So hello everyone and welcome to one final edition on the latest From the Vault which is Realms which is all about the lands of magic this time around in nice shiny foil edition, i'm vergil and let's take a quick recap at what's gonna be in this year's FTV.
We already knew of Ancient Tomb, which is one of my new favorite lands of all time, just due to how fast it can become as well as other things of course.
As well as Boseiju, Who Shelters All, which is not a bad land by stand point, but it has it's downsides, since it's a old Cavern of Souls for 2 life for Instants and Sorceries.
Cephalid Coliseum is one i didn't really talk about since it was only revealed yesterday, but honestly it's not as good as the money land in this set, Maze of Ith
And here come the junk lands, Desert is one of the least favorite lands, if they could have printed anything again i kinda wish wizards had went ahead and printed a preview land for this particular slot instead of filling it with this junk.
With any good land based set, there's always a iconic piece, Dryad Arbor is no exception to this with brand new spanking art for FTV
Forbidden Orchard is one of those lands that is kind of iconic in EDH these days, since it grants 1/1 for no cost to your opponent's but it's still a decent land regardless.
I was really excited when i saw this was coming back, since it's one of those old lands that deserved a reprint honestly, but Glacial Chasm hasn't got a lot to it anymore, but still has shown it's one of those classic magic lands that deserve a slot in this kind of thing.
Half of the iconic Grove/Punishing Fire combo in Extended and Modern, this is one of those neat lands that collectors can go goofy over, Grove of the Burnwillows is another good reason to pick this up if you want a shiny copy.
High Market is one of those lands that is commonly played in EDH these days and this is another good reason to pick up this set for the foil version of this and my next card on the list.
The mack daddy of the set, Maze of Ith is the sole reason to get this set, it's worth it's weight in gold for Magic players these days and is perhaps one of the 6 iconic lands in magic's history
Doran players are familiar with this bad boy, Murmuring Bosk is one of those rock lands that is the reason why Doran players love this sort of thing, another decent reason to pick up this set as a whole.
Shivan Gorge is one of the least desirable pieces for this set, they could have done a lot better with this, but at least it's art is different compared to last time.
For those looking for a foil version of this, look no further, Urborg, Tomb of Yawgmoth is one of the iconic lands in EDH these days and is reason #2 to pick up this particular FTV, pretty much paying for the set as a whole already.
Vesuva is reason #3 for this set to be picked up, since there's finally a foil version of this made available and all that, plus the fact it can copy any land is like the bee's knees of magic.
And finally the worst choice for the final slot in this set, Windbrisk Heights, which didn't need to be reprinted, but whatever, which means that there is NO preview card for RTR in this particular set this year, which is a change since the last 2 had preview cards for the sets they were featuring, breaking the cycle for the first time in FTV's history.
Anyways, that's all 15 lands in From the Vault: Realms, join me for more spoilers when Return To Ravnica starts in early september, till next spoilers this is vergil signing off
Showing posts with label Magic the Gathering Set Review. Show all posts
Showing posts with label Magic the Gathering Set Review. Show all posts
Friday, August 17, 2012
Wednesday, May 16, 2012
Avacyn Restored Limited Review: Green
Hello everyone and welcome to the review of Avacyn Restored in limited, prerelease time is over and it's time to check out how i think Avacyn Restored limited will do as a stand alone draft format, much similar to Rise of the Eldrazi from 2 years prior, i will explain the ratings down below as always and give my utmost thoughts on each color of the set, remember this limited review will only cover Uncommons and Commons in the set, rares will be a seperate entity and covered in one article.
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.
Without further ado let's begin
#167) Abundant Growth - B, You know you are good when you can drop this turn 1, fix your mana, replace it with another card and trigger miracle on the same turn, is this not good, or is this the best aura of the set period.
#168) Blessings of Nature - B, When most of the time, players wonder how to make their entire team bigger in a format like this, this comes along, with the set mechanic Miracle, plus it's original cost is 5 mana, but giving +1/+1 counters times 4 to your team is going to be a game winner, plus the Miracle cost is a single green, oh yeah.
#169) Borderland Ranger - A, 2/2 fixing your mana with a off color mana source, plus it can attack and block, nice reprint bro.
#170) Bower Passage - F, Avoid this one at all costs, the annoyance factor of this enchantment just turns me off here, sure it's a 2 drop enchantment but making only fliers not block your creatures is kinda pointless in this format.
#174) Diregraf Escort - D, Just keep this in the sideboard for the zombies player, that's pretty much it's only use in limited, soul bond is nice and all but it's kinda useless on this one considering there aren't a lot of zombies in Avacyn Restored like Dark Ascension.
#175) Druid's Familiar - B, A soul bond card that i feel is useful here, sure it's 2/2 for 4 but when paired both creatures automatically get +2/+2, imagine pairing this with another one of these, insane tricks bro.
#177) Eaten by Spiders - C, Another situational card for green, sure it blows up a flier, kills the equipment attached to it, for 3 mana though i'd kinda look at it and just use it to respond to a attacker
#178) Flowering Lumberknot - D, Unless you are playing with the set mechanic Soulbond this guy is a joke card thrown into the set, he doesn't attack or block without being bonded to a soul bond creature, keep him in the sideboard unless you are using and abusing soul bond.
#179) Geist Trappers - C, Reach on a pair of creatures isn't that bad in this format, considering already you've got a 3/5 body to block with, plus if bonded to another creature, like another soul bond creature you're in for some crazy times.
#180) Gloomwidow - C, For all honesty i understand why this is back in this set, 3/3 reach that can only block fliers is some seriously good limited material, plus it fills the 3 drop curve rather nicely, playable and splashable if you are going light green.
#181) Grounded - F, For all intensive purposes avoid this at all costs, this is literally one of the worst auras in the set, if not the worst aura.
#182) Howlgeist - D, If you feel like your deck needs a 4/2 6 drop with undying, then yes go for it, but leave it in the sideboard since there are quite a few better 6 droppers in this set to be honest.
#183) Joint Assault - B, Even if you aren't using that many soul bond creatures in your deck this is still a good spell to have in a moment's notice, it's not often instant speed spells work well in limited but when the critical amount of damage is needed this may get you there.
#184) Lair Delve - B, Another very respectable spell, it allows you to basically set up your next creature and a land if necessary, so you don't miss those ever important land drops, plus if anything it allows for Miracle to be easier to set up in this set.
#185) Natural End - B, Being able to blow up a artifact or enchantment and gain 3 life in the process is very nice, even on turn 3 when you got a threatening target to take out, it's balanced, playable and easily splashable outside of green.
#186) Nettle Swine - D, Vanilla creatures often get left behind in this format, but if you absolutely need a 4 drop in your deck to go along with the soul bond guys you already have then this one is for you.
#187) Nightshade Peddler - C, Formats often don't usually see a lot of set mechanic spells early on, but this being the 2 drop in this color, deathtouch really isn't as revelant as many would think for limited, but it's still nice to have as a back up plan for blockers, of course this could also be used against you.
#188) Pathbreaker Wurm - B, Most 6 drops i tend to ignore but when soul bond gives this and another trample, how can i say no to a finisher like this guy, 6/4 even without trample is still nasty, plus he's a common.
#190) Rain of Thorns - D, For all intensive purposes for what it does for the mana cost is a little too high, sure it can do three things but for those three things you better have 3 targets to hit with this, a enchantment, artifact and a land.
#192) Sheltering Word - C, In a pinch i can see this being played, 2 drop instant speed hexproof and life gain out of the deal, really tight pinch card for the drawn out late game.
#193) Snare the Skies - B, So this pump spell is good i guess since it only costs a single green mana, plus it gives reach and a +1/+1 pump until end of turn, a really unique card for limited, great in the early game too.
#196) Terrifying Presence - B, So your opponent is attacking with everything they have huh, well Fog most of the creatures except 1, block that creature and your fine, a really good combat trick for 2 mana.
#197) Timberland Guide - B, Another really good 2 drop spell in this format, even though it's a 1/1 it gives a +1/+1 counter upon entering the battlefield, plus it's common.
#198) Triumph of Ferocity - C, This really isn't going to work all the time since it checks the greatest power creature on your upkeep but when it does, card advantage, it's still mildly playable for what it does.
#199) Trusted Forcemage - B, Even without bonding this to another creature, you are still getting a 2/2 outta the deal, it's decent, cost effective and hey with soul bond it becomes a 3/3 with the other creature getting a +1/+1 boost.
#201) Vorstclaw - C, Another easily playable 6 drop in this set, vanilla 7/7's often don't get a lot of love, but combine this with soul bond and you are laughing.
#202) Wandering Wolf - B, In the words of 2 drop fanatics everywhere, suck it weenies, yes 2/1 that cannot be blocked by those puny 1/1's all day long, a very nice 2 drop creature for this format.
#204) Wildwood Geist - B, Usually for a 3/3 that costs 5, you gotta have something good, but this does just that, it gets +2/+2 when it is your turn, so having a 5/5 for 5 on your turn is kinda nice.
#205) Wolfir Avenger - A, Best card in the color period, 3/3 with flash, regenerate him at will, costs 3 mana, is a uncommon that is worth every minute in limited in this color, expect to draft this high.
#207) Yew Spirit - B, It's not often i rate high casting cost creatures at such a effective rating, but with Chameleon Colossus's ability to double it's power and toughness for 4 mana like the predecessor that is the colossus, it's a very nice addition to an already defining format.
And that's it for the colors of the set, stay tuned for Multicolor, Lands and Artifacts.
Monday, May 14, 2012
Avacyn Restored Limited Review: Red
Hello everyone and welcome to the review of Avacyn Restored in limited, prerelease time is over and it's time to check out how i think Avacyn Restored limited will do as a stand alone draft format, much similar to Rise of the Eldrazi from 2 years prior, i will explain the ratings down below as always and give my utmost thoughts on each color of the set, remember this limited review will only cover Uncommons and Commons in the set, rares will be a seperate entity and covered in one article.
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.
Without further ado let's begin
#125) Aggravate - D, for a 5 mana spell you'd kind of expect a little more out of it, one of the uncommons you would side board in for if your facing a lot of 1/1's other then that not really a essential card in this stand alone format.
#127) Banners Raised - D. Another real sideboard material card in this color, sure it gives things +1/+0 but when you are already running some seriously powerful dudes in this format, it kinda makes this a useless card.
#128) Battle Hymn - F, One of the bad cards of this set, a specific ritual effect type card where the requirement is solely based on creatures, you gotta at least have 3 creatures to make this worth playing, let alone have a deck filled with creatures.
#131) Dangerous Wager - C, Got a empty hand other then this, play this, get 2 free cards for no downside since you are always going to be dropping some threats and emptying your hand by turn 5, this is one of those utter value cards a lot of players like.
#132) Demolish - D, A specific land pissing you off in this format, which there really isn't a lot of them, or rather just hit a color screw on the opponent and force them to discard, keep this a situational side board card.
#134) Falkenrath Exterminator - A, Probably one of the best two drops red has at the moment in limited, sure you'll be either A) Using this for it's ability, or B) Hitting hard and fast with the stacking of counters, either way draft this high, trust me.
#135) Fervent Cathar - B, While limited has it's quirks this guy i feel is a great addition to this color, a 2/1 hasty target creature cannot block this turn guy is something not a lot of players like in this format, essentially getting through for 2 extra points of damage plus your main attackers seems like it's gonna get ugly real quick.
#136) Gang of Devils - C, so at first you are probably thinking, vergil why is this a C on your scale, i'll tell you why, even though it is a 3/3 for 6, when it dies it basically does a Incinerate when it dies, that is why, being able to kill 2 or even 3 things when it dies is just insane, a lot of red players are going to be either playing this or holding it in hand for the right moment.
#137) Guise of Fire - D, sure auras that can Skullclamp a creature are nice and all, but your going to be using this as removal in this format for a 1/1's, even the flying 1/1's that blue produces, just because they are a pain in the ass in this format, other then that keep this for situational purposes.
#138) Hanweir Lancer - C, Honestly soul bond is still unpredictable to me at least, sure it's a 2/2 for 3, giving first strike to itself and another creature, honestly even if you did draft a 3 drop in this set in this color i'll still take maybe 10th pick, pack 2.
#139) Havengul Vampire - B, You know you are good when you got a 2/2 for 4, that also gains +1/+1 counters when things die and he deals damage, he gets mighty big, mighty fast in this format, which is saying something.
#140) Heirs of Stromkirk - B, i originally looked at this card and went, holy crap that is a 4 drop intimidate 2/2, the only reason it goes so high on my scale is due to the intimidate factor, plus it gets bigger each time damage is dealt, 5 swings from this will make any player beg for mercy.
#142) Kessig Malcontents - A, Honestly if you were going to draft humans, you'd scoop up as many of these as possible, great 3, 3/1 it deals damage equal to the number of humans you control when it enters the battlefield, pretty much another reason why humans are so good in this set.
#143) Kruin Striker - A, Humans just seem to get all the nice little cards of this set, this is so a A on the scale simply due to the fact it gets +1/+0 and trample when another creature enters the battlefield under your control.
#144) Lightning Mauler - B, Honestly why is this not a A, well simply due to the fact that it has the set mechanic, Soul Bond which is very susceptible to removal as a response to the soul bond card entering the battlefield, the hasty feature is nice though on a 2/1 2 drop.
#145) Lightning Prowess - D, Middle of the road, sideboard material card, sure it has it's uses but the haste feature that red often likes is a essential factor for not getting the F rating here.
#146) Mad Prophet - C, I love Merfolk Looter and any card that emulates it in any color these days needs to have some form of love shown to it, but on a 2/2 hasty 4 drop, yeah please i'll dump something i don't like outta my hand and get a better card.
#147) Malicious Intent - F, This is the worst common in red, period, avoid this at all costs, i don't care about it, in fact if i was using a numbers scale, this would get a 0 on that scale, it's that bad.
#149) Pillar of Flame - B, Shocking folks on turn 1 and basically taking them down to 18 is a effective way to start a match, plus it deals with pretty much every 2 or lower toughness creature in the format, which there are plenty.
#150) Raging Poltergeist - D, Honestly if you have no choice to take this on your last pack, pick 15, then take it, it's just gonna sit in the sideboard, who would want a 5/1 that costs 6 in this format and dies to everything 1 toughness or higher.
#152) Riot Ringleader - A, If i was to say Red/White humans was the best format deck in limited, i'd be right on the money a effective 3 drop that's a 2/2 and when this attacks all your humans automatically Battle Cry, nasty i tell you.
#153) Rush of Blood - B, usually when i say extra damage you say "What", well this particular spell is mighty useful, sure it's a neat combat trick as your attacking and they are declaring blockers, 3 mana though to give a creature essentially double it's power for a single turn, really sweet.
