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Showing posts with label evaluation. Show all posts
Showing posts with label evaluation. Show all posts

6.26.2017

Hour of Devastation Spoilers 6-26

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Happy Monday MTG peeps,

Here at MTG Realm we've had an average weekend (queue apropos Shadowy Men on a Shadowy Planet track) given the wet and stormy weather.  We were rather happy with results during Friday Night Magic - we brought along an Oketra's Monument mono-white tokens decklist, and feel confident enough to develop it to suit our local metagame.  We might be playing this list until rotation, and will likely write a Deck Tech for our particular version.

The second official week of Magic: the Gathering, Hour of Devastation previews, so we will not banter further but go straight to new cardboard awesomeness.

God-Pharaoh's Gift, 7
Artifact, Rare
At the beginning of combat on your turn, you may exile a creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a 4/4 black Zombie. It gains haste until end of turn.


So far, the Hour of Devastation mechanic eternalize was shown to be an activated ability on creature cards. God-Pharaoh's Gift, at a rather hefty cost 7 mana, does not care whether creatures in your graveyard have the eternalize ability.  Improving upon sorcery speed, to the beginning of combat means that you could now churn out a hasty 4/4 each turn, so keep those graveyards full and ramp your mana to get the gift as early as you can.


Ammitt Eternal, 2B 
Creature - Zombie Crocodile Demon, Rare
Afflict 3 (Whenever this creature becomes blocek, defending player loses 3 life.)
Whenever an opponent casts a spell, put a -1/-1 counter on Ammitt Eternal.
Whenever Ammitt Eternal deals combat damage to a player, remove all -1/-1 counters from it.
5/5

Zombies are a relevant deck in standard and this card may certainly become part of popular lists.  For a short time until rotation there is a Grasp of Darkness players can get into their sideboard to put this at -5/-5, after that, this could become a quite a beater.
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Refuse // Cooperate
Refuse, 3R
Instant, Rare
Refuse deals damage to target spell's controller equal to that spell's converted mana cost.
//
Cooperate, 2U
Instant, Rare
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Copy target instant or sorcery spell. You may choose new targets for the copy.

This essentially is Parallectric Feedback with a Twincast, built on the back end.  If your opponent does get greedy with an 'X' costed spell, this could not only nerf the spell but feed a lot of damage.  Great Izzit spell.  We expect that there will be a number of rather happy EDH players out there with this.
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Champion of Wits, 2U
Creature — Naga Wizard, Rare
When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Eternalize 5UU
2/1

Perhaps a decent option for blue to filter for that combo piece, control piece or threat, but there is currently several better options available.

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Overwhelming Splendor, 6WW
Enchantment - Aura Curse, Mythic Rare
Enchant Player
Creatures enchanted player controls lose all abilities and have base power and toughness 1/1.
Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.

Give 'em the Bolas Horns !  Pretty Decent finisher.  Suggested serving is with  Bitterheart Witch in a black and white Orzhov Commander decklist.

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Unraveling Mummy, 1WB
Creature - Zombie, Uncommon
1W : Target attacking or blocking zombie gains lifelink until end of turn.
1B : Target attacking or blocking zombie gains deathtouch until end of turn.
"We are no longer in control." - Elekh, Vizier of Embalming
2/3

This may eventually be rolled into a standard Black / White standard zombies list as this provides some interesting combat modifiers.

~

7.22.2009

M10 Review - Colourless

~
This is MTG Realm's review of Magic 2010. As I really hope to employ brevity in this exercise, please do not expect lengthy and scholarly

evaluations but rather rapid points as to the card's merit for deck inclusion in the standard environment.

For our review of White cards, click HERE.
For our review of Blue cards, click HERE.
For our review of Black cards, click HERE.
For our review of Red cards, click HERE.
For our review of Green cards, click HERE.
For our review of Colourless / Lands cards, click HERE.

~ REVIEW OF COLOURLESS ~

Angel's Feather - Almost as annoying as those commercials wanting to sell you insurance. Insurance is nice and repeatable and lifegain on the board is OK. I'm sure there are better ways to get lifegain.

Coat of Arms - I rather like this card for what it can do for your tribal-based decks. Consider the potential benefits of this card carefully before you include. I think I rather prefer Morningtide's Door of Destinies over this.

Darksteel Colossus - This is a huge threat on the board that can win you games. The issue - the price tag. You either have to have huge mana accelerants to hit 11 or be able to cheat it into play via Master Transmuter.

Demon's Horn - Similar comments to Angel's Feather. Black is more limited with respect to lifegain so one may consider this for their mono-black decks.

Dragon's Claw - You may want a set sideboard against those pesky burn decks.

Gorgon Flail - Unless you equip this to a pinger such as Prodigal Pyromancer to fling a point of deathtouch at your opponent's critters, this really is rather useless.

