Gatecrash Spoilers: Batch Number 1

It’s that time of year again! That’s right, it’s spoiler season! While the first batch of spoilers admittedly came out about a month ago with a curious Craigslist sale I wanted to wait a bit longer so that I had a little more to sink my teeth into and then along came Cipher and all of the sudden I had more than I could chew. Let me start with those first five mythics which were spoiled first and from there move onto the guild mechanics.

So it now is official. It cost 8UUUU to win the game. So for 12 mana you don’t only get to draw your whole library but you get an extra turn to untap and go nuts. If you cast this card and don’t win, you are doing something wrong. This card just wants to be played with Omniscience. Cast Omniscience, play Enter the Infinite for free and play the rest of your library for free. There is potential for this combo to become a threat in Standard and Modern but Enter the Infinite is clearly going to be abused the most in Legacy where cheating Omniscience into play is much easier with cards like Show and Tell and Academy Rector. Either way, Enter the Infinite is a ridiculous card that will definitely see play in constructed somewhere.

This card is interesting. A flying 6/5 trampler is pretty amazing in Limited but I doubt that it will be powerful enough to do anything in Constructed. With that being said, this is going to be an EDH and casual all-star. Like I have mentioned, his stats are nothing to scoff at and that ability could break games when put in the right deck.

We have seen ‘take an extra combat phase” effects in the past but we have never seen it on hasty, flying and vigilant body before. I think everyone knew that Boros was going to be an archetype to watch out for and Aurelia just gave the deck a win condition. Aurelia is going to let you go turn five Thundermaw Hellkite, bash you for 5 followed up by turn 6 Aurelia bash you for 16. By herself she is alright but the kind of decks that do play her are going to be fast and aggressive and when she hits the field games are going to end. Keep an eye out for this one.

So Seismic Assault grew some legs and is now throwing bigger rocks. This card makes me feel like RG Wolf Run ramp is still a very viable option in the format. Even though Borborygmos doesn’t do anything upon hitting the field, even if he gets hit immediately by some instant speed removal you can still respond by dropping your extra lands and blasting a couple of threats or even just your opponents face. This card is just perfect for ramp decks. Decks like that can now justify running 27-30 lands no problem because in the late game they aren’t going to be flooded with mana but with extra cards to bolt your opponent with. The Seismic Assault ability is sweet but the fact that this Cyclops gets you more land every time he attacks is awesome. I realize the ability only triggers when he deals damage but he is a 7/6 trampler and as of right now towers over most other threats in the game. This card will unlikely see play in eternal formats but is definitely a viable win condition in Standard and is going to an absolute blast in EDH and casual.

Domri Rade is so awesome. Three drop planeswalkers traditionally have a plus one which yields no card advantage. For example Liliana had each player discard a card, Jace Beleren each player draws a card.  Domri breaks this format. In the right kind of deck his plus one might as well read ‘draw a card most of the time’. Not only does his plus one rock, but he also passes the planeswalker test because he is able to defend himself. Admittedly, he does need a creature in play to be able to do so but again in the right deck he will be amazing. Now for a planeswalker to be awesome enough to catch my attention it needs to have an ultimate that ends games. For example, Sorin, Lord of Innistrad has always felt a bit underwhelming simply because his ultimate could potentially do nothing. That is not the case for Mr. Rade here. As we have made clear at this point, Domri Rade wants to be played in a creature based deck and because of that his ultimate is definitely going to win games. Hell, even if the emblem only gave your creature’s double strike and hexproof it would be ridiculous, but the fact that it gives your guys trample and haste as well is just almost too good to be true. If you ultimate this guy and don’t win, then you are doing something wrong. This card is amazing and definitely will see play across the board. Definitely in Standard and Modern and I wouldn’t be surprised if it showed up in Legacy somewhere too. Three drop planeswalkers are good and Domri Rade continues to prove this paradigm.

So now for some new mechanics.