#155) Scalding Devil - B, Again, limited is showing why i love this format, a 2 drop 1/1 that hits for 1 for 3 mana, doesn't need to tap, can be used as a response to combat damage, instant speed abilites are always welcome here.
#156) Somberwald Vigilante - D, sure it's a 1/1 for 1, but the ability to deal a single, i repeat a Single point of damage when it is blocked kinda is iffy, but if you need the 1 drop slot filled in limited, take it, it may be useful.
#157) Stonewright - B, Being able to Firebreath someone with a lot of mana open for 2 creatures is sick, even with soul bond, probably the better soul bond of the color honestly, even as a 1/1 for 1 mana it's still a nice card.
#158) Thatcher Revolt - A, Can i just give this a A+ please, seriously, best common in red, period, expect to always draft this first pick, even just for splashing, mana cost perfect, 3 1/1 humans with haste, three dudes yo.
#159) Thunderbolt - B, Sure this is a great burn spell in this format, but not the absolute best burn spell for the format, sure it hits flyers hard and fast, sure it hits players for a decent chunk for it's cost, still a great addition to your deck if your going red.
#160) Thunderous Wrath - A, If i was to tell you the single best burn spell in the set was this card, you'd probably laugh at me, but hear me out, Miracle is probably the best limited mechanic for this set, being able to top deck this and hit for 5 on that turn is sheer lunacy, let alone the fact that this is also a great 6 drop spell if you need a game ender card.
#163) Uncanny Speed - D, Personally i would sideboard this, just because it's a 2 drop spell that has no real use till creatures are on the field, but it's still a fine situational card for this format.
#165) Vigilante Justice - C, Personally this fits right into the human deck at the 4 slot, since most human players are going to be running maybe 10-12 humans so that's maybe 7 points of damage without Thatcher Revolt, still a great enchantment to add to an already great format.
Well that's all she wrote for red, next on the agenda is Green, the final main color of the set, see you next time.
Wednesday, May 9, 2012
Avacyn Restored Limited Review: Black
Hello everyone and welcome to the review of Avacyn Restored in limited, prerelease time is over and it's time to check out how i think Avacyn Restored limited will do as a stand alone draft format, much similar to Rise of the Eldrazi from 2 years prior, i will explain the ratings down below as always and give my utmost thoughts on each color of the set, remember this limited review will only cover Uncommons and Commons in the set, rares will be a seperate entity and covered in one article.
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.
Without further ado let's begin
#84) Appetite for Brains - C, Discard normally in limited is very hard to come by, considering most sets only have 1 or 2 discard outlets, but the potential of always hitting a 4 or greater power creature in your opponent's hand is kinda half and half here, don't always expect this to work, even against a Blue player.
#85) Barter in Blood - B, it is so nice to have this back in limited again, removal that is hard to come by since like discard outlets they are few and far bewteen, but when you got no creatures and your opponent has 2, well play this and no one has any creatures, a very welcome piece of removal for this format.
#86) Blood Artist - A, how can i not give a A, first it's a 1/1 for 2, plus when stuff dies and a lot of stuff is going to die in this format, target player loses 1 life and you gain 1 life, black loves this kind of stuff to say screw you, i'm winning.
#87) Bloodflow Connoisseur - B, a very respectable black vampire that is pretty balanced i feel a 1/1 for 3 mana but you can sacrifice stuff to give it +1/+1 counters each time, it can be done as a instant ability while responding to damage via other spells.
#88) Bone Splinters - A, 1 drop removal that has been seriously missed in this format, so you sacrifice a creature, i'd just sacrifice a token and be done with it, can be a answer to every creature in the format in the early game, most limited players run at least 2 of these.
#89) Butcher Ghoul - B, With undying it gets a B, without undying it gets a C, but thank god for undying, you can most certainly use this as a sacrifice outlet for a turn, bring it back as a 2/2 and go nuts.
#90) Corpse Traders - B, Discard on a body, hell yes, 3/3 for 4 mana, yes 3/3 for 4, it's not often flavor and balance wise there is some balance here, but in this case i would say that isn't true anymore at least.
#91) Crypt Creeper - C, This is your standard run of the mill dude that flavor wise in the set got a reprint, sure it costs 2 mana for a 2/1 but when you sacrifice it you get to exile a card from a graveyard, a interesting choice here but still lack luster for limited, good as a body, but it's ability is meh.
#93) Death Wind - D, Removal that costs a whole load of mana to use is truly sideboard material here, you may sideboard this in maybe once to see how it performs, but usually removal that costs X and a specific color doesn't see that much play in limited, Black Sun's Zenith being the only exception to this rule.
#95) Demonic Taskmaster - A, how can i not rate this as a A rank card in limited, a 4/3 flier that you have to sacrifce a creature at the beginning of your upkeep but if you cannot that's ok it still stays, there is no negative drawback with this guy, draft him high in black.
#99) Driver of the Dead - B, usually when it comes to returning stuff, most players don't expect a mini Reveillark in this format, this is the case, say hello to Driver of the Dead, sure a 3/2 for 4 mana but hey i'll just return my Butcher Ghoul and swing with them next turn.
#100) Essence Harvest - B, Usually with big creatures you expect to have some big finisher in the 2nd main phase of a turn, this is the cast, 4 mana for a X spell where X is the greatest power creature you control, player loses X life and you gain X life, yeah, this is one of those cards most players find unattractive at first, but it grows on you.
#101) Evernight Shade - B, Honestly if you got a creature like this, sure just dump a whole ton of black mana into him, pump him to heights unknown and swing, even for 4 mana and with undying he will just come back again and continue to be a pest, so for the mana cost it's pretty decent here.
#103) Ghoulflesh - C, So a aura that costs 1, gives that creature that is enchanted -1/-1 and makes it a black zombie, hmm interesting but middle of the road material here i would feel.
#105) Grave Exchange - D, it's not often your going to be using a 6 mana return spell that also forces a player to sacrifice a creature, sure it may be late game material but having this in the first turn opener hand is not really going to go well, considering that slot could be used for something else.
#108) Homicidal Seclusion - B, most of the time when you think enchantments, you think something along this line, sure it only triggers when you got 1 creature, but when that one creature is your biggest dude, it gets +3/+1 and lifelink, hello here, busted much.
#109) Human Frailty - B, Black removal that hits humans in this format, i like it, since there are going to be lots of humans in this particular format, this is going to be a sought after piece of removal by black players here.
#110) Hunted Ghoul - B, I like the fact it's a 1/2 plus it's a great attacker that really can't block half the stuff in the format, but for 1 black your going to be attacking with this guy, plus he's a common, plus he's easy to draft, expect to see a few of these on limited tables.
#112) Maalfeld Twins - C, So one of the bombs of this format, a 6 mana 4/4 that when it dies it replaces itself with 2 2/2's, a interesting choice here, it's a middle of the road bomb that needs a look over i would feel for black players.
#113) Marrow Bats - D, Personally i'm not a big fan of a 4/1 flyer that costs 5 mana, considering it's secondary ability is to pay 4 life and it regenerates, it may be good in limited but the toughness factor means it gets shot down too easily.
#114) Mental Agony - C, Spells like this are really interesting for black players, since it always hits directly where it counts, the life total and the hand, for 4 mana you are getting what you pay for, this could potentially be a kill spell too as a end game finisher.
#115) Necrobite - D, i'm not a big fan of deathtouch giving spells, considering when the creature given deathtouch dies it regenerates, but still it's tapped for a single turn, which could cost the game in this format, who knows i gotta look at this one a bit more closely.
#116) Polluted Dead - B, Sure go ahead and kill this, but your losing a land if you do, Stone Rain on a stick is the best term here for this guy, 5 for a 3/3 is also quite nice, i like it more for the after effects of the creature dying still though.
#117) Predator's Gambit - C, A 1 mana aura that grants +2/+1 to a creature is nice, but when you control no other creatures it gets intimidate, interesting this could make or break a match if played correctly.
#118) Renegade Demon - B, I don't care if it is a vanilla 5/3, a beater is still a beater in this format, he's 5 mana, he's balanced to the point where your going to play at least 1 in your deck if you are black.
#119) Searchlight Geist - C, 3 drop fliers that are 2/1's that you need to pay mana for to gain deathtouch aren't that high on my list of cards to draft, still it's a 2/1 beater in the air, i like it but the mana ability turns me off from giving it a B.
#120) Soulcage Fiend - B, You know demons in this set are way cooler then the previous two, sure it's 3 to cast, a 3/2 that when it dies each player loses 3 life, as well as being a common, this is a high draft rating card here folks.
#122) Triumph of Cruelty - B, 3 mana enchantment that triggers at each of your upkeeps and forces a player to discard a card if you control the greatest power creature or are tied for it, sure i have a 7/7 Griselbrand, discard a card please dear opponent, this sounds like a fun card honestly.
#123) Undead Executioner - B, removal on a stick, yeah when it dies target creature gets -2/-2 until end of turn, but if it has 2 toughness bye bye, plus it's a 2/2 beater for 4, gee black has some good removal and beaters this set.
#124) Unhallowed Pact - C, Since this is a aura you can enchant other creatures, steal it when it dies and use it against em, a neat little way to do business in black, a good aura and good cost i feel at least.
Alright so that's black for Avacyn Restored, stay tuned tommorow for Red.
Tuesday, May 8, 2012
Avacyn Restored Limited Review: Blue
Hello everyone and welcome to the review of Avacyn Restored in limited, prerelease time is over and it's time to check out how i think Avacyn Restored limited will do as a stand alone draft format, much similar to Rise of the Eldrazi from 2 years prior, i will explain the ratings down below as always and give my utmost thoughts on each color of the set, remember this limited review will only cover Uncommons and Commons in the set, rares will be a seperate entity and covered in one article.
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.
Without further ado let's begin.
#42) Alchemist's Apprentice - C, the first card in this color and it's showing it's a middle of the road material card, sure it's a 1/1 for 1 and a blue, but you can sacrifice as a response to removal and get a card out of it, not a bad deal honestly.
#43) Amass the Components - B, Being able to draw three cards and effectively place a useless card from the hand onto the bottom of the library is key here, but something to keep in mind is if your going to be using Miracle cards, it only applies to the first card of the turn, still a good draw spell.
#46) Crippling Chill - C, 3 mana for a instant speed lock down for a full 2 turns, plus you get a free card to replace it, something blue is quite good at doing in limited this time around, though the rarity is a little off balance since it's a common, should have been uncommon instead.
#49) Dreadwaters - D, In this format a mill spell like this is only good if you got a deck focused around it, but for X where X is the number of lands you control is not bad, considering most of the time you'll have about 6 lands when you cast it, so X will usually be about 4 to 6, keeps it out of the F range.
#50) Elgaud Shieldmate - C, one of the better soulbond dudes, 2/3 four mana and a hexproofer, not bad considering this is blue, but again soulbond is iffy since of course it relies on 2 creatures instead of just the one.
#51) Favorable Winds - B, Heavy blue players are going to love this enchantment, considering it gives all your fliers +1/+1 for a mere 2 mana, if i didn't know better i swear this was the replacement for Intangible Virtue.
#52) Fettergeist - D, 3/4 for a 2 and a blue, but you gotta pay 1 mana for each creature you control, sure it is good alone, but what if you control 7 creatures, then you gotta basically pay all resources just to keep it alive, this is kinda bad honestly for a uncommon.
#53) Fleeting Distraction - C, giving a creature -1/-0 until end of turn and being able to replace itself are nice, this is a interesting reprint since the last time we saw this was 2 years ago in Rise of the Eldrazi, how fitting this comes back for another limited format.
#54) Galvanic Alchemist - C, being a 1/4 body with soul bond is kinda nice, since you can throw this up as a brick wall for a few turns, but the trick is soul bond you instantly pair this and gets somewhat better, since at any time you can pay 2 and a blue for either creature and untap it, however being said i'm not favoring this new mechanic at all.
#55) Geist Snatch - B, Being a counter spell which costs 4 mana is ok i suppose, but when you get to put a 1/1 blue spirit as well on the battlefield, it makes it a little more desirable as a counter spell, the only problem is it counters creatures only, otherwise it'd be the perfect counter spell for this format.
#56) Ghostform - B, having a 2 mana spell that makes 2 creatures unblockable is kinda nice, even if they are 2/2's in this format, you still get 4 points of free damage if they are 2 power, minimum damage dealt with this is mostly 2, since there are a few 1/1's in this format.
#57) Ghostly Flicker - C, Honestly with this i'm not exactly sure why i gave it a C on my rankings scale, sure it's good for abusing enter the battlefield effects like the new one soul bond, which is somewhat good, but other then that, maybe it has it's uses in limited as a potential addition for this color.
#58) Ghostly Touch - B, Lock down effects in limited are superb here, with this being no exception of course, 2 mana enchantment that when the creature enchanted with this attacks it taps or untaps target creature, so making synergy seem more valuable here for something.
#59) Gryff Vanguard - D, Honestly i would expect more of a 3/2 with flying, enter the battlefield you can trip of course, but that i feel is one of the only things that save this particular card from the F rating, is the replacement effect, sideboard this if you are having troubles with flyers in limited.
#60) Havengul Skaab - C, for a bomb it's pretty good, when it attacks you bounce something you control, a creature anyways and you get a chance to abuse it's enter the battlefield effect if it has one, but for a 4/5 for 6, it's quite a limited material bomb.
#62) Into the Void - D, 4 mana Unsummon that hits two creatures at sorcery speed, not good enough, this is so sideboard material, blue is starting to feel like a more support color in this set.
#63) Latch Seeker - B, This particular format is going to have a lot of 3 drops, this is one of those excellent 3 drop dudes, 3/1 unblockable, throw a piece of equipment on this and you are golden.
#66) Mass Appeal - C, Honestly something that works with only humans for this particular format is going to get a middle of the road rating, sure it costs 3 mana, but it's a Divination at sorcery speed only for a specific creature type, maybe in limited you'll get to play this once.
#67) Mist Raven - B, Abuse of entering the battlefield effects in this set seems to be very apparent, 4 mana for a 2/2 flyer that bounces a creature when it enters the battlefield, not a bad thing, since this format seems to be a quick format, based upon what's been seen so far.
#69) Nephalia Smuggler - A, it's a piece of late game material waiting to happen, sure it may be a 1 drop 1/1 but when it comes down to it, most players are going to be using this guy for his ability more so then anything, considering soul bond is around.
#70) Outwit - B, A very specific counter spell which hits spells that target a player, but it's a counter spell regardless for 1 blue, yeah most blue players are going to always keep a mana open in case of a Miracle spell like Thunderous Wrath pops up.