Howling Mine - This really will not see popular play except in mill decks such featuring Sanity Grinding and the ilk.

Kraken's Eye - Situationally acceptable in a limited number of mono-blue builds perhaps.

Magebane Armor - Making one of your dudes bigger and harder to kill is decent. Try to get this on an unblockable creature to maximize the pain you deliver. Cost to cast and equip OK for effect. May be very good against red burn decks.

Mirror of Fate - Combo phreaks have painted a huge target on this and will be going to work shortly - most likely after anything useful in the next set (Zendikar) is released.

Ornithopter - Having a zero-drop artifact is great especially with use in a deck with Master Transmuter (bounce out, play stupid-huge fatty, replay Ornithopter. Might even see use pumping up a Glaze Fiend.

Pithing Needle - Acceptable against black regenerators or perhaps someone running Planeswalkers. Most likely to be limited to sideboard play.

Platinum Angel - Good to keep your opponent's attention elsewhere while you try to recover but will probably not see much popular play. There are more than a dozen artifact killing cards out there so be warned.

Rod of Ruin - Just terrible - paying 7 mana to ping one pain (albeit repeatable) is waaaay too expensive.

Spellbook - At least you can get this effect AND mana from Reliquary Tower. Play the Tower instead.

Whispersilk Cloak - We like it and would love to be able to play it - just hopefully a turn (or two earlier).

Wurm's Tooth - meh. Much better ways for green to gain life.

Magic: The Gathering - Magic 2010

Dragonskull Summit / Drowned Catacomb / Glacial Fortress / Rootbound Crag / Sunpetal Grove - Solid dual land choice to include for your two colour decks. Not the best choice for those Shards of Alara multicolour (3+) decks. Just wish that Wizards could have designed these to be dropped and used on turn one instead.

Gargoyle Castle - Any land which can morph into a threat is decent in our opinion. Another wish - this would have been much better if you did not have to sac the castle to get your critter.

Terramorphic Expanse - A very decent mana-fixer which will see some play.

7.20.2009

M10 Review - Green

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This is MTG Realm's review of Magic 2010. As I really hope to employ brevity in this exercise, please do not expect lengthy and scholarly evaluations but rather rapid points as to the card's merit for deck inclusion in the standard environment.

For our review of White cards, click HERE.
For our review of Blue cards, click HERE.
For our review of Black cards, click HERE.
For our review of Red cards, click HERE.
For our review of Green cards, click HERE.
For our review of Colourless / Lands cards, click HERE.


~ REVIEW OF GREEN ~

Acidic Slime - Fairly good green removal. You destroy an artifact, enchantment, or land with the CIP ability AND then you get a 2/2 deathtouch. This is priced reasonably.

Ant Queen - A 5/5 for five is good but having the ability to dump extra mana into token generation (without the creature having to tap is great). Make sure your deck has mana generators to maximize the ants here.

Awakener Druid - Having the ability to turn a forest into a 4/5 treefolk with haste for three is decent and a 1/1 to boot adds up to 5 power for three - what are you waiting for.

Birds of Paradise - If you haven't heard, bird is the word. This really is the best mana producer like evar. You need this for mana acceleration to pump out your fatties sooner in the race with your opponent.

Borderland Ranger - This could have been a good card were it an elf.

Bountiful Harvest - There are much better cards out there if you need to include a life card card. This card is really quite terrible.

Bramble Creeper - Deals no damage when blocking and is killed fairly easily with its anemic toughness. Not good at all.

Centaur Courser - This is not too bad. The recent power creep may have marginalised this creature.

Craw Wurm - Green fatties in this set are very few. Some players may consider this but for the most part, Craw Wurm is not what it used to be - thanks again power creep.

Cudgel Troll - A green regenerative critter like this is likely to see some play because it is decent - just wished it had a bit more cowbell.

Deadly Recluse - This is a solid choice for inclusion for green if you are up against any flyers. Deathtouch here is the cowbell and we like it.

Elvish Archdruid - While Lorwyn and Shadowmoor is still standard legal, this card will rock your casual game - especially now that manaburn is gone. This card is awesome and yes, I am thinking about an Elf build thanks to the Archdruid.

Elvish Piper - Dust off your big stupid-fat multicolour beaters like Progenitus and use this card to cheat them onto the battlefield. This card can be very good.

Elvish Visionary - Elf type is good and card advantage is good. You should give this card some serious thoughts for inclusion.

Emerald Oryx - meh. Put this in your sideboard against other green builds.

Enormous Baloth - With mana acceleration, this is the green fatty that will see popular play. Hilarility soaks it's flavour text and I would play it just because of that.

Entangling Vines - Green is limited in this core for neutralising threats so this may find it's way on the board. Still honks though.

Fog - Casual players may consider this but many advanced players have no use for it. Perhaps a sideboard card for me.

