Welcome back, this is part 3 of the limited set review this time around, we will of course be covering the many black cards offered by the set and how they work well in the limited format, only commons and uncommons will be looked at as i will be doing a seperate article for all the rares and mythics of the set later on, for those unfamiliar with the set review, here's how it's broken down.
A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever
So with that out of the way here's part 3.
#57) Assassin's Strike - D, If you are really desperate for a 6 mana kill spell for the format, then this is the choice here, though it also makes the controller discard a card, it's not as good as specific other things for the set.
#58) Catacomb Slug - D, A disappointing example of a 2/6 with no abilites, if this had some abilites maybe it would be considered good for the format, however it is not, so don't attempt to draft this one, since it is way too under powered.
#59) Cremate - C, Decent graveyard exile for the format, it replaces itself as well meaning it's never usually a waste to cast tthis for a single black.
#60) Daggerdrome Imp - B, I love this card in limited, since it's a 1/1 flying lifelink body, all for a mere 2 mana at that, making it one of those tolerable and interesting cards for the format.
#61) Dark Revenant - C, Honestly a 4 mana 2/2 with flying that sets itself back onto the top of the library is kind of nice i guess in this color, easily playable here.
#62) Dead Reveler - B, Unleash is what makes this a decent card for the format, a 3/4 for 3 is not all that bad, since it's going to hit like a truck for the format, i expect this at least as a 1-2 of in a black deck.
#64) Destroy the Evidence - C, Land destruction isn't what black is known for but it's a decent spell all the same, deprives the player of potential resources and mills them for 5 as well as blowing up their best land, a solid pick if you need it.
#65) Deviant Glee - C, Honestly a aura that requires a allied color mana is kind of nice plus it grants +2/+1 and for a red you get trample on something which is very useful, a nice aura if you need it.
#66) Drainpipe Vermin - B, Rats are gonna be a thing now it seems, since this is a reasonable 1 drop for the format, only being a 1/1 isn't that bad plus when it dies you pay the additional cost and it forces a player to discard a card, which is a solid black flavor.
#68) Launch Party - B, Solid kill spells are pretty solid, though it has a additional cost it's ok, this is still good regardless, since it destroys a target creature and makes it's controller lose 2 life in the process, defintely a must have for any black player.
#69) Grim Roustabout - B, A solid card if you ask me, 2/2's for 2 are hard for anyone to come by in this format and it even regenerates itself in the process, one of those 2 of's at least.
#70) Mind Rot - C, One of those spells which i feel doesn't always need a reprint for limited as it wastes a spot, but fits black's motive quite well, if you need to fill a slot, use this at least.
#72) Ogre Jailbreaker - B, Now i was just talking about a 2/2 for 2, now it's a 4/4 for 4, gee wizards loves to give us some serious excellent limited material here, plus controlling a gate is what makes this a solid beatstick.
#74) Perilous Shadow - D, I'm not impressed with this 0/4 for 4, but it's ability is what saves it from being a F on the rating scale, it's +2/+2 self pump for 2 is nice and all, a great way to pour all the black resources into this, if you ever draft it.
#75) Sewer Shambler - C, Scavenge itself isn't the best thing on this, but a 2/1 for 3 isn't that bad honestly, it has swamp walk which saves it big time, plus it's a mere common, so it's easy to work around.
#76) Shrieking Affliction - C, if you intend to go a discard strategy, this is the best reason to go that route, since there are so many options for limited this time around, i feel this is what makes discard viable, just watch out for removal though.
#77) Slum Reaper - B, 4 mana for a 4/2 isn't bad at all, but it's ability is the best thing i've seen yet, say hello to Fleshbag Marauder 2.0 which makes me super happy cause i remember drafting back in Shards of Alara and seeing it consistently.
#78) Stab Wound - B, A decent aura if you want to deal damage without the need of creatures, since it is entirely possible to go the non-creature route in limited, have a pure control strategy for the format, stops the weenies and such dead cold, plus it makes the controller with this attached lose 2 life in the process.
#79) Tavern Swindler - D, I'd only consider him a D on the scale due to the fact he's a 2/2 for 2, his ability is a 50/50 chance to win, but it costs 3 life every time, so in the long run it's not worth it to run this guy for his ability only as a beater.
#80) Terrus Wurm - C, A 5/5 for 7 and a scavenge cost equal to the cost of this card is the sole reason it's a middle of the road card, if it had something like Deathtouch or Trample, perhaps it would be useful to run, but it has nothing to really give itself anything other then scavenge, which sucks.
#81) Thrill-Kill Assassin - B, This is a impressive 2/3 for 2, with deathtouch as well which is what makes it so versatile in the long run, now give it flying and lifelink and you've got a Vampire Nighthawk for the format.
#82) Ultimate Price - A, Best removal in the format in terms of hitting mono color creatures, this is only a mere 2 mana and it's instant speed like it should be, one of the most useful spells in the lone color of black.
#84) Zanikev Locust - D, Bad 3/3's for 7 are bad, even if they fly and have a scavenge cost lower then what the CMC of this card is, if you intend to draft this you are a bad magic player, i'm sorry.
And with that that is part 3, stay tuned monday for part 4, red as well as a article i've started but never finished on sunday.
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