#71) Peel from Reality - C, there are way too many bounce effects in this set, is this the bounce abuse set or something, besides this being a reprint, it's a instant speed 2 drop spell that hits a target creature you control and a target creature a opponent controls, it's a decent combat trick at least.
#72) Rotcrown Ghoul - B, 5 drops that hit for 1/8th of a library in limited are huge, considering when they are common as well, the only reason it didn't get a A on this scale is due to the simple fact it only triggers when it dies.
#73) Scrapskin Drake - D, 2/3 flyer that can only block flyers is the reason that this is a D on the scale, sorry but when your not able to block little 1/1's on the ground by turn 3, you got something wrong here, sure it's a great sideboard card, but other then that don't expect too much outta it.
#74) Second Guess - B, Late game counter spells anyone, this is what blue is known for in limited a lot of the time, being able to drag the game out to a near halt while controlling the board, plus this counters the second spell cast this turn, so you can essentially put this on the stack and go nuts.
#75) Spectral Prison - B, Lock down auras in here are very nice, considering it forces the opponent to waste a spell to get rid of it, meaning you'll be able to open up much faster and easier even if you are facing a blue player in this format, still a great aura for limited.
#77) Stern Mentor - B, A decent soul bond effect where it mills, is a good 4 drop that's a 2/2 and it both creatures consistently hit 4 cards at a time, if both are paired, a creature that's really good in limited and i gotta examine this guy further someday.
#80) Tandem Lookout - B, Soul bond with a Jon Finkel effect is very nice, considering there is no Black to worry about in the mana cost for this guy, being able to attack, get a card or two and have a slight advantage is always nice, blue seems to have the better of the soul bond guys.
#82) Vanishment - A, the only Miracle card that's a uncommon in this color, 5 mana for it's base casting cost but 1 blue for it's Miracle cost and it's at instant speed, the new Unsummon of the set, truly there hasn't been a better unsummon till now.
#83) Wingcrafter - B, Being able to throw flying in the early game is super exciting, with this being a 1 drop card and a 1/1 at that, makes it so that you can effectively play this and play your next creature, attack for 1 in the air and go nuts in the very early game in this color.
Well that's it for this edition of the Limited Review, Black is next on the list, as always i will take a look at the Rares and Mythic Rares in another article.
Wednesday, May 2, 2012
Avacyn Restored Limited Review: White
Hello everyone and welcome to the review of Avacyn Restored in limited, prerelease time is over and it's time to check out how i think Avacyn Restored limited will do as a stand alone draft format, much similar to Rise of the Eldrazi from 2 years prior, i will explain the ratings down below as always and give my utmost thoughts on each color of the set, remember this limited review will only cover Uncommons and Commons in the set, rares will be a seperate entity and covered in one article.
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.
Without further ado let's begin.
#3) Angel's Mercy - C, in this format reprints like this are highly under valued, sure it gives 7 life for 4 mana, but it's a splashable card that kinda requires a little too much for what it does, but it goes and keeps you alive for a few more turns at least, unless your facing down Griselbrand.
#4) Angelic Wall - B, How often in this format are we going to play a 2 drop, lots of times, 2 mana basically say no damage for me, for at least 3 turns, allows you to pretty much set up and is easily playable for it's cost and it flies.
#5) Archangel - A, A serious bomb in this format, got a down grade from rare to uncommon as a reprint, 7 mana 5/5 flying vigilance is going to get you there, fits with the theme of the set, plus having some angelic back up is always kinda nice.
#7) Banishing Stroke - B, Some serious tuck effects in limited, it gets this particular grade due to it's Miracle cost, got a threat staring you down, draw this and play it for 1 white mana and boom threat is gone, it's going to come in real handy in this limited format.
#8) Builder's Blessing - D, if you are having some serious survival problems with big creatures always staring you down, maybe this enchantment is for you, but only giving untapped creatures a +0/+2 boost is sorta like saying here's maybe a extra turn, even for 2 mana, but it goes great with Angelic Wall.
#9) Call to Serve - C, Due to this being a aura i'm a little skeptical here for what it does, sure it gives a boost, flying and turns it into a angel along with it's other types, but there is usually a answer for everything in this format, even this.
#11) Cathedral Sanctifier - A, Ok so who thought on this one, a 1 drop 1/1 that when it hits the field it's basically saying i've got 23 life and you've got 20, deal with it, a serious threat in white, probably one of the better commons you can draft, always take this one.
#12) Cloudshift - B, Instant speed blink effects like this one are going without saying one of the better combat tricks in the format, allowing you to essentially abuse enter the battlefield effects for a single white mana, it goes without saying, no white deck should go without at least 2 of these.
#13) Commander's Authority - B, A aura that's actually pretty good for 5 mana, it churns out those 1/1's every upkeep and having a small army here is kinda nice, goes without saying it's still a decent aura for what it does.
#14) Cursebreak - A. one of the better pieces of enchantment removal in this set, it's highly valued and probably the best thing you get for 2 mana, gaining 2 life as well is nothing to scoff at for what it does.
#15) Defang - D, A situational piece of lock down, only really good for most big heavy damage dealers, of which there is a few in the format, but not as many threats as one would anticipate at all, even for a large set such as this, still a great piece for the sideboard for what it does.
#16) Defy Death - C, recursion here is very rare in limited, maybe 2 or 3 cards do the job well enough, this is one of those spur of the moment cards in the set, fitting with the angelic theme here, sure it returns stuff but the bonus applies to angels, of which there is enough in this set to at least justify one copy of this in the deck.
#17) Devout Chaplain - B, How good is this you ask, well if you got lots of humans to play with, consider this removal on a stick against any artifacts or enchantments in this set, one of the better forms of removal here, sure it's requirement is a little steep but in limited this guy is highly valued.
#19) Emancipation Angel - A, best uncommon angel of the set, period, 3/3 flier, returns stuff so you can abuse enter the battlefield effects again and again, is a serious 3 drop threat and basically is perhaps the best uncommon in white
#21) Farbog Explorer - B, 2/3 swamp walkers are nothing to scoff at for limited, so your facing a black player, i'll just hit you direct to the face, non black players, i'll just attack, great 3 drop in this set, goes without saying white is showing why it's highly valued in a large set such as this.
#22) Goldnight Commander - B, One of the better non flying uncommons in this set, 2/2 and whenever a creature enters the battlefield all creatures you control get +1/+1 until end of turn, ok really this is like the ultimate pump, great material here.
#23) Goldnight Redeemer - A, Second best uncommon in white for this set, due to the sheer fact it gains you 2 life for each creature you control, 6 mana, basically negate all damage and gain back a serious crap ton of life, for a 4/4 body with flying too, oh joy.
#25) Holy Justicar - D, there really isn't enough zombies in this format for this guy to be effective, a 2/1 for 4 mana is lack luster, considering it's main effect is dealing with zombies here, if there were then it's say run him but again not enough to justify him.
#26) Leap of Faith - B, a instant that's a mini Fog, gives that creature flying and prevents all damage to it, can you say combat trick much, i like this and it's cost is balanced enough to make me wanna play it for limited in white.
#27) Midnight Duelist - B, pro vampires and a being a 1/2 for 1 white is pretty good, it hits well, it blocks little guys at will, provides a nice comfort zone against vampires and allows for perhaps a easy going time in white.
#28) Midvast Protector - B, A mini Sejiri Steppe here on a body is not bad honestly, protection from the color of your choice when it enters the battlefield, plus being a 2/3 for 4 mana is kinda nice.
#29) Moonlight Geist - D, this guy is serious sideboard material, 3 drop for a 2/1 flyer that has a mana ability to prevent all damage done to it and by it, but it flies, so at least that makes it non F worthy here.
#30) Moorland Inquisitor - A, 2 drop 2/2's that have first strike potential is serious business here for white, sure it costs 3 mana to give it first strike but it's a instant speed ability which you can use as a blocker ability.
#31) Nearheath Pilgrim - B, Lifelink in this format, along with set mechanics is kinda nice i suppose, considering it is a 2/1 body for 2 mana.
#34) Righteous Blow - B, Being able to Shock other creatures that are blockers or attackers is a very nice thing indeed, since white kinda needed this instant speed removal, it's a nice welcome limited addition.
#35) Seraph of Dawn - C, 2/4 that flies and has lifelink for 4, the imbalance of power and toughness makes it a C for obvious reasons.
#37) Spectral Gateguards - D, Soulbond is not all it's cracked up to be for this format, all the good ones are rare, for a reason, 2/5 vigilance granter that can be easily dealt with since it's ability requires another creature, so in a sense this is kinda lack luster.
#39) Thraben Valiant - B, 2/1's with vigilance are very good on my list of limited material cards, considering this only costs 2 mana, makes it a very nice attacker and blocker
#40) Voice of the Provinces - C, 6 mana for 4 power worth of creatures is great in the late game, but only 4 power worth is middle of the road material here, itself being a 3/3 and it puts a 1/1 white human into play.
#41) Zealous Strike - B, Combat tricks like this are highly valued, considering 20% of your deck is going to be spells most of the time, having this in hand with a bomb creature in the format is nothing to scoff at all.
And that was white for this set, blue will be tommorow and it will continue till this set is fully reviewed, till maybe next week, until tommorow stay tuned, this is vergil signing off.
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.
Without further ado let's begin.
#3) Angel's Mercy - C, in this format reprints like this are highly under valued, sure it gives 7 life for 4 mana, but it's a splashable card that kinda requires a little too much for what it does, but it goes and keeps you alive for a few more turns at least, unless your facing down Griselbrand.
#4) Angelic Wall - B, How often in this format are we going to play a 2 drop, lots of times, 2 mana basically say no damage for me, for at least 3 turns, allows you to pretty much set up and is easily playable for it's cost and it flies.
#5) Archangel - A, A serious bomb in this format, got a down grade from rare to uncommon as a reprint, 7 mana 5/5 flying vigilance is going to get you there, fits with the theme of the set, plus having some angelic back up is always kinda nice.
#7) Banishing Stroke - B, Some serious tuck effects in limited, it gets this particular grade due to it's Miracle cost, got a threat staring you down, draw this and play it for 1 white mana and boom threat is gone, it's going to come in real handy in this limited format.
#8) Builder's Blessing - D, if you are having some serious survival problems with big creatures always staring you down, maybe this enchantment is for you, but only giving untapped creatures a +0/+2 boost is sorta like saying here's maybe a extra turn, even for 2 mana, but it goes great with Angelic Wall.
#9) Call to Serve - C, Due to this being a aura i'm a little skeptical here for what it does, sure it gives a boost, flying and turns it into a angel along with it's other types, but there is usually a answer for everything in this format, even this.
#11) Cathedral Sanctifier - A, Ok so who thought on this one, a 1 drop 1/1 that when it hits the field it's basically saying i've got 23 life and you've got 20, deal with it, a serious threat in white, probably one of the better commons you can draft, always take this one.
#12) Cloudshift - B, Instant speed blink effects like this one are going without saying one of the better combat tricks in the format, allowing you to essentially abuse enter the battlefield effects for a single white mana, it goes without saying, no white deck should go without at least 2 of these.
#13) Commander's Authority - B, A aura that's actually pretty good for 5 mana, it churns out those 1/1's every upkeep and having a small army here is kinda nice, goes without saying it's still a decent aura for what it does.
#14) Cursebreak - A. one of the better pieces of enchantment removal in this set, it's highly valued and probably the best thing you get for 2 mana, gaining 2 life as well is nothing to scoff at for what it does.
#15) Defang - D, A situational piece of lock down, only really good for most big heavy damage dealers, of which there is a few in the format, but not as many threats as one would anticipate at all, even for a large set such as this, still a great piece for the sideboard for what it does.
#16) Defy Death - C, recursion here is very rare in limited, maybe 2 or 3 cards do the job well enough, this is one of those spur of the moment cards in the set, fitting with the angelic theme here, sure it returns stuff but the bonus applies to angels, of which there is enough in this set to at least justify one copy of this in the deck.
#17) Devout Chaplain - B, How good is this you ask, well if you got lots of humans to play with, consider this removal on a stick against any artifacts or enchantments in this set, one of the better forms of removal here, sure it's requirement is a little steep but in limited this guy is highly valued.
#19) Emancipation Angel - A, best uncommon angel of the set, period, 3/3 flier, returns stuff so you can abuse enter the battlefield effects again and again, is a serious 3 drop threat and basically is perhaps the best uncommon in white
#21) Farbog Explorer - B, 2/3 swamp walkers are nothing to scoff at for limited, so your facing a black player, i'll just hit you direct to the face, non black players, i'll just attack, great 3 drop in this set, goes without saying white is showing why it's highly valued in a large set such as this.
#22) Goldnight Commander - B, One of the better non flying uncommons in this set, 2/2 and whenever a creature enters the battlefield all creatures you control get +1/+1 until end of turn, ok really this is like the ultimate pump, great material here.
#23) Goldnight Redeemer - A, Second best uncommon in white for this set, due to the sheer fact it gains you 2 life for each creature you control, 6 mana, basically negate all damage and gain back a serious crap ton of life, for a 4/4 body with flying too, oh joy.
#25) Holy Justicar - D, there really isn't enough zombies in this format for this guy to be effective, a 2/1 for 4 mana is lack luster, considering it's main effect is dealing with zombies here, if there were then it's say run him but again not enough to justify him.
#26) Leap of Faith - B, a instant that's a mini Fog, gives that creature flying and prevents all damage to it, can you say combat trick much, i like this and it's cost is balanced enough to make me wanna play it for limited in white.
#27) Midnight Duelist - B, pro vampires and a being a 1/2 for 1 white is pretty good, it hits well, it blocks little guys at will, provides a nice comfort zone against vampires and allows for perhaps a easy going time in white.
#28) Midvast Protector - B, A mini Sejiri Steppe here on a body is not bad honestly, protection from the color of your choice when it enters the battlefield, plus being a 2/3 for 4 mana is kinda nice.
#29) Moonlight Geist - D, this guy is serious sideboard material, 3 drop for a 2/1 flyer that has a mana ability to prevent all damage done to it and by it, but it flies, so at least that makes it non F worthy here.
#30) Moorland Inquisitor - A, 2 drop 2/2's that have first strike potential is serious business here for white, sure it costs 3 mana to give it first strike but it's a instant speed ability which you can use as a blocker ability.
#31) Nearheath Pilgrim - B, Lifelink in this format, along with set mechanics is kinda nice i suppose, considering it is a 2/1 body for 2 mana.
#34) Righteous Blow - B, Being able to Shock other creatures that are blockers or attackers is a very nice thing indeed, since white kinda needed this instant speed removal, it's a nice welcome limited addition.