Garruk Wildspeaker - This Planewalker is the most suitable for green and Garruk was built for green decks like the one you are thinking about. Mana, token beaters, and trample for your swarm are solid qualities.

Giant Growth - Using this strategically will heap the pain on your opponent. Until I play a lot more games, not sure how dampened this is by new combat rules.

Giant Spider - If there are flyers across the table, you are going to need this. I have preference to its little evil brother Deadly Recluse.

Great Sable Stag - Very good card. Excellent against blue / black of course. I wish this either had flying or a drop in rarity. There are less than a handfull of counterspells in this set so the additional ability (can't be countered), may be as useless as chocolate fireman.

Magic: The Gathering - Magic 2010

Howl of the Night Pack - If one ever wanted an excuse to play mono green, here it is. A potential for 14 power for just seven is nuts. If your opponent has a Pyroclasm waiting in the wings, this play will be the most epic fail you ever felt. Use with caution against red burn.

Kalonian Behemoth - Great card. [edit] - I wish that I could couple this with trample (like Behemoth Sledge) to make this card totally epic but shroud here makes it impossible. Thanks for the correction guys - I should really do a better job at reading the card fully.

Llanowar Elves - Decent. This is budget Birds or Noble Hierarch and will see inclusion for green's requirement for mana acceleration. Consider this is Elf builds while LOR / SHA is still standard legal.

Lurking Predators - Could be good in mostly creature decks with mana acceleration.

Master of the Wild Hunt - This card is just as awesome as the Three Wolf Moon T-shirt. Make sure you wear the 'T when playing this. Best token generator and critter removal in green.

Might of Oaks - This is potentially 7 pain for just four which is good. Really need to fit this onto a dude with trample to make your opponent cry.

Mist Leopard - meh. The toughness on this is skinny and will not really see any real play.

Mold Adder - Very solid card to sideboard against blue / black. Not sure it will win any games but perhaps your opponent will be distracted enough by this threat it could be beneficial.

Naturalize - Yet another card for side board consideration. Nothing special here.

Nature's Spiral - I love this as it can get spells and Planeswalkers back. Great recursion for green which really needs something like this.

Oakenform - I wish Wizards would have tossed this card and choose Blanchwood Armor instead. Oakenform is really not that good.

Overrun - Good finisher for green. If you can afford it, just use Garruk instead.

Prized Unicorn - Possibly a good combat trick or great if you can get extra power and deathtouch on it, otherwise just don't use it.

Protean Hydra - A really good card. Dump as much mana into this as possible to avoid premature removal. This is the chia-pet version of Feral Hydra and you may even want to ping it yourself to watch it grow. Terrible art.

Rampant Growth - Good in a mana bind or to get out a colour minor but this does not promise to see much play in standard.

Regenerate - Not very good and will not see popular play.

Runeclaw Bears - The new Grizzly Bears. Total green vanilla and good for insomniacs.

Stampeding Rhino - Not great. Just good. Very good if you can get that Might of Oaks on this.

Windstorm - A great sideboard card which could save your game.

7.17.2009

M10 Review - Red

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This is MTG Realm's review of Magic 2010. As I really hope to employ brevity in this exercise, please do not expect lengthy and scholarly evaluations but rather rapid points as to the card's merit for deck inclusion in the standard environment.

For our review of White cards, click HERE.
For our review of Blue cards, click HERE.
For our review of Black cards, click HERE.
For our review of Red cards, click HERE.
For our review of Green cards, click HERE.
For our review of Colourless / Lands cards, click HERE.


~ REVIEW OF RED ~

Act of Treason - Nice solid uncommon which should see play. Stealing your opponent's threat and beating them with it is just plain fun. Being able to sacrifice said creature at the end of your turn (via Bone Splinters) is just plain evil (and fun too).

Ball Lightning - 6 points of pain for only three mana is good. Just make sure there are no first-strike creatures on the other side of the table. Would be nice to be able to return this from your graveyard (via Charnelhoard or other) to rinse 'n' repeat.

Berserkers of Blood Ridge - meh. You could really limit your option with this card.

Bogardan Hellkite - again - potentially 10 points of damage for eight is good. Make sure your opponent has no Baneslayer Angels waiting in the wings.

Burning Inquiry - Might be good with pre-M10 unearth tech, other wise, this card disadvantage is doing you no favours.

Burst of Speed - Some player (other than me) will see a decent use for this in a deck somewhere.

Canyon Minotaur - Red has vanillia too. Play something else.

Capricious Efreet - Way too random for my taste. If you have habitual bad luck, stay away from this - this Red Emo will certainly cut you.

Chandra Nalaar - I have yet to hear someone who claims to have resolved Chandra's third ability - she typically takes a dirt nap long before that happens.

Dragon Whelp - not many fliers for red so this uncommon is OK. (just OK).

