours as well as the smiths, these are always a unique thing since wizards tends to make cycles based off the set ideals and the like which is nice, the smith cycle itself is very fun to play since one makes dudes, one deals damage, one gives life, one gives deathtouch and a pump and one lets you replace useless cards with better ones, which is always nice in my book, the replicas though are a tad underwhelming i feel as you need a certain type of mana to use their effects and the fact they always cost 3 colorless mana means you will probably pass on them unless you need a slot to fill for your draft deck and all that, but onto better matters the final set of this block is dun dun dun, the trigons which are these weird shaped objects according to the pictures of them, ok then, this seems like a decent uncommon cycle for this set, i mean they all represent some form of color in terms of abilites and each correspond to their color in general which is all well and good i feel, but the best one of the 5 i feel has gotta be the trigon of thought since it's my favorite color costs and well it gives good reason to proliferate most times.


The final thing i want to touch on is the amount of rares in this set, there are good rares in this set such as Argent Sphinx, Sunblast Angel, Myr Battlesphere and even Ratchet Bomb, if i had to choose a set to start with though for magic if i was going to enter the game i would see this being the set of choice to enter with and get started since this is a reimagining of mirrodin in general and all, but some rares are undesired and are considered junk, next time i talk about SOM i'll go over each of the abilites and the cards to look out for and all, till next time this is vergil signing off.

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