#35) Seraph of Dawn - C, 2/4 that flies and has lifelink for 4, the imbalance of power and toughness makes it a C for obvious reasons.
#37) Spectral Gateguards - D, Soulbond is not all it's cracked up to be for this format, all the good ones are rare, for a reason, 2/5 vigilance granter that can be easily dealt with since it's ability requires another creature, so in a sense this is kinda lack luster.
#39) Thraben Valiant - B, 2/1's with vigilance are very good on my list of limited material cards, considering this only costs 2 mana, makes it a very nice attacker and blocker
#40) Voice of the Provinces - C, 6 mana for 4 power worth of creatures is great in the late game, but only 4 power worth is middle of the road material here, itself being a 3/3 and it puts a 1/1 white human into play.
#41) Zealous Strike - B, Combat tricks like this are highly valued, considering 20% of your deck is going to be spells most of the time, having this in hand with a bomb creature in the format is nothing to scoff at all.
And that was white for this set, blue will be tommorow and it will continue till this set is fully reviewed, till maybe next week, until tommorow stay tuned, this is vergil signing off.
Monday, March 5, 2012
Complete Limited Set Review - Dark Ascension
The following was done in a span of three days 2 months ago after the arrival of Dark Ascension, this isn't to be taken very seriously at all, as this is one player's thoughts on the set as a whole, this entire set review will cover all 8 categories, White, Blue, Black, Red, Green, Multicolor, Lands and Artifacts. The final thoughts on the set as a whole will be posted at the end of the review, but for now enjoy.
For the purpose of this review i will be using the following points system.
1 – Avoid this if you can
2 – Maybe can be useful here, depending on the situation
3 – Middle of the Road material
4 – 2 copies or more, always
5 – Always go for it if you got it.
White
#2) Bar the Door – 2/5, for a combat trick it’s not bad, but not desirable, i’d leave it unless you absolutely are going a weak toughness route.
#3) Break of Day – 3/5, Fateful Hour i feel is what saves this card from being a 2, sure the boost for +1/+1 is nice but when it’s a pinch it’s nice to have indestrucibilty on your side.
#4) Burden of Guilt – 2/5, Unless you go a control route avoid it, i mean sure enchanting a opponent’s creature is nice, since it only says enchant creature and all, still only draft when necessary.
#5) Curse of Exhaustion – 2/5, control spells like this make me wonder if limited is truly getting any good stuff these days, since innistrad’s arrival it’s seemingly getting more interesting, but more difficult as well.
#6) Elguad Inquisitor – 3/5, A solid body with lifelink, puts a extra creature on the battlefield, which is also rather nice, expect to at least see 2 of these pass through your draft, if your going white i’d recommend drafting 1 of them.
#7) Faith’s Shield – 3/5, Combat is something of White’s forte these days and while protection is nice, fateful hour is what gives the boost to the overall limited score of the card, protection for you and your entire team for the rest of the turn is quite handy in a pinch.
#8) Gather the Townsfolk – 4/5, Often or not 2 mana sorcery’s usually turn out to suck but when they put 2 1/1′s on the field and have fateful hour that allows for 5 1/1′s to be present, it makes it quite desirable honestly for this good draft card, i hope this is the first of many.
#9) Gavony Ironwright – 2/5, Fateful hour is the only thing that saves this from being a 1 on my scale, 3 mana 1/4′s are nice and all but at the uncommon level i’d rather be drafting Fiend Hunter from Innistrad instead, but a +1/+4 boost from fateful hour helps in a pinch.
#10) Hollowhenge Spirit – 3/5, Flash flyers often have a habit of being rather clunky, but it’s enter the battlefield effect seems like a great overall thing when something isn’t going your way.
#12) Lingering Souls – 5/5, probably the best uncommon of the color so far, 3 drop sorcery that brings out 2 1/1 spirits with flying, even without flashback it’s still super powerful, a must have for any white player.
#13) Loyal Cathar/Unhallowed Cathar – 3/5, 2 different creatures but the transformation happens when it’s dead, really and for 2 white mana it gives it that nice i’m just gonna keep attacking vibe regardless, the vigilance also helps here.
#14) Midnight Guard – 3/5, another middle of the road guy, sure he untaps every time a creature hits the board, 2/3′s though are nothing to scoff at in limited
#15) Niblis of the Mist – 2/5, 3 mana for a flying 2/1 is kind of a little over costed here, espically for it’s secondary ability of tapping a creature, at least it’s not a 1 here.
#16) Niblis of the Urn – 3/5, This is better honestly, a 1/1 flyer that when attacking can also tap a creature down, the more perfectly balanced of the 2 for this particular color.
#17) Ray of Revelation – 3/5, Probably one of the only spells worth drafting in white for this set, i mean if your drafting green/white humans go for it easily, it does deal with those nasty curses and such.
#19) Sanctuary Cat – 1/5, 1 drops in this format that are vanilla aren’t that desirable espically a 1/2 vanilla, thus why it’s kind of like a last resort pick here.
#21) Silverclaw Griffin – 2/5, 5 mana is a awful lot to spend in limited in white even for a 3/2 flyer with first strike, your better off spending the 5 mana on something more worthwhile.
#22) Skillful Lunge – 2/5, Combat tricks are nice and all, but they are getting old here, seriously.
#26) Thraben Heretic – 3/5, Something that deals with nasty graveyard creatures is excellent here, limited needed something like this to compete with the zombies of Innistrad as well as the other things here, even for 2 mana and a 2/2 it’s nice
Rares Good to Draft: Thraben Doomsayer, Increasing Devotion, Thalia, Guardian of Thraben
Rares i wouldn’t mind taking: Requiem Angel, Seance, Sudden Disappearance
Rares to Pass: Archangel’s Light
Blue
#27) Artful Dodge – 2/5, combat tricks are nice as i previously stated but however they are getting very old here and i don’t want to constantly have to worry about this particular card taking up one of the many slots in my deck.
#29) Bone to Ash – 4/5, in any non constructed format counter spells are what blue players desire here, with this however you not only counters a spell but get a free card out of it, making it even more worthwhile.
#31) Chant of the Skifsang – 3/5, For a 3 drop aura it’s not that bad, better then a lot of the prevention tricks in this set so far, of which there is none prior to this card.
#32) Chill of Foreboding – 3/5, usually 3 mana mill spells turn out to be total jank but in limited this thing is going to be a beast, blue’s getting some decent material here.
#35) Divination – 4/5, Card draw in this format is very limited and with a reprint like this returning for said format i wonder if it’s not going to be impacted by the fact there’s stuff like Burning Vengeance and Snapcaster Mage available.
#38) Griptide – 2/5, for something that puts a creature on top of it’s owner’s library 4 mana is a little much, if it was 3 mana i’d consider making it a middle of the road card on my scale.
#40) Headless Skaab – 2/5, Not one of the more desirable zombies if your going that route but if not then i’d suggest to avoid this at all costs.
#42) Mystic Retrieval – 4/5, returning your spells and such is awesome and all, espically when you can go Red/Blue and play a burning vengeance style deck with this card, since it returns instants and sorceries to your hand, giving you that much more fuel.
#43) Nephalia Seakite – 3/5, 2/3 flash fliers in limited are nice, but 4 mana makes it a little easier to cast when your playing blue due to stuff like Deranged Assistant.
#44) Niblis of the Breath – 2/5, 2/1 flier that untaps things, excellent here honestly but with so many three drops in this format it’s kinda hard to decide if this is good early on.
#45) Relentless Skaabs – 3/5, 4/4′s normally are good here and with undying i think this card makes it a 3 instead of a 2/5 even with the high 5 mana cost it’s still a decent beater.
#46) Saving Grasp – 3/5, a much better combat trick that saves a creature when necessary or threatened by a spell, even with a white flashback cost it’s still decent for blue.
#47) Screeching Skaab – 4/5, Powering a zombie deck early on with this guy is going to be key, with Deranged Assistant and him i think zombies is going to be tough to beat in limited.
#48) Secrets of the Dead – 4/5, Finally a enchantment spell that rewards flashback costs for players, even for 3 mana it’s still really good and will power a flashback deck to victory.
#49) Shriekgeist – 3/5, so many 2 drops so little time but when it takes 2 cards off the defending player’s library it helps all the better here.
#50) Soul Seizer/Ghastly Haunting – 2/5, sure a creature that turns into a Mind Control is a nice thing and all but it’s a 1/3 for 5, which takes up a lot of resources early on and is easily dealt with removal.
#51) Stormbound Geist – 3/5, a 3 drop that has flying, undying and can only block other fliers, it’s ok, i mean it’s got it’s advantages like chumping and coming back as s 3/3 here, plus it has some serious evasion.
#52) Thought Scour – 4/5, If you draft blue at all this card is one not to be avoided, since the fact is it deprives resources of your opponent early on if you choose and let’s you draw a card, which isn’t half bad honestly.
#53) Tower Geist – 5/5, i only ever give 5′s when i see a effect like his, getting a card when he enters the battlefield, putting the other into the graveyard, as well as a flying 2/2 for 4 mana, sign me up.
Rares i would draft: Call to the Kindred, Geralf’s Mindcrusher, Increasing Confusion
Rares i wouldn’t mind drafting: Counterlash, Curse of Echoes, Dungeon Geists
Rares to avoid: Beguiler of Wills
Black
#54) Black Cat – 3/5, Sure a 1/1 is not much to talk about but when it’s 2 mana and forces a opponent to discard a possible threat when it dies, fantastic and with a ton of sacrifice outlets in limited this is a potential target for them.
#55) Chosen of Markov/Markov’s Servant – 2/5, Well for a DFC in this set, it’s not really that great for black unless you run a tribal vampires deck in limited and have some great bombs to go with it, for a 3 mana card that you gotta tap a vampire to transform it into a vanilla 4/4 i’m just not seeing it.
#57) Curse of Thirst – 2/5, Curses in limited may vary since the fact of the matter is they are so widespread over a lot of the different colors of the block, meaning if you want to draft a curse deck it’s more ill advisable then anything.
#58) Deadly Allure – 2/5, I’m not too impressed by this whatsoever i mean for 1 black you could probably end up playing a creature like Diregraf Ghoul in this format, but i suppose flashback kind of saves it here.
#59) Death’s Caress – 3/5, for a removal spell here it’s not that bad, even if it 5 mana to play, it’s still nice to have some removal here.
#60) Falkenrath Torturer – 3/5, 2/1′s that you can give a boost to are nice, but this one i believe is a middle of the road since it requires humans to do the job effectively.
#61) Farbog Bonefinger – 2/5, for a 5 mana 2/2 that gives a -2/-2 to one creature it’s kind of over costed here, for 5 mana i’d rather just go ahead and play something like Bloodgift Demon or even Mokrut Banshee here.
#65) Gravepurge – 4/5, 3 mana recursion for all your creatures and you get to draw a card, a high value card for Black finally here.
#66) Gruesome Discovery – 2/5, 4 mana discard that requires you to have morbid to make use of it, sure some things might die but i wouldn’t waste a slot unless i had no other option for Black
#67) Harrowing Journey – 4/5, Black really has a undervalued card draw motif here, with this being one of the three spells that does it this set, for 5 mana it’s basically a Sign in Blood and a half which is nice as a uncommon.
#68) Highborn Ghoul – 3/5, Zombies tribal is nice and all for 2 black, 2/1 intimidaters but i’d much rather take something like Spectral Rider over this if i wanted intimidate at least it’s a 2/2
#72) Sightless Ghoul – 2/5, Not one of the more impressive zombies of the block, considering it cannot block and has Undying, only pick this if you are going tribal and need a extra early attacker.
#73) Reap the Seagraf – 3/5, a balanced mix of flashback and that for 2 zombie tokens as a common give it all that much more incentive to draft a zombies deck here.
#74) Skirsdag Flayer – 4/5, Solid limited removal if you got a ton of sacrifice outlets and want to clear a opponent’s board, as a 1/1 for 2 mana too it’s a balanced piece of removal.
#75) Spiteful Shadows – 2/5, Psuedo Lifelink here is nice and all but meh honestly.
#76) Tragic Slip – 5/5, best removal spell for black this set honestly, what more needs to be said.
#77) Undying Evil – 2/5, for a undying card enabler it kind of is lame and is just basically another combat trick here.
#78) Vengeful Vampire – 3/5, 6 mana flying, undying 3/3′s are kind of nice but for the late game material here.
#79) Wakedancer – 4/5, Morbid enabler that grants tokens, yes please in limited.
Rares i would Draft: Geralf’s Messenger, Mikaeus, the Unhallowed, Zombie Apocalypse, Increasing Ambition
Rares i wouldn’t Mind drafting: Ravenous Demon/Archdemon of Greed, Gravecrawler, Fiend of the Shadows
Rares to Avoid: Curse of Misfortunes
Red
#81) Afflicted Deserter/Werewolf Ransacker – 2/5, For the first card of a color you’d expect it to be more useful in limited but if it had to be good, it’s only good when it transforms, but stopping it from changing is simple, play lots of spells which is what limited dows well.
#83) Burning Oil – 3/5, for a Incinerate with flashback it’s very useful here, deals 3 damage to attackers or blockers in both white and red colors, making red/white seem useful, allowing for perhaps easier alpha strikes.
#84) Blood Feud – 1/5, 6 mana to make 2 creatures fight, i’d rather pay 6 mana for a really useful card like the mythic of this color, Moonveil Dragon
#86) Erdwal Ripper – 3/5, for 3 mana and with haste it’s nice, plus it gets the pump from dealing damage since it’s a vampire plus it’s a common so expect to see these a lot.
#87) Faithless Looting – 4/5, red so needs card draw, this is it, 1 mana card draw at sorcery speed, excellent, flashback excellent, a overall worthwhile pick for red players.
#88) Fires of Undeath – 2/5, sure a 3 mana spell that deals 2 damage to target creature or player is nice, but if you want the flashback cost you gotta go black, which means vampires.
#90) Fling – 3/5, Decent reprint for a instant, it’s nice to see another reprint for Innistrad which is a constant, which means you can expect to see a lot of high power creatures being flung.
#91) Forge Devil – 4/5, Sure 1 drops that ping you and a creature are limited, but when they can attack the very next turn or get rid of a blocker against you early on, it’s worthwhile here.
#92) Heckling Fiends – 2/5, sure a 2/2 for 3 mana is nice and all, but when you gotta pay mana for it’s ability, i’d much rather pay for something like Olivia Voldaren or something like that.
#93) Hinterland Hermit/Hinterland Scourge – 3/5, a much better DFC for this set, sure it has a transform clause like all other werewolves, but it costs 2 mana to play and is easily playable in this set’s many DFC style decks for limited.