Earthquake - I'm sure some will disagree, but this thing is as dangerous as an Elmer Fudd shotgun. We think only poor board position warrants use of this red mass removal.

Fiery Hellhound - Only a Hellhound's hair width separates this from being bad. Most likely will not see much play.

Fireball - A decent uncommon. This can win in late game provided you have enough mana. Perhaps use as a token sweeper (?).

Firebreathing - This is a terrible aura. Stop eating raw jalapenos.

Goblin Artillery - Not that bad for red removal - use with caution.

Goblin Chieftain - I like this card a lot but unfortunately, goblins are not very well supported in Shards or this core set. Should have been printed in Lorwyn / Shadowmoor.

Goblin Piker - Love the flavour text ! - Goblins really are as smart as a bag of rocks. Anywho - this card should be passed along to your younger sibling.

Ignite Disorder - Decent enough sideboard against blue and white. This card is hungry for use against core White's soldiers.

Inferno Elemental - OK card which has the potential to throw a wrench onto the battlefield and make your opponent think twice.

Jackal Familiar - This could be good - just make sure it has a chaperone while it is out.

Kindled Fury - Better card art than Morningtide. An OK combat surprise.

Lava Axe - No great advantage using this card - a straight conversion of mana into pain.

Lightning Bolt - This is good burn - 3 pain for one mana is a heck of a lot better than Lava Axe.

Lightning Elemental - One toughness on this will severely limit popular play.

Magma Phoenix - A bit expensive. Not really a fan - there are better ways to get the hits across the table without hurting yourself in the process.

Manabarbs - This is a really bad rare - should have been a common.

Panic Attack - We think this is an OK card. Being able to bypass blockers at the right time has strategic advantage.

Prodigal Pyromancer - There are about 27 cards in M10 who are scared of this card. You should consider this for inclusion.

Magic: The Gathering - Magic 2010

Pyroclasm - This card kind of sucks when compared to Volcanic Fallout - play Volcanic instead for mass removal.

Raging Goblin - I'm sure you can think of better one-drops out there. Perhaps someone may consider with Goblin Chieftain for casual.

Seismic Strike - Not too bad - would have been better if it could also target your opponent but perhaps I'm too greedy.

Shatter - As I can only see this being sideboarded against Coat of Arms or Platinum Angel in M10, I do not expect this to see play. Perhaps red can be use it against an Esper Deck.

Shivan Dragon - Solid rare - again, watch out for Baneslayer.

Siege-Gang Commander - A perennial favourite for inclusion in token decks. Not much support in Shards / M10 for Goblins - use it before LOR / SHA rotate out.

Sparkmage Apprentice - Nice art. OK common.

Stone Giant - Not a bad idea to sideboard against fliers.

Trumpet Blast - Good be good if you need a flash mob in late game.

Viashino Spearhunter - Either a bit overcosted or a bit underpowered but still viable if you are thinking about having a first-striker on your side.

Wall of Fire - This wall is just OK in my books - would have liked to see it stop fliers to make this really good.

Warp World - Could be really bad. Situationally good.

Yawning Fissure - Bad card. Should have been allowing to target your opponent's land instead for the mana you are paying for the spell.

7.16.2009

M10 Review - Black

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This is MTG Realm's review of Magic 2010. As I really hope to employ brevity in this exercise, please do not expect lengthy and scholarly evaluations but rather rapid points as to the card's merit for deck inclusion in the standard environment.

For our review of White cards, click HERE.
For our review of Blue cards, click HERE.
For our review of Black cards, click HERE.
For our review of Red cards, click HERE.
For our review of Green cards, click HERE.
For our review of Colourless / Lands cards, click HERE.



~ REVIEW ~

Acolyte of Xathrid - I guess a 0/1 critter for only 1 is good provided there is a good effect. Unfortunately, paying two AND tapping for one point of pain across the table is just plain bad.

Assassinate - Destroying a threatening critter for 3 is OK but only being able to do that to tapped critters means you just took one to the face. Unless you can tap 'em down first, this one kinda sucks.

Black Knight - Protection from White (especially in this set) is very good. This is a keeper.

Bog Wraith - Consideration for sideboard. Pull this out when your opponent is playing black.

Cemetery Reaper - A very decent card as long as you are not limited to M10 zombies only. Try this with Death Baron and then you're cooking. Creating Zombie tokens is a solid ability.

Child of Night - A lifelinking 2/1 for two is good. Suckheads are really not supported in standard currently but you could always try with Nocturnus.

Consume Spirit - Might be decent is you can construct a good mono-black build.

Deathmark - Great sideboard card against Green and White. Epic Win art makes this card look awesome.

Diabolic Tutor - Solid card to get your strategic nastiness into your hand. Slightly overcosted however.

Disentomb - Recursion is an important aspect of playing black. This card may help you out dependent upon what your build is like.