So Boros has a very powerful history in Constructed so it is interesting to see Battalion, which at least in a constructed environment sucks balls. The fact that you have to have two other attacking creatures is pretty steep for an ability trigger so for this mechanic to see play it better do more than just a Lightning Helix. Maybe it will end up doing something big, but as of right now I am fairly underwhelmed.

Now Extort is a fun one. While one life and one damage doesn’t seem like a lot let’s not forget that we still have Flashback in Standard making cards like Lingering Souls and Think Twice that much more powerful when they can chip away at your opponent’s health while simultaneously increasing your own. Admittedly this Thrull feels like a completely inferior Sun Titan in almost every regard but still the Extort mechanic isn’t something to brush off just yet.

Bloodrush is cute. It kind of feels a bit unnecessary with Wolf Run still around but that doesn’t mean it won’t see play. Rubblehulk especially seems viable, by being either a really Giant Growth or being just a big body in the late game. In the end it really does just make your cards a bit more versatile which is always awesome despite the abilities slightly redundant effect. It really wants to grant Trample too though again demonstrating Wolf Run’s superiority here

Fathom Mage debuts the Simic ability, Evolve. I love how they have kept the same +1/+1 counter theme from the first Raniva block except Evolve is significantly better than Graft. Especially in creature based decks, your creatures getting bigger is going to incredibly powerful especially when they have ridiculous additional abilities like the Fathom Mage here. Oh my god this card is going to be fun. This card with Scavenge and Corpsejack Menace are going to be gross. Creatures that trigger the Mage’s ability as well as have an ability which can put even more counters on the Mage subsequently meaning you will draw even more cards. I have mentioned before that I am very much a Johnny, and this card appeals to my inner Johnny very much so. Not only do Scavenge creatures work well with the Mage but the Innistrad block gave us quite a few spells that placed a handful of counters on your dudes as well such as Blessings of Nature, Hunger of the Howlpack, and Increasing Savagery which all work incredibly well.

Now for the single most exciting part: Cipher.

This mechanic is scary. There is the single most potential here with the presence of Invisible Stalker also available in Standard for Type 2 to become broken. I mean this mechanic could just break the game. There were so many rumors about Dimir getting a mill based mechanic that I am incredibly excited for something a bit more diverse. With that being said, Invisible Stalker and Whispering Madness together make for a quite efficient milling strategy. So turn four you cast your Whispering Madness and each player discards their hand and draws five and at this point you encode the spell onto your Invisible Stalker. Your Stalker then attacks and triggers another Whispering Madness and each library gets another five cards smaller. Now that you have another copy of Whispering Madness going on, you then encode that copy onto the same Stalker. That’s right; you get to encode the encoded copy. That means that each turn you will be getting exponentially more triggers. Now admittedly while quickly milling your opponents face off you will be doing the same to yourself, but as long as you draw one or two of your Thought Scours while drawing your entire deck you should be good to go.

That is just the shenanigans you can get into with one card. Imagine what other Cipher spells we are going to get though! Cipher is a blue and black mechanic meaning perhaps we will be getting some sort of Cipher draw or discard spell subsequently turning our Stalkers and other fine gentlemen into super specters and super Ophidians. If Cipher only got a draw and discard spell it would be the single best mechanic in Standard but we are sure to get even more crazy spells in the other 210 unspoiled cards yet. Cipher being released when we have Invisible Stalker is absolutely terrifying and we are sure to only get more crazy unblockable and evasive creatures from Dimir. Just look at their Keyrune!

Cipher is one of the best and the scariest mechanics to hit the game for a while and I cannot wait to see what else comes out of this set. For all of your Gatecrash news stay tuned into… Uhh, the site?

Also Watery Grave looks amazing. I love you and your glorious sharp art Mr. Swanland.

Am I the only one who is reading all of these quotes from Zarek as a confirmation that he is showing up in Dragon’s Maze?

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Sphinxes, Demons, and Gorgons, Oh My! Part 2: Multicolored Cards and Artifacts

Now for the multi-colored cards.