#97) Markov Warlord – 4/5, Late game 6 drops like this are sweet and yet sickeningly expensive, 4/4 with haste and two creatures can’t block awesome way to finish off a opponent with a uncommon.
#100) Nearheath Stalker – 3/5, Undying is perhaps the only reason this is a middle of the road card here, sure it’s a 4/1 but it becomes a 5/2 in the long run, great for blocking then attacking.
#101) Pyreheart Wolf – 3/5, Another undying card, so little time, but it basically makes half your team or all your team unblockable due to the first ability to allow only 2 or more blockers for each creature, with undying for 3 mana it’s also a nice end game material card in limited.
#102) Russet Wolves – 2/5, 4 mana vanilla 3/3′s are nice and all but the lack of abilites turns me off here.
#103) Scorch the Fields – 3/5, Land destruction and pinging humans for 1 damage each, not bad but not good.
#104) Shattered Perception – 2/5, Sure for 3 mana it’s great to reload your hand with new cards, but in limited you’d maybe only use this once, unless you had a way of returning spells to your hand or something.
#105) Talons of Falkenrath – 1/5, Enchantments like this turn me off of this color 2 mana to enchant, 2 mana to activate and with flash it still doesn’t save it.
#106) Torch Fiend – 4/5, removal for stuff like Runechanter’s Pike and the like is sweet, even for 2 mana, Shatter on a stick anyone?
#107) Wrack with Madness – 3/5, great way to remove a serious threat in this format by making a creature target itself, even as a common this is pretty middle of the road material.
Cards i Would Draft: Flayer of the Hatebound, Increasing Vengeance, Hellrider.
Cards i wouldn’t mind Drafting: Moonveil Dragon, Markov Blademaster, Mondronen Shaman/Tolovar’s Magehunter,
Cards to Avoid: Curse of Bloodletting, Alpha Brawl
Green
#108) Briarpack Alpha – 3/5, for a 4 mana card that has flash and grants a temporary boost to a creature it’s kind of nice to flash this in as a blocker in response to your opponent’s attack then counter attack afterwards.
#109) Clinging Mists – 2/5, A Fog is still a dog’s combat trick here, just add fateful hour and boom you get clinging mists.
#110) Crushing Vines – 3/5, For removal it’s not bad honestly, middle of the road material for nasty fliers or artifacts.
#111) Dawntreader Elk – 2/5, For a new Civic Wayfinder, it’s gotta prove to be better then land fetching in the form of a good reprint in this set, which isn’t the case here.
#113) Favor of the Woods – 1/5, Lame enchantment is very lame here.
#116) Gravetiller Wurm – 3/5, for a potential 8/8 with trample it’s not that bad, i mean a 4/4 though is nothing to scoff at in green and with morbid i feel with a creature dying this guy is going to get crazy big, crazy fast.
#117) Grim Flowering – 2/5, Sure green has card draw, but expensive late game card draw, 6 mana is kind of a lot to spend on a single draw spell, without flashback no less.
#118) Hollowhenge Beast – 2/5, Another vanilla 5/5 here for 5 mana is not what this set needs, it’s just a piece of filler.
#119) Hunger of the Howlpack – 3/5, A morbid enabler that puts 3 +1/+1 counters is good, for 1 mana to boot, nice little piece of limited tech for green.
#121) Kessig Recluse – 2/5, for 4 mana a 2/3 deathtouch reach creature isn’t that desirable.
#122) Lambholt Elder/Silverpelt Werewolf – 4/5, a very nice DFC when it changes, but a 3 mana 1/2 that changes into a 4/5 with card draw potential is what gives it such a high score.
#125) Scorned Villager/Moonscarred Werewolf – 4/5, Another really good DFC for it’s color, adding mana for 2 mana is not bad and this gives a new meaning to mana acceleration in DFC form.
#126) Somberwald Dryad – 3/5, Middle of the road 2/2′s for 2 mana with forestwalk, sure it’s a nice touch but we’ve seen it before.
#127) Strangleroot Geist – 5/5, One of the best uncommons of the color honestly, 2/1 that turns into a 3/2 for 2 mana with haste and undying beast of a card.
#128) Tracker’s Instincts – 4/5, Allowing to put a creature into your hand for 2 mana from the top 4 cards of the library is excellent here, with flashback it’s pretty good as well.
#129) Ulvenwald Bear – 3/5, a 3 mana 2/2 is good and when morbid is enabled it’s a bit better here.
#130) Village Survivors – 2/5, 4/5 vigilance with fateful hour to grant vigilance no thanks.
#132) Wild Hunger – 3/5, Great finisher material for 3 mana here, with flashback it’s just that much better.
#134) Young Wolf – 2/5, 1 mana undying with no real abilites, sorry folks, undying has it’s really good card already.
Cards i would Draft: Vorapede, Wolfbitten Captive/Krallenhorde Killer, Predator Ooze, Increasing Savagery
Cards i wouldn’t mind Drafting: Ghoultree, Feed the Pack, Deranged Outcast
Cards to Avoid: Lost in the Woods
Multicolor, Lands and Artifacts
#135) Diregraf Captain – 4/5, A very good uncommon for the set overall, a zombie lord that has deathtouch and makes opponent’s lose life whenever a zombie dies, pretty sweet.
#136) Drogskol Captain – 4/5, Spirit lord and wow, granting hexproof and +1/+1 at the uncommon level is pretty simplistic and awesome.
#141) Immerwolf – 4/5, Wolf lord for the set, grants wolf and werewolves +1/+1 and non human werewolves cannot transform back, excellent.
#143) Stromkirk Captain – 4/5, Last of the lords for the set, not bad, granting first strike along with the usual +1/+1 boost for all vampires, meaning multicolor had a good uncommon showing this time around.
Artifacts
#144) Altar of the Lost – 1/5, i don’t think i’d use this very much honestly, first you’d need like 14 flashback spells to even justify this particular card and with flashback not returning in Avacyn Restored, it kind of justifies the 1/5.
#145) Avacyn’s Collar – 2/5, For 1 mana it doesn’t do enough, sure it may churn out tokens for your dead guys, but that doesn’t really save it here honestly, even for a poultry 2 mana.
#146) Chalice of Life/Chalice of Death – 1/5, Just avoid this at all costs, it isn’t even worth inclusion into your deck and this being the second last Double sided card of the set is sure as hell dissapointing.
#148) Excutioner’s Hood – 2/5, Honestly i expect a little more out of equipments for s small set, just intimidate alone for 2 mana and then 2 mana to attach, sorry.
#150) Heavy Mattock – 2/5, sure it helps humans, but it doesn’t do much besides a traditional +1/+1 pump here and for it’s cost it’s just dissapointing still.
#153) Warden of the Wall – 3/5, A much better artifact for the set honestly, changes into a 2/3 with flying and you can tap it to add 1 mana for a mere 3 mana, not bad mid game material here.
#154) Wolfhunter’s Quiver – 1/5, The equip cost alone makes this a 1/5 in my book you gotta spend 5 mana on a 1 mana equipment to equip it, but then it only usually will hit werewolves, not.
Lands
#155) Evolving Wilds – 4/5, Nice reprint is still nice.
#157) Haunted Fengraf – 3/5, For a recursion land it’s good, well costed and well rounded making this a middle of the road material card.
Cards i would Draft: Sorin, Lord of Innistrad, Falkenrath Aristocrat, Havengul Lich, Huntmaster of the Fells/Ravager of the Fells, Grafdigger’s Cage, Vault of the Archangel
Cards i would Consider drafting: Grim Backwoods.
Cards to Avoid: Drogskol Reaver, Jar of Eyeballs, Helavault, Elbrus, the Binding Blade/Withengar Unbound.
Well with that, this is all 158 cards done in a limited review format, what this applies to is Draft, nothing but draft, suffice it to say this set has been out 2 months since this article was typed up, so without further ado here are the final thoughts on this set.
Dark Ascension has been interesting to say the least, 158 cards of unique horror flavor which goes quite well in limited, as well as some cards going better for constructed purposes obviously. Double Faced Cards in this set are equally as interesting as the last and with 2 mythic Double Faced Cards in this set compared to the last one, it is sure to be of some interest to players, but with a overall feel of horror i'm going to give Dark Ascension on a limited stand point a well earned 4 out of 5 werewolves.
That's it for another article, stay tuned tommorow when i catch back up on missed content.
For the purpose of this review i will be using the following points system.
1 – Avoid this if you can
2 – Maybe can be useful here, depending on the situation
3 – Middle of the Road material
4 – 2 copies or more, always
5 – Always go for it if you got it.
White
#2) Bar the Door – 2/5, for a combat trick it’s not bad, but not desirable, i’d leave it unless you absolutely are going a weak toughness route.
#3) Break of Day – 3/5, Fateful Hour i feel is what saves this card from being a 2, sure the boost for +1/+1 is nice but when it’s a pinch it’s nice to have indestrucibilty on your side.
#4) Burden of Guilt – 2/5, Unless you go a control route avoid it, i mean sure enchanting a opponent’s creature is nice, since it only says enchant creature and all, still only draft when necessary.
#5) Curse of Exhaustion – 2/5, control spells like this make me wonder if limited is truly getting any good stuff these days, since innistrad’s arrival it’s seemingly getting more interesting, but more difficult as well.
#6) Elguad Inquisitor – 3/5, A solid body with lifelink, puts a extra creature on the battlefield, which is also rather nice, expect to at least see 2 of these pass through your draft, if your going white i’d recommend drafting 1 of them.
#7) Faith’s Shield – 3/5, Combat is something of White’s forte these days and while protection is nice, fateful hour is what gives the boost to the overall limited score of the card, protection for you and your entire team for the rest of the turn is quite handy in a pinch.
#8) Gather the Townsfolk – 4/5, Often or not 2 mana sorcery’s usually turn out to suck but when they put 2 1/1′s on the field and have fateful hour that allows for 5 1/1′s to be present, it makes it quite desirable honestly for this good draft card, i hope this is the first of many.
#9) Gavony Ironwright – 2/5, Fateful hour is the only thing that saves this from being a 1 on my scale, 3 mana 1/4′s are nice and all but at the uncommon level i’d rather be drafting Fiend Hunter from Innistrad instead, but a +1/+4 boost from fateful hour helps in a pinch.
#10) Hollowhenge Spirit – 3/5, Flash flyers often have a habit of being rather clunky, but it’s enter the battlefield effect seems like a great overall thing when something isn’t going your way.
#12) Lingering Souls – 5/5, probably the best uncommon of the color so far, 3 drop sorcery that brings out 2 1/1 spirits with flying, even without flashback it’s still super powerful, a must have for any white player.
#13) Loyal Cathar/Unhallowed Cathar – 3/5, 2 different creatures but the transformation happens when it’s dead, really and for 2 white mana it gives it that nice i’m just gonna keep attacking vibe regardless, the vigilance also helps here.
#14) Midnight Guard – 3/5, another middle of the road guy, sure he untaps every time a creature hits the board, 2/3′s though are nothing to scoff at in limited
#15) Niblis of the Mist – 2/5, 3 mana for a flying 2/1 is kind of a little over costed here, espically for it’s secondary ability of tapping a creature, at least it’s not a 1 here.
#16) Niblis of the Urn – 3/5, This is better honestly, a 1/1 flyer that when attacking can also tap a creature down, the more perfectly balanced of the 2 for this particular color.
#17) Ray of Revelation – 3/5, Probably one of the only spells worth drafting in white for this set, i mean if your drafting green/white humans go for it easily, it does deal with those nasty curses and such.
#19) Sanctuary Cat – 1/5, 1 drops in this format that are vanilla aren’t that desirable espically a 1/2 vanilla, thus why it’s kind of like a last resort pick here.
#21) Silverclaw Griffin – 2/5, 5 mana is a awful lot to spend in limited in white even for a 3/2 flyer with first strike, your better off spending the 5 mana on something more worthwhile.
#22) Skillful Lunge – 2/5, Combat tricks are nice and all, but they are getting old here, seriously.
#26) Thraben Heretic – 3/5, Something that deals with nasty graveyard creatures is excellent here, limited needed something like this to compete with the zombies of Innistrad as well as the other things here, even for 2 mana and a 2/2 it’s nice
Rares Good to Draft: Thraben Doomsayer, Increasing Devotion, Thalia, Guardian of Thraben
Rares i wouldn’t mind taking: Requiem Angel, Seance, Sudden Disappearance
Rares to Pass: Archangel’s Light
Blue
#27) Artful Dodge – 2/5, combat tricks are nice as i previously stated but however they are getting very old here and i don’t want to constantly have to worry about this particular card taking up one of the many slots in my deck.
#29) Bone to Ash – 4/5, in any non constructed format counter spells are what blue players desire here, with this however you not only counters a spell but get a free card out of it, making it even more worthwhile.
#31) Chant of the Skifsang – 3/5, For a 3 drop aura it’s not that bad, better then a lot of the prevention tricks in this set so far, of which there is none prior to this card.
#32) Chill of Foreboding – 3/5, usually 3 mana mill spells turn out to be total jank but in limited this thing is going to be a beast, blue’s getting some decent material here.
#35) Divination – 4/5, Card draw in this format is very limited and with a reprint like this returning for said format i wonder if it’s not going to be impacted by the fact there’s stuff like Burning Vengeance and Snapcaster Mage available.
#38) Griptide – 2/5, for something that puts a creature on top of it’s owner’s library 4 mana is a little much, if it was 3 mana i’d consider making it a middle of the road card on my scale.
#40) Headless Skaab – 2/5, Not one of the more desirable zombies if your going that route but if not then i’d suggest to avoid this at all costs.
#42) Mystic Retrieval – 4/5, returning your spells and such is awesome and all, espically when you can go Red/Blue and play a burning vengeance style deck with this card, since it returns instants and sorceries to your hand, giving you that much more fuel.
#43) Nephalia Seakite – 3/5, 2/3 flash fliers in limited are nice, but 4 mana makes it a little easier to cast when your playing blue due to stuff like Deranged Assistant.
#44) Niblis of the Breath – 2/5, 2/1 flier that untaps things, excellent here honestly but with so many three drops in this format it’s kinda hard to decide if this is good early on.
#45) Relentless Skaabs – 3/5, 4/4′s normally are good here and with undying i think this card makes it a 3 instead of a 2/5 even with the high 5 mana cost it’s still a decent beater.
#46) Saving Grasp – 3/5, a much better combat trick that saves a creature when necessary or threatened by a spell, even with a white flashback cost it’s still decent for blue.
#47) Screeching Skaab – 4/5, Powering a zombie deck early on with this guy is going to be key, with Deranged Assistant and him i think zombies is going to be tough to beat in limited.