Doom Blade - Great common, name, and art. We like it.

Dread Warlock - Art looks like Jace's evil twin. This is an OK card - would have been better if it could also be unblockable by artifact creatures as well.

Drudge Skeletons - Kinda like a wall on legs. The Regenerating ability on this will annoy your opponent.

Duress - Solid control card for black. Will see play

Gravedigger - Having the potential to return a fatty or another card from a dirt nap is always decent and provides card advantage.

Haunting Echoes - Another nice black control card which promises to see play as it can really hurt your opponent.

Howling Banshee - A 3/3 flier for four is OK in my books. The ability to give your opponent 3 pain (yourself included) may prove rather strategic given board position.

Hypnotic Specter - Good early game distruption. Nice if you could get this out a turn earlier and if the rarity dropped on this.

Kelinore Bat - Almost fodder but some may consider this for inclusion.

Liliana Vess - This promises to see more play than it did in Lorwyn. Can really be a bomb and turn the late game in your favour - hopefully you are alive long enough to resolve the third ability.


Magic: The Gathering - Magic 2010

Looming Shade - meh. We cannot really imagine this seeing much popular constructed play.

Megrim - Perhaps if you are already running Mind Rot / Mind Shatter / Scepter of Fugue / Cunning Lethemancer, this may be good icing. Just seems like this will not see popular play.

Mind Rot - Perhaps OK if you can drop it early, otherwise kind of meh.

Mind Shatter - An improvement upon the previous Mind Rot. This introduces random chaos in disrupting your opponents game.

Nightmare - Absolutely great, that is if you are running mono-black - otherwise situational or unplayable.

Relentless Rats - Since mana acceleration or cheap black / rat (ala bannert) is not available, don't expect to see a Rat build.

Rise from the Grave - A solid card that works to recur fatties from your and your opponent's graveyard but it really is overcosted.

Royal Assassin - We really like this card. It essentially shuts down your opponent from attacking. Good against green and white in this set. Wish is had better toughness to guard against burn.

Sanguine Bond - I'd love to see this couple up with Deathgreeter, Consume Spirit, Absorb Vis to become a casual bomb.

Sign in Blood - Perhaps you need those cards really, really badly enough to pay two and pain two. This is the improved Night's Wisper.

Soul Bleed - Not very good at all. Throw these away.

Tendrils of Corruption - Solid choice for inclusion for mono-black. Too bad Sanguine Bond doesn't come out a turn earlier.

Underworld Dreams - Mono-black card that will not see much play. Would rather play Smolder Initiate.

Unholy Strength - I like auras and it works decently enough in my local metagame. This will see play.

Vampire Aristocrat - Middle of the road card which is hindered by new combat rules. Wish Vamps all had flying in this set.

Vampire Nocturnus - This is a really good card which is not supported well. Use only with a mono-black build to maximize effectiveness of your vamp deck.

Wall of Bone - We love this wall for what Death Baron can do to it (a 2/5 renerating wall with deathtouch is very nice!).

Warpath Ghoul - An acceptable card for inclusion in your zombie decks. Scathe Zombies was just shown the door.

Weakness - A poor black removal card not expected to see much play.

Xathrid Demon - This thing is loaded and you better know the business end of this stick and have a ready supply of tokens or else this can blow up in your face.

Zombie Goliath - It's black vanilla and will not go into constructed.

7.15.2009

M10 Review - Blue

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This is MTG Realm's review of Magic 2010. As I really hope to employ brevity in this exercise, please do not expect lengthy and scholarly evaluations but rather rapid points as to the card's merit for deck inclusion in the standard environment.

For our review of White cards, click HERE.
For our review of Blue cards, click HERE.
For our review of Black cards, click HERE.
For our review of Red cards, click HERE.
For our review of Green cards, click HERE.
For our review of Colourless / Lands cards, click HERE.


~ REVIEW ~

Air Elemental - just OK but not good. A 4/4 flier for 5 is nothing really to write home about.

Alluring Siren - Making your opponent do something they do not want to is good - but as long as you have a plan (which you better have if you use the Siren here).

Cancel - Time Spiral, Shards of Alara, 10th and now M10. Big time reprint of a questionable control card. I won't be playing this.

Clone - Not bad if you clone a fatty on the battlefield. Use with caution.

Convincing Mirage - I guess not that bad. That is if you had anything with islandwalk (which you don't in M10). The best you can hope for is using this with Serpent of the Endless Sea or Inkwell Leviathan.

Coral Merfolk - A 2/1 for 2 is bad. And so is Blue pretty much this set.

Disorient - A fairly expensive instant that can only be situational. Perhaps used against Rightetousness (?).

Divination - If you are paying 3 to draw two cards then chances are your game in going into the ceramic bowl. Grab a Mulldrifter instead while it is still legal in standard.