So you know how Smother is a good card? Wizards looked at the card and thought, “we could do better”. The end result is a Smother that can kill almost anything and can’t be countered. This card rocks. I mean black decks are going to splash green just for this card and vice versa. One of the best kill spells ever printed and will probably see play all the way to Vintage and Classic. SOOO GOOD.

Armada Wurm

2ggww
Creature – Wurm Mythic Rare
Trample
When Armada Wurm enters the battlefield put a 5/5 Wurm creature token with trample onto the battlefield.
5/5

 

This is going to both play and function very similarly to Broodmate Dragon and just like the dragons you can bet this card sees play. Like I have mentioned several times, the Type 2 environment is running low on usable six drops and this card fills that void perfectly. Broodmate Dragon was awesome because it was 8 power for six equally distributed across two bodies with flying. Armada Wurm rocks because you are getting 10 power for six equally distributed across two bodies with trample. I think that trade for more power and tramps for flying is a great trade and this card definitely going to be knocking some skulls.

Watchwolf is getting reprinted. Except this time it also functions with all token doubling effects including Parallel Lives, Doubling Season, Rhys, and of course populate. Cool card but still not completely sold on its superiority to the Wolf. Either way, good card that will see play.

Three drop counterspells while not as efficient as their two drop counterparts are absolutely just as powerful. Counterflux is an incredibly powerful spell for multiple reasons. First off it is uncounterable. An uncounterable counterspell for three fantastic. Now an uncounterable counterspell for three which for one mana more can also become an uncounterable counterspell for four which also counters every other spell on the stack is absolutely amazing. Say that ten times fast. Anyway, a card that is both powerful and versatile. It’s definitely going to be a big player in the inevitable American Control deck that’s bound to show up.

That same American Control deck will be benefitting from this bad boy. An O-Ring that can also deal with a field full of angel or spirit tokens is sweet. While definitely more powerful than Oblivion Ring I am sure that the more restrictive mana cost will lead to O-Ring still seeing play.

I gotta love my big blue spells. An instant that tutors up for pretty much any three instances of your choice is my kind of spell. If you build your deck right this should be able to provide you answers for almost every possible situation, especially now with overload spells that have small casting costs but big abilities. Such a sweet card that gets me to excited to see some new strategies from blue.

Speaking of tutors…

This card is absolutely perfect for any and all reanimator decks. Being able to grab a Huntmaster and at the same time being able to dump a Griselbrand in the yard is too much of a value to pass up with a reanimation spell in hand. That paired with scavenge and other graveyard effects lead to this card being a bomb. Another hit for Golgari.

I believe Frank Lepore is absolutely correct in predicting the future of Type 2 is turn one Pilgrim followed by a turn two Smiter. A 4/4 for three is pretty awesome but paired with being uncouterable is just too much. Awesome card and with the presence of both Azorius and Selesnya we are going to be seeing some powerful Bant builds.

This card is so awesome. This card does absolutely everything control decks wants to do. This card allows you to sit through your opponents turn and during their end step either snipe their biggest step or draw two cards. I know either way is fine with me. This card is like a UR Swiss army knife. Definitely going to see play

Now this is the card that is going to make Bruna a viable option. This card and Angelic Destiny and maybe a couple others are going to make for some awesome UW Bruna Mill Control Combo type shenanigans. The fact that it makes your creatures gargantuan as well as netting you cards is what really excites me about this card. I like it.

This uncounterable cycle is absolutely magnificent. This set is Christmas for the control players out there. Wizards must have thought that O-Ring and Wrath of God weren’t powerful enough for those UW control decks out there and that they needed the same exact card except significantly more powerful. At the moment they feel a little unnecessary but it is cool to see these powerful spells have a more restrictive casting cost, especially since they might replace the originals for a season or two

So Regrowth is being reprinted. I will admit the casting cost is more restrictive than Regrowth but it is also a whole lot cheaper than Recollect. I am pretty sure this will see some competitive play. It is a shame it gets exiled cutting off potential interactions such as with Snapcaster. Either way, it is a powerful card that will be played.