#48) Secrets of the Dead – 4/5, Finally a enchantment spell that rewards flashback costs for players, even for 3 mana it’s still really good and will power a flashback deck to victory.
#49) Shriekgeist – 3/5, so many 2 drops so little time but when it takes 2 cards off the defending player’s library it helps all the better here.
#50) Soul Seizer/Ghastly Haunting – 2/5, sure a creature that turns into a Mind Control is a nice thing and all but it’s a 1/3 for 5, which takes up a lot of resources early on and is easily dealt with removal.
#51) Stormbound Geist – 3/5, a 3 drop that has flying, undying and can only block other fliers, it’s ok, i mean it’s got it’s advantages like chumping and coming back as s 3/3 here, plus it has some serious evasion.
#52) Thought Scour – 4/5, If you draft blue at all this card is one not to be avoided, since the fact is it deprives resources of your opponent early on if you choose and let’s you draw a card, which isn’t half bad honestly.
#53) Tower Geist – 5/5, i only ever give 5′s when i see a effect like his, getting a card when he enters the battlefield, putting the other into the graveyard, as well as a flying 2/2 for 4 mana, sign me up.
Rares i would draft: Call to the Kindred, Geralf’s Mindcrusher, Increasing Confusion
Rares i wouldn’t mind drafting: Counterlash, Curse of Echoes, Dungeon Geists
Rares to avoid: Beguiler of Wills
Black
#54) Black Cat – 3/5, Sure a 1/1 is not much to talk about but when it’s 2 mana and forces a opponent to discard a possible threat when it dies, fantastic and with a ton of sacrifice outlets in limited this is a potential target for them.
#55) Chosen of Markov/Markov’s Servant – 2/5, Well for a DFC in this set, it’s not really that great for black unless you run a tribal vampires deck in limited and have some great bombs to go with it, for a 3 mana card that you gotta tap a vampire to transform it into a vanilla 4/4 i’m just not seeing it.
#57) Curse of Thirst – 2/5, Curses in limited may vary since the fact of the matter is they are so widespread over a lot of the different colors of the block, meaning if you want to draft a curse deck it’s more ill advisable then anything.
#58) Deadly Allure – 2/5, I’m not too impressed by this whatsoever i mean for 1 black you could probably end up playing a creature like Diregraf Ghoul in this format, but i suppose flashback kind of saves it here.
#59) Death’s Caress – 3/5, for a removal spell here it’s not that bad, even if it 5 mana to play, it’s still nice to have some removal here.
#60) Falkenrath Torturer – 3/5, 2/1′s that you can give a boost to are nice, but this one i believe is a middle of the road since it requires humans to do the job effectively.
#61) Farbog Bonefinger – 2/5, for a 5 mana 2/2 that gives a -2/-2 to one creature it’s kind of over costed here, for 5 mana i’d rather just go ahead and play something like Bloodgift Demon or even Mokrut Banshee here.
#65) Gravepurge – 4/5, 3 mana recursion for all your creatures and you get to draw a card, a high value card for Black finally here.
#66) Gruesome Discovery – 2/5, 4 mana discard that requires you to have morbid to make use of it, sure some things might die but i wouldn’t waste a slot unless i had no other option for Black
#67) Harrowing Journey – 4/5, Black really has a undervalued card draw motif here, with this being one of the three spells that does it this set, for 5 mana it’s basically a Sign in Blood and a half which is nice as a uncommon.
#68) Highborn Ghoul – 3/5, Zombies tribal is nice and all for 2 black, 2/1 intimidaters but i’d much rather take something like Spectral Rider over this if i wanted intimidate at least it’s a 2/2
#72) Sightless Ghoul – 2/5, Not one of the more impressive zombies of the block, considering it cannot block and has Undying, only pick this if you are going tribal and need a extra early attacker.
#73) Reap the Seagraf – 3/5, a balanced mix of flashback and that for 2 zombie tokens as a common give it all that much more incentive to draft a zombies deck here.
#74) Skirsdag Flayer – 4/5, Solid limited removal if you got a ton of sacrifice outlets and want to clear a opponent’s board, as a 1/1 for 2 mana too it’s a balanced piece of removal.
#75) Spiteful Shadows – 2/5, Psuedo Lifelink here is nice and all but meh honestly.
#76) Tragic Slip – 5/5, best removal spell for black this set honestly, what more needs to be said.
#77) Undying Evil – 2/5, for a undying card enabler it kind of is lame and is just basically another combat trick here.
#78) Vengeful Vampire – 3/5, 6 mana flying, undying 3/3′s are kind of nice but for the late game material here.
#79) Wakedancer – 4/5, Morbid enabler that grants tokens, yes please in limited.
Rares i would Draft: Geralf’s Messenger, Mikaeus, the Unhallowed, Zombie Apocalypse, Increasing Ambition
Rares i wouldn’t Mind drafting: Ravenous Demon/Archdemon of Greed, Gravecrawler, Fiend of the Shadows
Rares to Avoid: Curse of Misfortunes
Red
#81) Afflicted Deserter/Werewolf Ransacker – 2/5, For the first card of a color you’d expect it to be more useful in limited but if it had to be good, it’s only good when it transforms, but stopping it from changing is simple, play lots of spells which is what limited dows well.
#83) Burning Oil – 3/5, for a Incinerate with flashback it’s very useful here, deals 3 damage to attackers or blockers in both white and red colors, making red/white seem useful, allowing for perhaps easier alpha strikes.
#84) Blood Feud – 1/5, 6 mana to make 2 creatures fight, i’d rather pay 6 mana for a really useful card like the mythic of this color, Moonveil Dragon
#86) Erdwal Ripper – 3/5, for 3 mana and with haste it’s nice, plus it gets the pump from dealing damage since it’s a vampire plus it’s a common so expect to see these a lot.
#87) Faithless Looting – 4/5, red so needs card draw, this is it, 1 mana card draw at sorcery speed, excellent, flashback excellent, a overall worthwhile pick for red players.
#88) Fires of Undeath – 2/5, sure a 3 mana spell that deals 2 damage to target creature or player is nice, but if you want the flashback cost you gotta go black, which means vampires.
#90) Fling – 3/5, Decent reprint for a instant, it’s nice to see another reprint for Innistrad which is a constant, which means you can expect to see a lot of high power creatures being flung.
#91) Forge Devil – 4/5, Sure 1 drops that ping you and a creature are limited, but when they can attack the very next turn or get rid of a blocker against you early on, it’s worthwhile here.
#92) Heckling Fiends – 2/5, sure a 2/2 for 3 mana is nice and all, but when you gotta pay mana for it’s ability, i’d much rather pay for something like Olivia Voldaren or something like that.
#93) Hinterland Hermit/Hinterland Scourge – 3/5, a much better DFC for this set, sure it has a transform clause like all other werewolves, but it costs 2 mana to play and is easily playable in this set’s many DFC style decks for limited.
#97) Markov Warlord – 4/5, Late game 6 drops like this are sweet and yet sickeningly expensive, 4/4 with haste and two creatures can’t block awesome way to finish off a opponent with a uncommon.
#100) Nearheath Stalker – 3/5, Undying is perhaps the only reason this is a middle of the road card here, sure it’s a 4/1 but it becomes a 5/2 in the long run, great for blocking then attacking.
#101) Pyreheart Wolf – 3/5, Another undying card, so little time, but it basically makes half your team or all your team unblockable due to the first ability to allow only 2 or more blockers for each creature, with undying for 3 mana it’s also a nice end game material card in limited.
#102) Russet Wolves – 2/5, 4 mana vanilla 3/3′s are nice and all but the lack of abilites turns me off here.
#103) Scorch the Fields – 3/5, Land destruction and pinging humans for 1 damage each, not bad but not good.
#104) Shattered Perception – 2/5, Sure for 3 mana it’s great to reload your hand with new cards, but in limited you’d maybe only use this once, unless you had a way of returning spells to your hand or something.
#105) Talons of Falkenrath – 1/5, Enchantments like this turn me off of this color 2 mana to enchant, 2 mana to activate and with flash it still doesn’t save it.
#106) Torch Fiend – 4/5, removal for stuff like Runechanter’s Pike and the like is sweet, even for 2 mana, Shatter on a stick anyone?
#107) Wrack with Madness – 3/5, great way to remove a serious threat in this format by making a creature target itself, even as a common this is pretty middle of the road material.
Cards i Would Draft: Flayer of the Hatebound, Increasing Vengeance, Hellrider.
Cards i wouldn’t mind Drafting: Moonveil Dragon, Markov Blademaster, Mondronen Shaman/Tolovar’s Magehunter,
Cards to Avoid: Curse of Bloodletting, Alpha Brawl
Green
#108) Briarpack Alpha – 3/5, for a 4 mana card that has flash and grants a temporary boost to a creature it’s kind of nice to flash this in as a blocker in response to your opponent’s attack then counter attack afterwards.
#109) Clinging Mists – 2/5, A Fog is still a dog’s combat trick here, just add fateful hour and boom you get clinging mists.
#110) Crushing Vines – 3/5, For removal it’s not bad honestly, middle of the road material for nasty fliers or artifacts.
#111) Dawntreader Elk – 2/5, For a new Civic Wayfinder, it’s gotta prove to be better then land fetching in the form of a good reprint in this set, which isn’t the case here.
#113) Favor of the Woods – 1/5, Lame enchantment is very lame here.
#116) Gravetiller Wurm – 3/5, for a potential 8/8 with trample it’s not that bad, i mean a 4/4 though is nothing to scoff at in green and with morbid i feel with a creature dying this guy is going to get crazy big, crazy fast.
#117) Grim Flowering – 2/5, Sure green has card draw, but expensive late game card draw, 6 mana is kind of a lot to spend on a single draw spell, without flashback no less.
#118) Hollowhenge Beast – 2/5, Another vanilla 5/5 here for 5 mana is not what this set needs, it’s just a piece of filler.
#119) Hunger of the Howlpack – 3/5, A morbid enabler that puts 3 +1/+1 counters is good, for 1 mana to boot, nice little piece of limited tech for green.
#121) Kessig Recluse – 2/5, for 4 mana a 2/3 deathtouch reach creature isn’t that desirable.
#122) Lambholt Elder/Silverpelt Werewolf – 4/5, a very nice DFC when it changes, but a 3 mana 1/2 that changes into a 4/5 with card draw potential is what gives it such a high score.
#125) Scorned Villager/Moonscarred Werewolf – 4/5, Another really good DFC for it’s color, adding mana for 2 mana is not bad and this gives a new meaning to mana acceleration in DFC form.
#126) Somberwald Dryad – 3/5, Middle of the road 2/2′s for 2 mana with forestwalk, sure it’s a nice touch but we’ve seen it before.
#127) Strangleroot Geist – 5/5, One of the best uncommons of the color honestly, 2/1 that turns into a 3/2 for 2 mana with haste and undying beast of a card.
#128) Tracker’s Instincts – 4/5, Allowing to put a creature into your hand for 2 mana from the top 4 cards of the library is excellent here, with flashback it’s pretty good as well.
#129) Ulvenwald Bear – 3/5, a 3 mana 2/2 is good and when morbid is enabled it’s a bit better here.
#130) Village Survivors – 2/5, 4/5 vigilance with fateful hour to grant vigilance no thanks.
#132) Wild Hunger – 3/5, Great finisher material for 3 mana here, with flashback it’s just that much better.
#134) Young Wolf – 2/5, 1 mana undying with no real abilites, sorry folks, undying has it’s really good card already.
Cards i would Draft: Vorapede, Wolfbitten Captive/Krallenhorde Killer, Predator Ooze, Increasing Savagery
Cards i wouldn’t mind Drafting: Ghoultree, Feed the Pack, Deranged Outcast
Cards to Avoid: Lost in the Woods
Multicolor, Lands and Artifacts
Multicolor
#136) Drogskol Captain – 4/5, Spirit lord and wow, granting hexproof and +1/+1 at the uncommon level is pretty simplistic and awesome.
#141) Immerwolf – 4/5, Wolf lord for the set, grants wolf and werewolves +1/+1 and non human werewolves cannot transform back, excellent.
#143) Stromkirk Captain – 4/5, Last of the lords for the set, not bad, granting first strike along with the usual +1/+1 boost for all vampires, meaning multicolor had a good uncommon showing this time around.
Artifacts
#144) Altar of the Lost – 1/5, i don’t think i’d use this very much honestly, first you’d need like 14 flashback spells to even justify this particular card and with flashback not returning in Avacyn Restored, it kind of justifies the 1/5.
#145) Avacyn’s Collar – 2/5, For 1 mana it doesn’t do enough, sure it may churn out tokens for your dead guys, but that doesn’t really save it here honestly, even for a poultry 2 mana.
#146) Chalice of Life/Chalice of Death – 1/5, Just avoid this at all costs, it isn’t even worth inclusion into your deck and this being the second last Double sided card of the set is sure as hell dissapointing.
#148) Excutioner’s Hood – 2/5, Honestly i expect a little more out of equipments for s small set, just intimidate alone for 2 mana and then 2 mana to attach, sorry.
#150) Heavy Mattock – 2/5, sure it helps humans, but it doesn’t do much besides a traditional +1/+1 pump here and for it’s cost it’s just dissapointing still.
#153) Warden of the Wall – 3/5, A much better artifact for the set honestly, changes into a 2/3 with flying and you can tap it to add 1 mana for a mere 3 mana, not bad mid game material here.
#154) Wolfhunter’s Quiver – 1/5, The equip cost alone makes this a 1/5 in my book you gotta spend 5 mana on a 1 mana equipment to equip it, but then it only usually will hit werewolves, not.
Lands
#155) Evolving Wilds – 4/5, Nice reprint is still nice.
#157) Haunted Fengraf – 3/5, For a recursion land it’s good, well costed and well rounded making this a middle of the road material card.
Cards i would Draft: Sorin, Lord of Innistrad, Falkenrath Aristocrat, Havengul Lich, Huntmaster of the Fells/Ravager of the Fells, Grafdigger’s Cage, Vault of the Archangel
Cards i would Consider drafting: Grim Backwoods.
Cards to Avoid: Drogskol Reaver, Jar of Eyeballs, Helavault, Elbrus, the Binding Blade/Withengar Unbound.
Well with that, this is all 158 cards done in a limited review format, what this applies to is Draft, nothing but draft, suffice it to say this set has been out 2 months since this article was typed up, so without further ado here are the final thoughts on this set.
Dark Ascension has been interesting to say the least, 158 cards of unique horror flavor which goes quite well in limited, as well as some cards going better for constructed purposes obviously. Double Faced Cards in this set are equally as interesting as the last and with 2 mythic Double Faced Cards in this set compared to the last one, it is sure to be of some interest to players, but with a overall feel of horror i'm going to give Dark Ascension on a limited stand point a well earned 4 out of 5 werewolves.