Djinn of Wishes - Unfortunately, unless you can tutor (or harbinger) a card to manipulate your library's top card, this Djinn is simply bad.

Essence Scatter - I'm sure blue players will be including this in their deck. Not a bad counter for 2.

Fabricate - Very nice artifact tutor but this really does not compare to the great artifact cards in the Alara block.

Flashfreeze - You will want to sideboard this card against red and green.

Hive Mind - If you want to loose the game, iclude this card. Expensive. Terrible.

Horned Turtle - The chaff continues to fill up this post.

Ice Cage - This is a good card to shut down board threats if you can make the aura stick.

Illusionary Servant - A conditional 3/4 flier for 3 is still good. Hopefully your opponent won't have anything in their mitt that targets it.

Jace Beleren - Our fav blue Planewalker. Jace is not top drawer but you have to like card advantage or the potential of decking out your opponent.

Jump - Perhaps not a bad combat trick.

Levitation - This will not become the star that Armored Ascension is and does not seem like a good fit for the rest of blue presently.

Merfolk Looter - Depending upon your local metagame, this may or may not see any sort of play. Draw and discard is quite conditional.

Merfolk Sovereign - This merfolk lord wants me to dust off all my Lorwyn / Shadowmoor merfolk cards again and build a deck I can play until the fall. Too bad Merfolk is not supported in M10. Merrow Reejerey and Lord of Atlantis are still better.


Magic: The Gathering - Magic 2010

Mind Control - Stealing your opponents dudes (with the potential of sacrificing them) is always hilarious and makes your opponent cry.

Mind Spring - Conditionally viable in the standard environment. Personally, I dislike.

Negate - Always a solid choice for blue inclusion.

Phantom Warrior - If this guy cost only one less, I would say it rocks, otherwise this is just OK.

Polymorph - Many think of using this card against their opponent (especially other decks with few creatures). I am thinking of using this on one of my own dudes to cheat a fatty like Inkwell Leviathan, Darksteel Colossus or Progentius into play.

Ponder - manipulation of the library is always a good thing.

Sage Owl - meh.

Serpent of the Endless Sea - Peraps not as bad as it sounds, but only if you could get a Convincing Mirage to work on your opponents land (if they do not already have an island), otherwise it is just a bad defender.

Sleep - This could be a really good card if you plan it correctly. Tapping your opponents dudes down for two turns can provide an opporunity to deal some decent damage.

Snapping Drake - Overcosted or underpowered - you choose.

Sphinx Ambassador - This sort of thing can really only work if you take a card that your opponent missed his guess at - so take the 2nd or 3rd most powerful critter they have and then you may have a chance with this. Highly conditional.

Telepathy - I can think of other nicer ways to spend mana on a one drop. This card is kinda useless.

Time Warp - If you can effctively drop this on turn five every time, then you're laughing - who doesn't like an extra turn.

Tome Scour - Players may consider this to help those mill decks. This should be fun if your opponent tutors out a fatty to the top of their library. Liliana Vess is scared of this card.

Traumatize - This card is decent in a mill deck but I consider this just a titch overcosted.

Twincast - Blue has Xerox tech now. We like it - especially if you (or your opponent) casts an expensive and nasty instant or sorcery.

Unsummon - Decent card to bounce board threats. Perhaps not as strong as it once was under the previous rules.

Wall of Frost - Nice card that may buy you extra time. If you can use this with Alluring Siren, you're cooking with gas.

Wind Drake - Probally will not see a lot of popular play, but not that bad either.

Zephyr Sprite - A 1/1 flier for one is a solid choice - watch out for Fae hate.

7.14.2009

M10 Review - White

~
I guess that I should be making a review of the Magic 2010 core set edition. As I really hope to employ brevity in this exercise, please do not expect lengthy and scholarly evaluations but rather rapid points as to the card's merit for deck inclusion in the standard environment.

To this end, I will start (quite originally) with White cards.

For our review of White cards, click HERE.
For our review of Blue cards, click HERE.
For our review of Black cards, click HERE.
For our review of Red cards, click HERE.
For our review of Green cards, click HERE.
For our review of Colourless / Lands cards, click HERE.

Reviews -

Ajani Goldmane - Is a popular planeswalker which will not likely win you many games by itself but still worth considering.

Angel's Mercy - Unless you can couple this with a sure-fire combo including Cradle of Vitality, this card is chaff.

Armored Ascension - This was one of my fav cards for my Lorwyn Kithkin decks - expect to see this helping white critters in your game.

Baneslayer Angel - yep - its a bomb rare. Anytime you can get a 5 power critter for 5, things are good. Throw in flying, first strike, lifelink and some limited protection - this thing will rock.

Blinding Mage - not going to see much popular play.

Captain of the Watch - Can can bet your donkey that this card will rule constructed. 6 mana for essentially 9 power is good gamery economics. This is requisite for all soldier decks.