This is the card I am the most excited about in the entire set. First let’s see if this new planeswalker passes the test: can it defend itself? The answer is, of course yes. Not only can she shut down any creature threatening her but it can seriously deal with any non-land permanent threatening her. Not only does her -3 effectively protect her but her +1 does too. That’s the beautiful thing about Vraska, she goes into your opponents turn with 6 loyalty and deathtouch. If your opponent doesn’t want to stare down her ultimate in only three turns he or she is going to have to lose a couple creatures slowing her down.

And her ultimate…

When I ultimate a planeswalker I want it to mean game over for my opponent. For example I was a little underwhelmed with Jace’s ultimate due to the fact that it didn’t necessarily mean you won. That is not the case with Vraska. After only three short turns your opponent is going to have to have three answers for your little tokens or else face death. I am so stoked to actually see the words “loses the game” on a planeswalker. I came into this set assuming I would be playing something blue but after seeing Vraska I was positive I would be playing Golgari. This card is awesome. Perhaps not strong enough to be a hit in legacy but I wouldn’t be surprised seeing it show up in a couple modern builds. Such an awesome card.

Also Pithing Needle is getting reprinted which is pretty neat.

Wizards has done a fantastic job distributing power amongst all of the guilds and all of the colors. While going through the spoiler I committed myself to playing any number of different color combos countless times because every color has so many great cards. I am excited for so many cards in this set it is unbelievable.

Be sure to check out Sphinxes, Demons, and Gorgons, Oh My! Part 2: Monocolored Cards and Artifacts here! And you can check out the rest of the spoiler here, at MTGSalvation.com!

Sphinxes, Demons, and Gorgons, Oh My! Part 1: Monocolored Cards

So yesterday a couple dozen new cards were spoiled so of course I started a new spoiler review. When I awoke this morning I checked MTG Salvation for new spoilers and found myself staring at a list of 120 new cards. Due to the large amount of new cards announced I am going to split these articles into two batches of reviews.

Now, let’s talk about Return to Ravnica.

Now this is a card I can get behind. With the loss of the titans and Wurmcoil the Standard environment is running low on powerful six drops and I really think that all of the powerful seven drops lying around are going to fill this void. Enter Angel of Serenity. So I think the big thing about Angel of Serenity is that it isn’t just three Fiend Hunters in one card. First off once it leaves play the creatures aren’t returned to play but rather the player’s hand. Now while a triple Fiend Hunter is cool and all it really paints a big target right between this angel’s eyes and that is where this girl really shines. Angel of Serenity allows you to remove three cards from not only the battlefield but also graveyards. It enters the battlefield and you remove one of your opponent’s creature from the game and two creatures in your graveyard. Your opponent can kill your angel and get his creature back but at the same time he is going to be returning two creatures to your hand. This card is more or less a 5/6 flying body with any combination of Unsummons and Disentombs. Definitely a powerful card, especially with Restoration Angels and Cloudshifts floating around. Keep your eye out for this one.

At this point we have quite a bit of graveyard hate but Rest in Peace might be the best ones available in Standard. The fact that it cleans out all graveyards upon entry and then goes on to completely shut out everything else that would enter the yard is way too awesome. Definitely going to be a sideboard staple.

Precinct Captain 

wwCreature – Human SoldierRareFirst strike
Whenever Precinct Captain deals combat damage to a player, put a 1/1 white Soldier creature token onto the battlefield.Illus. Steve Prescott #17/2742/2

One thing is for certain: RTR definitely doesn’t mark the end of Humans. A 2/2 for two with first stike is pretty sweet but that last ability of the captain puts him over the top. If this human goes unchecked your opponent is going to quickly staring down a field of threats. Between the beaters like this guy and the white populate and detain cards coming out in the set, human decks or at least white weenie are getting quite a bit more fuel.