That's it for another article, stay tuned tommorow when i catch back up on missed content.
Monday, May 9, 2011
MTG Set Review #10: New Phyrexia
So the prerelease has come and gone and it's only 4 days till the arrival of the new set, New Phyrexia which goes on sale in stores as of May 13th, featuring 175 cards, 35 rares, 10 mythic rares. 65 commons and 65 uncommons, this set has a whole detail of progress in it including new cycles, new legendaries and possibly the greatest planeswalker to even exist today, so let's get cracking and take a look at New Phyrexia as a whole.
What better way to start this set then to look at some of the many mythics we will be seeing, Sword of War and Peace, Karn Liberated, Elesh Norn, Grand Cenobite, Jin-Gitaxias, Core Augur, Sheoldred, Whispering One, Phyrexian Obliterator, Urabrask the Hidden, Vorinclex, Voice of Hunger, Etched Monstrosity and Batterskull make the 10 mythics for this set. One of these really solid mythics is Batterskull which basically says give any dude +4/+4, lifelink and vigilance so it would make a deadly combo with anything you put on the field, even a flier, another one to speak of is Phyrexian Obliterator, gone are the days of the old Negator and here comes the new and improved version of the dude, progress is always made and this is no exception to the rule. as a 5/5 with trample for 4 black mana this dude basically says you lose permanents when damage is dealt to me, so suck it douche, this is a game winning card right here and is sure to focus around itself in a legacy deck or 2 with 1 turn kills or something of that nature, though it is safe to say at 4 mana for a 5/5 it's bound to turn some heads and become a nasty nasty body when the time comes. Usually i do not discuss EDH potential for any set but today is a exception to that rule since we basically have 5 legendaries with nasty and the most deadly abilites i've seen yet., Elesh Norn, Jin Gitaxias, Sheoldred, Urabrask and Vorinclex basically make up a nasty combination espically when used together, in a 5 color EDH build these dudes are deveastating, each one being as dangerous as the next, so i willl leave it at that.
Sword of War and Peace, Etched Monstrosity and Karn Liberated make the final 3 mythics of the set but they do not dissapoint as the sword offers protection from white and red, boros colors and Karn has a Sharazard effect along with a exiling ability that returns all exiled cards by Karn into play under your control after restarting the game, this ability makes Karn a sure fire staple in a Ramp deck with turn 4 potential even turn 3 if your lucky enough to drop him, the sword however is a much more useful tool in the process of war, it deals damage according to the number of cards in your opponent's hand when it deals damage to a player, it gains you life when you deal damage equal to the number of cards in your hand and even gives the standard +2/+2 bonus in the long run, making this a replacement for Body and Mind users dropping it's price effectively because of the replacement in most standard Caw-Blade decks though we've not seen the potential for any standard builds yet, there are quite a few more cards to discuss in this article, also Etched Monstrosity is a decent mythic as a 10/10 for 5 mana which draws cards and enters play as a 5/5 due to it's 5 -1/-1 counters on it, decent mythics wizards personally
Rares are semi useful for casual players for this set with 35 being the magic number of rares this time around which puts this at a decent number, most legends from here on out are rare and not mythic but the legend rule as we are aware still applies to this set, let's take a look at the 35 lucky cards that got the rare slots this time around.
Blade Splicer, Chancellor of the Annex, Puresteel Paladin, Norn's Annex, Phyrexian Unlife, Chancellor of the Spires, Phyrexian Ingester, Phyrexian Metamorph, Psychic Surgery, Xenograft, Chancellor of the Dross, Glistening Oil, Life's Finale, Praetor's Grasp, Bludgeon Brawl, Chancellor of the Forge, Invader Parasite, Moltensteel Dragon, Slag Fiend, Birthing Pod, Fresh Meat, Melira, Sylvok Outcast, Phyrexian Swarmlord, Chancellor of the Tangle, Jor Kadeen, the Prevailer, Caged Sun, Hex Parasite, Lashwrithe. Myr Superion, Omen Machine, Soul Conduit, Torpor Orb, Spellskite and Unwinding Clock are the rares of the set this time around and boy as usual with a small set there are tons and tons of these dudes to examine but i think it's best to give my top 5 list for standard instead.
Standard
5) Puresteel Paladin - He starts the list for standard making free equips for metalcraft activation, a 2/2 for 2 white mana is also a very decent dude, combo this off with the swords of the set and you've got yourself a nasty dude, did i mention he nets cards for each equip you play, a deck around him will pop up soon i think.
4) Fresh Meat - A green spell that replaces dudes after a day of judgement is a nice effect, it's a way to cheat your opponent out of a victory and i feel this will impact a green deck facing blue white caw blade or even a control build.
3) Life's Finale - Great way to dispose of those nasty titans for 3 and a half months till they rotate, removing one from the field and sending the remaining copies of the card to the graveyard, also this is a great kill switch for eldrazi ramp builds, as it basically negates all the dudes played the turn this was played.
2) Surgical Extraction - a free Extirpate yes please, removing something and then removing all copies of the card removed via this, so bye bye jace, see ya next fall.
1) Torpor Orb - Negation of things like Hawks, Mystics and even Titans are nasty and this takes the cake, 2 mana and boom it basically says you are not playing anything in caw blade creature wise, making caw blade essentially dead on turn 2 or 3, even if the land base for the opponent is slow.
The uncommons and commons of this set are truly a surprise with the fact we've seen good ones in the form Whipflare, Despise for those walkers, Tezzert's Gambit and even Mental Misstep, but i think it is best if i list the top 5 commons and uncommons that will impact tournaments instead
5) Tezzert's Gambit - 2 cards and proliferate at the exact same time, for a sheerly insane 3 mana if played right, your asking for trouble with this card and expect to see this replacing card draw spells like Divination real soon.
4) Dispatch - Path to Exile for Metalcraft except it prevents land fetch, expect tempered steel to run this as a removal suite for sure fire threats like titans, hawks, mystics and even infect dudes, espically in standard of all things.
3) Mental Misstep - This is essentially daze for spells like Top, Goblin Guide and all 1 mana drop spells, legacy is gonna go bonkers over this particular spell and 4 copies of this spell will basically replace daze as the new variant, in sideboards at least,
2) Deceiver Exarch - Pestermite got a combo why not this dude, making infinte dudes is all fun and this combos plenty well with Splinter Twin a card which saw a price rise in the past 2 weeks due to this card's spoilage, this and the twin will basically be a combo deck variant much like Pyromancer Ascension was a while back.
1) Mutagenic Growth - a pump spell that can finally go into any deck with a mechanic as broken as phyrexian mana it's about damn time, infect need not even worry bout splashing green much anymore with this thing in the game, expect to see this as the pump spell of choice for infecters i think.
Well that about covers it for this set review i've been writing this for about a hour and my hands cannot handle anymore of this set, so let's finish it off with the final score, New Phyrexia gets a well deserved 7.5 out of 10 only due to the commons and uncommons of the set, which i've mentioned the best of, so till next time, this is vergil signing off.
What better way to start this set then to look at some of the many mythics we will be seeing, Sword of War and Peace, Karn Liberated, Elesh Norn, Grand Cenobite, Jin-Gitaxias, Core Augur, Sheoldred, Whispering One, Phyrexian Obliterator, Urabrask the Hidden, Vorinclex, Voice of Hunger, Etched Monstrosity and Batterskull make the 10 mythics for this set. One of these really solid mythics is Batterskull which basically says give any dude +4/+4, lifelink and vigilance so it would make a deadly combo with anything you put on the field, even a flier, another one to speak of is Phyrexian Obliterator, gone are the days of the old Negator and here comes the new and improved version of the dude, progress is always made and this is no exception to the rule. as a 5/5 with trample for 4 black mana this dude basically says you lose permanents when damage is dealt to me, so suck it douche, this is a game winning card right here and is sure to focus around itself in a legacy deck or 2 with 1 turn kills or something of that nature, though it is safe to say at 4 mana for a 5/5 it's bound to turn some heads and become a nasty nasty body when the time comes. Usually i do not discuss EDH potential for any set but today is a exception to that rule since we basically have 5 legendaries with nasty and the most deadly abilites i've seen yet., Elesh Norn, Jin Gitaxias, Sheoldred, Urabrask and Vorinclex basically make up a nasty combination espically when used together, in a 5 color EDH build these dudes are deveastating, each one being as dangerous as the next, so i willl leave it at that.
Sword of War and Peace, Etched Monstrosity and Karn Liberated make the final 3 mythics of the set but they do not dissapoint as the sword offers protection from white and red, boros colors and Karn has a Sharazard effect along with a exiling ability that returns all exiled cards by Karn into play under your control after restarting the game, this ability makes Karn a sure fire staple in a Ramp deck with turn 4 potential even turn 3 if your lucky enough to drop him, the sword however is a much more useful tool in the process of war, it deals damage according to the number of cards in your opponent's hand when it deals damage to a player, it gains you life when you deal damage equal to the number of cards in your hand and even gives the standard +2/+2 bonus in the long run, making this a replacement for Body and Mind users dropping it's price effectively because of the replacement in most standard Caw-Blade decks though we've not seen the potential for any standard builds yet, there are quite a few more cards to discuss in this article, also Etched Monstrosity is a decent mythic as a 10/10 for 5 mana which draws cards and enters play as a 5/5 due to it's 5 -1/-1 counters on it, decent mythics wizards personally
Rares are semi useful for casual players for this set with 35 being the magic number of rares this time around which puts this at a decent number, most legends from here on out are rare and not mythic but the legend rule as we are aware still applies to this set, let's take a look at the 35 lucky cards that got the rare slots this time around.
Blade Splicer, Chancellor of the Annex, Puresteel Paladin, Norn's Annex, Phyrexian Unlife, Chancellor of the Spires, Phyrexian Ingester, Phyrexian Metamorph, Psychic Surgery, Xenograft, Chancellor of the Dross, Glistening Oil, Life's Finale, Praetor's Grasp, Bludgeon Brawl, Chancellor of the Forge, Invader Parasite, Moltensteel Dragon, Slag Fiend, Birthing Pod, Fresh Meat, Melira, Sylvok Outcast, Phyrexian Swarmlord, Chancellor of the Tangle, Jor Kadeen, the Prevailer, Caged Sun, Hex Parasite, Lashwrithe. Myr Superion, Omen Machine, Soul Conduit, Torpor Orb, Spellskite and Unwinding Clock are the rares of the set this time around and boy as usual with a small set there are tons and tons of these dudes to examine but i think it's best to give my top 5 list for standard instead.
Standard
5) Puresteel Paladin - He starts the list for standard making free equips for metalcraft activation, a 2/2 for 2 white mana is also a very decent dude, combo this off with the swords of the set and you've got yourself a nasty dude, did i mention he nets cards for each equip you play, a deck around him will pop up soon i think.
4) Fresh Meat - A green spell that replaces dudes after a day of judgement is a nice effect, it's a way to cheat your opponent out of a victory and i feel this will impact a green deck facing blue white caw blade or even a control build.
3) Life's Finale - Great way to dispose of those nasty titans for 3 and a half months till they rotate, removing one from the field and sending the remaining copies of the card to the graveyard, also this is a great kill switch for eldrazi ramp builds, as it basically negates all the dudes played the turn this was played.
2) Surgical Extraction - a free Extirpate yes please, removing something and then removing all copies of the card removed via this, so bye bye jace, see ya next fall.
1) Torpor Orb - Negation of things like Hawks, Mystics and even Titans are nasty and this takes the cake, 2 mana and boom it basically says you are not playing anything in caw blade creature wise, making caw blade essentially dead on turn 2 or 3, even if the land base for the opponent is slow.
The uncommons and commons of this set are truly a surprise with the fact we've seen good ones in the form Whipflare, Despise for those walkers, Tezzert's Gambit and even Mental Misstep, but i think it is best if i list the top 5 commons and uncommons that will impact tournaments instead
5) Tezzert's Gambit - 2 cards and proliferate at the exact same time, for a sheerly insane 3 mana if played right, your asking for trouble with this card and expect to see this replacing card draw spells like Divination real soon.
4) Dispatch - Path to Exile for Metalcraft except it prevents land fetch, expect tempered steel to run this as a removal suite for sure fire threats like titans, hawks, mystics and even infect dudes, espically in standard of all things.
3) Mental Misstep - This is essentially daze for spells like Top, Goblin Guide and all 1 mana drop spells, legacy is gonna go bonkers over this particular spell and 4 copies of this spell will basically replace daze as the new variant, in sideboards at least,
2) Deceiver Exarch - Pestermite got a combo why not this dude, making infinte dudes is all fun and this combos plenty well with Splinter Twin a card which saw a price rise in the past 2 weeks due to this card's spoilage, this and the twin will basically be a combo deck variant much like Pyromancer Ascension was a while back.
1) Mutagenic Growth - a pump spell that can finally go into any deck with a mechanic as broken as phyrexian mana it's about damn time, infect need not even worry bout splashing green much anymore with this thing in the game, expect to see this as the pump spell of choice for infecters i think.
Well that about covers it for this set review i've been writing this for about a hour and my hands cannot handle anymore of this set, so let's finish it off with the final score, New Phyrexia gets a well deserved 7.5 out of 10 only due to the commons and uncommons of the set, which i've mentioned the best of, so till next time, this is vergil signing off.
Sunday, March 13, 2011
MTG Set Review #9 Shards of Alara
You know the old attige "Where there is smoke, this is fire" well in this case smoke and fire are a good thing as we return to Alara for the last time cause after this it is time to move on and discuss more sets, this set had 234 cards, 20 of those were lands, the other 214 cards were the start of something nice in the form of Mythic rarity levels including new walkers, new combo cards and hell even some new dragons, new abilites in the form of Exalted, Devour and of course Unearth as well as the triple shards such as Esper, Jund, Bant, Naya and Grixis so let us begin
Each of the shards in this set has a distinct triangle of colors, Bant has White/Green/Blue which has it's own uses, Esper has the White/Blue/Black shard which i am a personal fan of, Jund has the Red/Green/Black shard which there are a lot of dragons there, Naya has the White/Green/Red shard devoted to giant power creatures such as Woolly Thoctar and finally Grixis has devoted itself to the Black/Blue/Red shard with tricks and that to annoy the heck out of anyone in it's way, overall these five shards have various elements all throughout this block and set, but none more so then the lands based off them which i will discuss later in the article but first it's time to look at the mythics for this set once again.