Celestial Purge - limited play expected from this. You may want to sideboard this against black and red.

Divine Verdict - M10 White is limited with regards to removal - this may be a choice.

Elite Vanguard - Who can say no to a 2/1 on turn one with no drawbacks - this guy is in.

Excommunicate - whatever - this may only postpone the inevitable - this won't get much play.

Glorious Charge - rather tentative about this card - may only be limited to decks producing token swarms.

Griffin Sentinel - I guess. Perhaps you like this one better than I.

Guardian Seraph - a very good pick but not a bomb. If your game turns out to be a race and you are trading paint, this guy will help.

Harm's Way - This is a solid card. I'm thinking about running this along with my fav one-drop Path To Exile. Nice bomerang trick which can be used for spot removal.

Magic: The Gathering - Magic 2010

Holy Strength - You can have all of mine.

Honor of the Pure - This card makes you consider running a mono-white deck because this card is that good. Makes white weennie beffier.

Indestructibility - for some reason, I'm thinking that this is just about twice as expensive as I would consider reasonable. Perhaps you think that this is the bee's knees.

Lifelink - this may be considered for your sideboard depending upon what you are running but I say 'meh'.

Lightwielder Paladin - as this may only be OK against black or red, I will call this situation with limited play.

Mesa Enchantress - I don't think players care for this card very much, but as I'm thinking devious thoughts about using this with Sigil of the Empty Throne, I don't care what they think.

Open the Vaults - a bit expensive and this can also hinder you by helping your opponent. Again - situation.

Pacifism - good solid shut-down for white against threats.

Palace Guard - pretty much useless unless you are using a combat trick or giving this dude deathtouch.

Planar Cleansing - perhaps just OK after providing your dudes indestructbility - most players would have rather seen Wrath of God back.

Razorfoot Griffin - not very good really.

Rhox Pikemaster - not bad. Your average solider deck will see this guy included.

Righteousness - I can only imagine this being played on Palace Guard or other critter removal - still not bad power for only one.

Safe Passage - you will need this against the burn in red - better consider this for a potential sideboard.

Serra Angel - this way the shizzle back in the day but I think power creep kinda killed this card.

Siege Mastodon - sucks. I'm using this to scrap gum off my shoe.

Silence - nice card. Not a bomb and somewhat situation as you may only be using this against a blue counter spell.

Silvercoat Lion - I call it average at best - you can have mine.

Solemn Offering - I'm wishing that this could have been an instant but still a very solid card.

Soul Warden - I have had only limited success with this in the past and would not consider this for even my sideboard.

Stormfront Pegasus - nope. A 2/1 for 2 is not a high pick in this standard play environment.

Tempest of Light - perhaps if you are playing against another white deck. I say decent but will most likely only reside in the sideboard.

Undead Slayer - if this dud is not removed, it can be a big hangup for those pesky undead decks we will be seeing soon.

Veteran Armorsmith - yet another reason to play soldiers.

Veteran Swordsmith - really, what are you telling us Wizards with THREE solider lords ??

Wall of Faith - this may be one of the worst walls I've seen recently.

White Knight - perhaps not in limited but extended soon with the recent knight decks I've seen.

5.13.2009

LSV Top 8 ARB

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Hey there - remember just yesterday I was yattering away about Regionals and what impact Alara Reborn may have on Standard format ? Great. Well, anywhoos, this may be a good time to have a quick look at the top 8 Alara Reborn picks for constructed as present by Luis Scott-Vargas on Channel Fireball. You may have heard of 'LSV' - the exceptionally good who has been kicking butt and taking names on the GP / PT circuits . . . so - when this player has something to say about the standard metagame, most people take a listen.

Let's have a look at the video first before we get started.

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So how cool were those video effects ?! LSV was throwing exploding MTG cards . . . w0w ! - Just like Gambit of Marvel Comics / X-Men fame. I would love to have the kind of cash which allows me to throw ('gasp') a Maelstrom Pulse like that - Perhaps Luis had stunt cards stand in. Like I said - great video - solid delivery and much more engaging than those MTGO draft vids that LSV has been posting.


LSV's Top 8 ARB constructed : Anathamancer / Bituminous Blast / Bloodbraid Elf / Borderposts / Dauntless Escort /Maelstrom Pulse / Quasali Pridemage / Zealous Persecution

Anathemancer - 1BR
Creature - Zombie Wizard (Uncommon)
When Anathemancer comes into play, it deals damage to target player equal to the number of nonbasic lands that player controls.
Unearth {5}{B}{R}
2/2
With all those Five Colour Control decks out there filled to the brim with nonbasic lands are feeling the hate this card delivers. This promises to put a dent into some B/W token decks as well.