This card is awesome. Disperse was always sweet but it is also a rather limited card and isn’t spectacular late game. That is definitely not the case with Cyclonic Rift. Not only is it a Disperse but it also a potential finisher at the same time. It serves as great spot removal while simultaneously being a one sided board wipe in your favor all at instant speed. One effect is clearly more powerful than the other but the fact that it is both adds an amount of versatility to the card that almost guarantees that it will be seeing constructed play.

Dispel

This might not be the most exciting spoiler of all time but dispel is a very powerful card and is going to be a crucial cog in any control decks especially with the loss of Mana Leak in the format. My fingers are also crossed for some sexy new art.

If you thought that blue aggro decks were gone perhaps you should guess again. A flying 2/1 for one is pretty decent and the fact that it is blue is a little ridiculous. Sure the additional cost of bouncing a creature could be considered a negative but if you really think about it there really aren’t a ton of creatures in a UW Delver list I wouldn’t mind returning to my hand. The decks that get the most out of this guy are going to be returning Snapcaster Mages or Restoration Angels or in the worst case scenario a Delver which you will simply recast. 2/1s are usually decent cards but when it is paired with both flying and the most powerful color you know you it’s going to be worth paying attention to.

Sphinx of the Chimes 

4uuCreature – SphinxRareFlying
Discard two nonland cards with the same name: Draw four cards.Illus. Greg Staples #52/2745/6

Sphinx of Chimes could possibly be one of the go to win conditions for control decks. A 5/6 flyer for six is decent but that ability is just awesome. I could see this card ultimately missing but I can’t so easily overlook an ability that reads “draw four”. For control decks you spend most of the game controlling your opponent and shaping your hand. The decks that could benefit from using this Sphinx are the ones with large numbers of cards in hand and likely to have multiples. This card could definitely be a hit in standard but perhaps it will in Modern where it will really shine. By this I mean I really just want to see this dude in cahoots with Squad Hawk. Any who, this guy could be fantastic but at the same time I could see him flopping. I guess only time will tell.

I like this card quite a bit. This card feels a lot like Abyssal Persecutor and that card was incredibly powerful and saw quite a bit of play. Sure he doesn’t have trample but still a 6/6 flyer for four is the kind of power I want to be getting for four mana. Now your opponent does have the option to sacrifice a creature to tap him down which makes him a card you will probably side out against tokens but let’s look a little closer at that ability. So prior to declaring attackers your opponent can sacrifice a creature to take him out of the picture while at the same time making him a bigger threat. Now think about the scenario in which you would normally be attacking a 6/6 flyer. You attack and your opponent is either taking six or they are probably going to be chump blocking. His ability lets your opponent choose whether or not he is going to be chump blocking or taking damage prior to declaration of attackers which is significantly better than simply attacking and being chumped blocked. First off, if your opponent taps him he becomes bigger, something that is going to be incredibly relevant in a format dominated by finishers with five or six power. Second this all occurs before you actually attack. This means that you are going to be able to declare attackers with one less body on the other side of the field, fully aware that you are down one potential blocker ultimately letting you make a more informed move and play better. This is one of the cards I saw on the spoiler page and immediately knew I was going to be playing it. I cannot wait to start bashing with this demon.

As I just mentioned there aren’t a whole lot of creatures with six power floating around with the rotation of the Titans which is what makes this vampire worth paying attention to. Again, not only is it a bit bigger than the rest of the crowd it also has flying and one hell of an ability. If a 6/5 wasn’t good enough for you how about a 12/11? Attack with this vamp once and she is going to be able to pretty quickly go toe to toe with a Worldspine Wurm. Sure it doesn’t do anything immediately upon entering play but you can bet it is doing something the second you enter combat. Not only is it a notably strong body but it is going to turn all of your creatures –itself included—into absolute monsters. Necropolis Regent is definitely my favorite mono-colored mythic in the set.