15 mythics were printed for this set and 4 walkers were among the printed few let's see the list for this set's mythics. Ajani Vengenant, Elspeth, Knight Errant, Empyrial Archangel, Godsire, Hellkite Overlord, Kresh the Bloodbraided, Lich's Mirror, Mayael the Anima, Prince of Thralls, Rafiq of the Many, Sarkhan Vol, Sedris, the Traitor King, Sharuum the Hegemon, Sphinx Sovereign and Tezzert the Seeker were all the printed mythics for this set, there were 5 legendary creatures made in these mythics and there was one for each and every shard of the set, however the most impressive thing of this set was the fact mythic rares began here making planeswalkers mythic rares and other cards as well since we had 4 walkers in this first set alone. Out of the many mythics in this set only 6 saw play, the 4 walkers, Tezzert, Sarkhan Vol, Elspeth and Ajani were obvious enough, Mayael the Anima is a very big time general for EDH and she was featured in quite a few up and coming decks but the big guns belonged to Rafiq of the Many and Sedris since those two were prominent and very powerful with abilites no one was expecting, Rafiq making Bant's exalted mechanic more annoying to deal with and Sedris making unearth possible for your entire deck which is nice and all but the trend of expensive walkers began with this set, as Ajani, Elspeth and Tezzert all started out over 20 dollars a piece and did not go down during the time this set was in standard at all.
Time for the rares to get featured in this edition of the review and believe me there were some very powerful rares in this set, we saw a new cycle of rares called the Ultimatium's and of course some kick butt dragons, artificers and even some nasty new combo cards so let's begin with the list, Ad Nauseam, Archdemon of Unx, Battlegrace Angel, Brillant Ultimatium, Broodmate Dragon, Caldera Hellion, Clarion Ultimatium, Convenant of Minds, Cradle of Vitality, Crucible of Fire, Cruel Ultimatium, Cunning Lethemancer, Death Baron, Ethersworn Canonist, Feral Hydra, Flameblast Dragon, Gather Specimens, Goblin Assault, Hell's Thunder, Immortal Coil, Invincible Hymn, Kederekt Leviathan, Keeper of Progenitus, Knight of the White Orchid, Knight Captain of Eos, Manaplasm, Master of Etherium, Memory Erosion, Mindlock Orb, Minion Reflector, Myocoloth, Ooze Garden, Predator Dragon, Punish Ignorance, Quietus Spike, Ranger of Eos, Realm Razer, Sacellum Godspeaker, Salvage Titan, Scourglass, Sedxrais Specter, Sharding Sphinx, Sigil of Distinction, Skill Borrower, Skullmulcher, Spearbreaker Behemoth, Stoic Angel, Tar Fiend, Titanic Ultimatium, Vein Drinker, Vicious Shadows, Violent Ultimatium and Where Ancients Tread were the 53 rares of this set and out of those at least 14 saw play, all the knights, Ranger of Eos, hell even Ad Nauseam saw a combo deck in legacy due to the fact how good it is, Control got some cards like Canonist to do it's bidding, Broodmate Dragon became a staple after this set being seen in every ramp deck to date, so many cards made their mark here and proved there were worth it, we even saw 3 of the 5 ultimatiums being played in various decks at this time, making it one of the format defining sets in the past 5 years, not even time spiral block did this well.
However to be far this set did have a color scheme in the form of shards, with the fact most cards from this set turned out to not be Mono Colored and instead they were sometimes 2 or even 3 color cards, take the uncommon Tower Gargoyle from this set it costs 1, a blue, a black and a white mana to cast it and for a 4/4 flyer from this set it's awesome enough to warrant any deck builder's best creature choice award, well mine anyways, that's all for today, since i prefer to let the sets speak for themselves and all and remember artifacts are always waiting to be found in the wide world we live in, so enjoy it while you can this is vergil signing off.
Each of the shards in this set has a distinct triangle of colors, Bant has White/Green/Blue which has it's own uses, Esper has the White/Blue/Black shard which i am a personal fan of, Jund has the Red/Green/Black shard which there are a lot of dragons there, Naya has the White/Green/Red shard devoted to giant power creatures such as Woolly Thoctar and finally Grixis has devoted itself to the Black/Blue/Red shard with tricks and that to annoy the heck out of anyone in it's way, overall these five shards have various elements all throughout this block and set, but none more so then the lands based off them which i will discuss later in the article but first it's time to look at the mythics for this set once again.
15 mythics were printed for this set and 4 walkers were among the printed few let's see the list for this set's mythics. Ajani Vengenant, Elspeth, Knight Errant, Empyrial Archangel, Godsire, Hellkite Overlord, Kresh the Bloodbraided, Lich's Mirror, Mayael the Anima, Prince of Thralls, Rafiq of the Many, Sarkhan Vol, Sedris, the Traitor King, Sharuum the Hegemon, Sphinx Sovereign and Tezzert the Seeker were all the printed mythics for this set, there were 5 legendary creatures made in these mythics and there was one for each and every shard of the set, however the most impressive thing of this set was the fact mythic rares began here making planeswalkers mythic rares and other cards as well since we had 4 walkers in this first set alone. Out of the many mythics in this set only 6 saw play, the 4 walkers, Tezzert, Sarkhan Vol, Elspeth and Ajani were obvious enough, Mayael the Anima is a very big time general for EDH and she was featured in quite a few up and coming decks but the big guns belonged to Rafiq of the Many and Sedris since those two were prominent and very powerful with abilites no one was expecting, Rafiq making Bant's exalted mechanic more annoying to deal with and Sedris making unearth possible for your entire deck which is nice and all but the trend of expensive walkers began with this set, as Ajani, Elspeth and Tezzert all started out over 20 dollars a piece and did not go down during the time this set was in standard at all.
Time for the rares to get featured in this edition of the review and believe me there were some very powerful rares in this set, we saw a new cycle of rares called the Ultimatium's and of course some kick butt dragons, artificers and even some nasty new combo cards so let's begin with the list, Ad Nauseam, Archdemon of Unx, Battlegrace Angel, Brillant Ultimatium, Broodmate Dragon, Caldera Hellion, Clarion Ultimatium, Convenant of Minds, Cradle of Vitality, Crucible of Fire, Cruel Ultimatium, Cunning Lethemancer, Death Baron, Ethersworn Canonist, Feral Hydra, Flameblast Dragon, Gather Specimens, Goblin Assault, Hell's Thunder, Immortal Coil, Invincible Hymn, Kederekt Leviathan, Keeper of Progenitus, Knight of the White Orchid, Knight Captain of Eos, Manaplasm, Master of Etherium, Memory Erosion, Mindlock Orb, Minion Reflector, Myocoloth, Ooze Garden, Predator Dragon, Punish Ignorance, Quietus Spike, Ranger of Eos, Realm Razer, Sacellum Godspeaker, Salvage Titan, Scourglass, Sedxrais Specter, Sharding Sphinx, Sigil of Distinction, Skill Borrower, Skullmulcher, Spearbreaker Behemoth, Stoic Angel, Tar Fiend, Titanic Ultimatium, Vein Drinker, Vicious Shadows, Violent Ultimatium and Where Ancients Tread were the 53 rares of this set and out of those at least 14 saw play, all the knights, Ranger of Eos, hell even Ad Nauseam saw a combo deck in legacy due to the fact how good it is, Control got some cards like Canonist to do it's bidding, Broodmate Dragon became a staple after this set being seen in every ramp deck to date, so many cards made their mark here and proved there were worth it, we even saw 3 of the 5 ultimatiums being played in various decks at this time, making it one of the format defining sets in the past 5 years, not even time spiral block did this well.
However to be far this set did have a color scheme in the form of shards, with the fact most cards from this set turned out to not be Mono Colored and instead they were sometimes 2 or even 3 color cards, take the uncommon Tower Gargoyle from this set it costs 1, a blue, a black and a white mana to cast it and for a 4/4 flyer from this set it's awesome enough to warrant any deck builder's best creature choice award, well mine anyways, that's all for today, since i prefer to let the sets speak for themselves and all and remember artifacts are always waiting to be found in the wide world we live in, so enjoy it while you can this is vergil signing off.
Thursday, March 10, 2011
MTG Set Review #8 Conflux
Ah yes the infamous 1st small set of the Shards of Alara Block in the form of Conflux with 145 cards, pretty much the same breakdown as the Alara Reborn set just more lazily made to be honest, conflux focused on the newest walker or should i say returning walker in the form of Nicol Bolas, a few new abilites in the form of Basic Landcycling and Domain, since this set was just over 2 years ago let's now take a look at the obvious mythics for the set
Mythics in this set came in the form of 10 as per usual with a small set, they were Apocalypse Hydra, Child of Alara, Conflux, Ethersworn Adjudicator, Maelstrom Archangel, Malfegor, Mirror-Sigil Sergeant, Nicol Bolas, Planeswalker, Progenitus and Thornling. Each one of these particular cards were for various colors for example, Conflux and Progenitus were for all five colors, Nicol Bolas was a Red/Black and Blue walker, you can probably guess the rest of the colours based on this one, each one had it's ups and downs and only 3 of these bad boys ever saw some form of constructed play, Mirror-Sigil Sergeant, Progenitus and Nicol Bolas were the three that saw some serious forms of play when this came out on February 6th, 2009. What was different this time then the 3rd set of the block was there was only 3 legends that came out of this, Child of Alara, Progenitus and Malfegor if you don't count Nicol Bolas himself since the legendary rule applies to him as well since he is a walker and all walkers have their own subtype believe it or not. This being said the 10 mythics were really well priced for a small set with Progenitus being the most expensive at about 10-12 dollars which is really rare to see mythics placed at a low price standing but then again look at the current core set walkers that followed this one, you know the 5 lorwyn walkers where it all began but i digress time to move onto the really good stuff, the rares.
You know how i usually start smack talking a set for not having good rares, well i'm getting my butt whooped here with the fact i've got a lot of good rares to speak of for this set in particular, Banefire, Blood Tyrant, Bloodhall Ooze, Charnelhoard Wurm, Cliffrunner Behemoth, Cylian Sunslinger, Exotic Orchard, Extractor Demon, Font of Mythos, Glitspire Avenger, Goblin Razerunners, Gwafa Hazid, Profiteer, Inkwell Leviathan, Kedkert Parasite, Knight of the Reliquary, Magister Sphinx, Mark of Asylum, Martial Coup, Master Transmuter, Meglonoth, Noble Hierach, Nyaxthid, Obelisk of Alara, Paleoloth, Rakka Mar, Scepter of Dominance, Scepter of Insight, Scepter of Fugue, Sigil of the Empty Throne, Soul's Majesty, Sphinx Summoner, Telemin Performance, Voracious Dragon, Wall of Reverence and Worldheart Phoenix were all the rares this set had to offer and let's see a total of 10 of them saw play most i've seen in a small set in years, except Worldwake of course which had 11 but let's see Naya got a boost from this, Bant did as well ramp got a serious jumpstart, Artifacts became viable again, hell we even got to see some nice burn in the form of Banefire which is just broken, though the uncommons and commons of this set did a good job in showing off power and control overall, we were also blessed with uncommons as Path to Exile, Volcanic Fallout for the Fae Menace and of course my personal favorite Hellspark Elemental making this set a successful one.
As i said from the previous statement this set sold really well and when it first came out everyone was excited for this one it had a sweet promo set in the form of Malefgor for the prerelease and Obelisk of Alara for the release of the set seen in the picture below.
Meaning this set had some serious fun times and with casual players this set turned out to be a blast, i loved this set so much i think i'm gonna go build me a deck based around Malfegor, till next article, stay frosty and remember if you see a demon dragon on the street asking for directions, give him a boot to the head and call on a Knight of the Reliquary, see you all next time.
Mythics in this set came in the form of 10 as per usual with a small set, they were Apocalypse Hydra, Child of Alara, Conflux, Ethersworn Adjudicator, Maelstrom Archangel, Malfegor, Mirror-Sigil Sergeant, Nicol Bolas, Planeswalker, Progenitus and Thornling. Each one of these particular cards were for various colors for example, Conflux and Progenitus were for all five colors, Nicol Bolas was a Red/Black and Blue walker, you can probably guess the rest of the colours based on this one, each one had it's ups and downs and only 3 of these bad boys ever saw some form of constructed play, Mirror-Sigil Sergeant, Progenitus and Nicol Bolas were the three that saw some serious forms of play when this came out on February 6th, 2009. What was different this time then the 3rd set of the block was there was only 3 legends that came out of this, Child of Alara, Progenitus and Malfegor if you don't count Nicol Bolas himself since the legendary rule applies to him as well since he is a walker and all walkers have their own subtype believe it or not. This being said the 10 mythics were really well priced for a small set with Progenitus being the most expensive at about 10-12 dollars which is really rare to see mythics placed at a low price standing but then again look at the current core set walkers that followed this one, you know the 5 lorwyn walkers where it all began but i digress time to move onto the really good stuff, the rares.
You know how i usually start smack talking a set for not having good rares, well i'm getting my butt whooped here with the fact i've got a lot of good rares to speak of for this set in particular, Banefire, Blood Tyrant, Bloodhall Ooze, Charnelhoard Wurm, Cliffrunner Behemoth, Cylian Sunslinger, Exotic Orchard, Extractor Demon, Font of Mythos, Glitspire Avenger, Goblin Razerunners, Gwafa Hazid, Profiteer, Inkwell Leviathan, Kedkert Parasite, Knight of the Reliquary, Magister Sphinx, Mark of Asylum, Martial Coup, Master Transmuter, Meglonoth, Noble Hierach, Nyaxthid, Obelisk of Alara, Paleoloth, Rakka Mar, Scepter of Dominance, Scepter of Insight, Scepter of Fugue, Sigil of the Empty Throne, Soul's Majesty, Sphinx Summoner, Telemin Performance, Voracious Dragon, Wall of Reverence and Worldheart Phoenix were all the rares this set had to offer and let's see a total of 10 of them saw play most i've seen in a small set in years, except Worldwake of course which had 11 but let's see Naya got a boost from this, Bant did as well ramp got a serious jumpstart, Artifacts became viable again, hell we even got to see some nice burn in the form of Banefire which is just broken, though the uncommons and commons of this set did a good job in showing off power and control overall, we were also blessed with uncommons as Path to Exile, Volcanic Fallout for the Fae Menace and of course my personal favorite Hellspark Elemental making this set a successful one.
As i said from the previous statement this set sold really well and when it first came out everyone was excited for this one it had a sweet promo set in the form of Malefgor for the prerelease and Obelisk of Alara for the release of the set seen in the picture below.
Meaning this set had some serious fun times and with casual players this set turned out to be a blast, i loved this set so much i think i'm gonna go build me a deck based around Malfegor, till next article, stay frosty and remember if you see a demon dragon on the street asking for directions, give him a boot to the head and call on a Knight of the Reliquary, see you all next time.
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