Monday, June 6, 2011

Commander Update Part 4: Who the hell ordered the side order of Slime?

Hello one and all and welcome back to another update of Magic the Gathering: Commander we got 6 new cards today to speak of and 3 new generals, 2 spells and of course 1 new creature so let's get down to business and take a look see at these new generals first, introducing, The Mimeoplasm, Wanna see his card of course you do.


Yeah kind of lackluster, for a grand total of 5 mana you get a Mythic Rare that exiles creatures from graveyards, any graveyard, it enters the battlefield as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card, so if you end up exiling like an Inkwell Leviathan, you are gonna get +7/+7 on this dude and whatever the first exiled creature is, it is decent but since this is wizards's spoiling this directly it's dissapointing, a Mythic Rare that forces you to exile stuff to make this dude big, potentially fly and all that neat stuff, really really lackluster in my book, well there is a second general i wanna take a look at, his name is Tariel, the Reckoner of Souls




So 7 mana nets you a flying, vigilance 4/7 mythic rare and it has tap this dude to choose a creature at random from your opponent's graveyard,. put that card onto the battlefield under your control, aka also known as stealing crap this dude is actually a good legendary but not a good general his mana cost is 7 ok so you gotta use 4, a black mana, a white mana and a red mana to summon him and if he dies you gotta add 2 mana to that everytime you wanna bring him back onto the field from exile, not a decent general, could be worse onto the last of the new generals Animar, Soul of Elements 




So let's see here for one Red/green and Blue mana you get a 1/1 that has protection from white and black, a Mythic rare, it has whenever you cast a creature spell put a +1/+1 counter on Animar, Soul of Elements, it also has creatures spells you cast cost 1 mana less for each +1/+1 counter on Animar, say what this is the best of the three what's his color pie again oh yeah he's in Mirror Mastery which is the one i'm gonna get, he's good i think he'll be my general personally anyhoo that's all the generals onto the main meat and potatoes of the article, the spells first in the form of a green spell known as Collective Voyage


Not bad for a Join forces spell for a mere 1 mana, basically this fetches lands for everyone, whatever amount of mana is paid that is the amount of basics fetched and put onto the battlefield tapped, decent for a rare and a 1 green casting cost spell but Join Forces is starting to look like it's a mechanic i want nothing to do with, first a spell that puts dudes onto the battlefield, now a land type spell, what next a burn spell or a removal spell god damn onto the second of the new spells Vow of Wildness




You will note straight off the bat it's a aura, it's a uncommon and it has Enchanted Creature gets +3/+3, has trample and can't attack you or a planeswalker you control, basically it's a lockdown aura like Pacisifism, Arrest and all that neat stuff, for 3 mana 2 and a green you get this thing to basically say one of your opponent's dudes is hereby locked down and stopped for good, not bad and all but outside of Devour for Power which i think is the deck this is gonna be featured in, this sucks enough said, onto the last card of the day, a Leviathan in the form of Trench Gorger




Oh crap that art is wicked cool, it's a rare costs a whopping 8 mana to summon, has trample is a 6/6 yes a decent sized leviathan for a change, has the ability whenever it enters the battlefield, you may search your library for any number of lands, exile them, shuffle the library and if you do, the power and toughness of Trench Gorger each become equal to the number of cards exiled this way, so wait it overrides the power and toughness originally that is how i read it damn this sucks, well that's all she wrote for this time, till next time this is vergil signing off.

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