Bituminous Blast - 3BR
Instant (Uncommon)
Cascade / Bituminous Blast deals 4 damage to target creature.
Cascade mechanic rocks. BB is all that and a bag 'o' chips. This gives you 2 spells for only 5 mana . . one spell dealing 4 damage and the second giving you a random - just how fun is this ?! FTK

Bloodbraid Elf - 2RG
Creature - Elf Berserker (Uncommon)
Haste / Cascade
3/2
Altough some players would rather choose the similar Captured Sunlight (2GW / Cascade / gain 4 life), over Bloodbraid Elf, I still think that the typical aggro player will go with the elf. 'nuff said - cascade provides not only a level of fun to the game, but also card advantage.

Borderposts
(Fieldmist, Firewild, Mistvein, Veinfire, Wildfield) Common Artifacts
You may pay 1 and return a basic land you control to its owner's hand rather than pay (Name) Borderpost's mana cost. (Name) Borderpost comes into play tapped.
Tap: Add Colour 1 or Colour 2 to your mana pool.
I concur that multicoloured artifacts in this block are a plus (and sometimes necessary) but cannot agree 100 % with LSV's assessment for standard - having a CIPT land/artifact in the fast-moving game of today, one had better ensure that these borderposts are fitted appropriately to your deck.

Dauntless Escort - 1GW
Creature - Rhox Soldier (Rare)
Sacrifice Dauntless Escort: Creatures you control are indestructible this turn.
3/3
Amazing card in constructed / limited. There has been a high number of solid G/W cards in this set / block but this one sits on top. If you see an Escort hit the table, you can be certain that your opponent will eventually be setting up with a Wrath of God / Martial Coup . . . be scared.

Maelstrom Pulse - 1BG
Sorcery (Rare)
Destroy target nonland permanent and all permanents with the same name as permanent.
A vicious Vindicate. Say bye-bye to multiple pesky problematic permanents. If anyone would like to donate this card to me, please eMail me so I don't have to take a second mortgage.

Qasali Pridemage - GW
Creature - Cat Wizard (Common)
Exalted / {1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.
2/2
A solid two drop for just two - add exalted into the equation and this just went from decent to awesome. Then, just when you thought it can't get better, add a sac utility to eliminate a threatening artifact or enchantment . . . over the top my friends.

Zealous Persecution - WB
Instant (Uncommon)
Until end of turn, creatures you control get +1/+1 and creatures target opponent controls get -1/-1.
For only 2 mana, one can mow the ENTIRE field clear of those 1/1 tokens. This instant is a solid combat tactic to employ - - when I saw this spoiled, I immediately planned this for inclusion with my one deck which runs Stillmoon Cavalier for enhanced combat step hilarities.

4.22.2009

Alara Reborn Top 10

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As the last of the Alara Reborn spoilers have now gone up, the Magic The Gathering community collectively sits down, chugs a power-drink and evaluates how good (or bad) a particular set is. One inevitability of this process is the proliferation of those ubiquitous 'Top 10' Lists . . . This is me jumping on the band-wagon.

Please think of this list as a 'Good', 'Better', 'Best' sort of thing, starting off with the 'Best' cards at or near the top of the list.

Bloodbraid Elf
Terminate
Maelstrom Pulse
Thought Hemorrhage
Meddling Mage
Qasali Pridemage
Wall of Denial
Dauntless Escort
Behemoth Sledge
Jund Hackblade


Bloodbraid Elf, 2RG
Creature - Elf Berserker, Uncommon
Haste, Cascade
3/2

Terminate, BR
Instant, Common
Destroy target creature. It can't be regenerated.

Maelstrom Pulse, 1BG
Sorcery Rare

Destroy target nonland permanent and all permanents with the same name as that permanent.

Thought Hemorrhage, 2BR
Sorcery, Rare
Name a nonland card. Target player reveals his or her hand. Thought Hemorrhage deals 3 damage to that player for each card with that name revealed this way. Search that player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library.

Meddling Mage, WU
Creature - Human Wizard, Rare
As Meddling Mage comes into play, name a nonland card.
The named card can't be played.
2/2

Qasali Pridemage, GW
Creature - Cat Wizard, Common
Exalted
1, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.
2/2

Wall of Denial, 1WU
Creature - Illusion Wall, Uncommon
Defender, flying, shroud
0/8

Dauntless Escort, 1GW
Creature - Rhox Soldier, Rare
Sacrifice Dauntless Escort: Creatures you control are indestructible this turn.
3/3

Behemoth Sledge, 1GW
Artifact - Equipment, Uncommon
Equipped creature gets +2/+2 and has lifelink and trample.
Equip 3

Jund Hackblade, {B/G}R
Creature - Goblin Berserker, Common
As long as you control another multicolored permanent, Jund Hackblade gets +1/+1 and has haste.

Anywho - apologies - no in depth analysis or discussions from me at this time - I'm certain I will have a follow-up post and rant as to why these are the kewlest Kards in the set.
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