Underworld Connections 

1bbEnchantment – AuraRareEnchant Land
Enchanted Land has “{T}, Pay 1 life: Draw a card”“If you need it, it’s available. The question is: how much are you willing to pay?”Illus. Yeong-Hau Han

This card is awesome mostly because it is so reminiscent of Phyrexian Arena. While being familiar it also different in several ways. First off the drawing is tied to a land. In some sense this is a negative in the sense that you are effectively losing one mana if you want to draw some cards. But with that being said it also allows for quite a few things. Being attached to a land also means you can do it at instant speed or in response to something, also allowing for potential Miracle triggers. Another big pro for this card is that you are in complete control for when you get to trade life for cards. Unlike Arena which will take that last life of yours regardless if you want it to or not, you can stop drawing cards whenever you like. If your life total is low this enchantment isn’t going to be grinding you that much closer to death. So again very reminiscent of the classic enchantment and like Phyrexian Arena you can bet it is going to be seeing constructed play. I know I want to abuse it.

When paired with a multicolored set this card might seem underpowered but there really are quite a few mono-colored creatures that are more than worth running a kill spell for. Depending on what archetypes become predominant after the release of the new set you can bet that people will be running atleast one these main board and maybe even a couple more in the side. Awesome kill spell that could trickle down to the other formats.

And those are just the mono-colored cards in this predominantly multicolored set. Be sure to check out Sphinxes, Demons, Gorgons, Oh My! Part 2: Multicolored Cards and Artifacts which comes out tomorrow! And you can check out the rest of the spoiler here, at MTGSalvation.com!

Ravnica Spoiler Review

HOLY CRAP. Return to Ravnica looks ridiculous.

While spoilers for the upcoming set have been slowly leaking out for the past month or so it wasn’t until a few days ago when the first of the month as well as PAX rolled around the corner when the first big batch of cards showed up. Among them are a quite a few brand new and awesome cards but perhaps some of the most exciting cards revealed so far are reprints.

That’s right. The Shocklands are back and with new fancy art. Only the first 5 are showing up in Return to Ravnica while the other five will be paired with their respective guild in Gatecrash. At first it seems a little ridiculous including these powerful lands in a Standard environment but without Fetchlands they are a little less ridiculous. With that being said though I would still absolutely love for Fetchlands to get reprinted in the next block. Fingers are crossed.

The Shocklands aren’t the only exciting new lands in the set either.

Return to Ravnica is debuting a brand new type of land called Gates. Gates are more or less your normal dual color tapped land except it has an additional type. Now while these lands are a little underwhelming compared to the Shocklands they are still incredibly important for several reason, most importantly, because it is a common. By making dual colored common lands Wizards has made it so that in limited building multi-colored decks will be significantly easier due to the all the lands you will be easily picking up in each pack. Now continuing off that, it will also allow players who are building on a budget to still really get the most out of the set and still exploit the colorfulness of the set without having to fork out tons for top tier lands. Lastly, these lands are going to absolute all-stars in Pauper. I have been hoping for some sort of dual colored land in the format (other than bounce lands) ever since first trying the format out and now I finally have some.

Out of the Gates and Shock-lands as well as all of the other lands available in Standard multicolored deck building should come with relative ease.

So the percentage of the cards spoiled so far that I am excited about is significantly higher than usual so I am just going to start at the top of the spoiler and just start going down it.

Jace, Architect of Thought 

2uu

Planeswalker – JaceMythic Rare+1 : Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
-2 : Reveal the top three cards of your library. An opponent separates them into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
-8 : For each player, search that player’s library for a nonland card and exile it, then that player shuffles his or her library. You may cast those cards without paying their mana costs.Illus. Jaime Jones #44/2744

New Jace! As disappointed as I was seeing that the new Jace was in fact not multicolored, my excitement about every other facet of the card outweighed that disappointment. First off we have to look at whether it passes the planeswalker test of being able to defend itself and here Jace gets an A for effort. While he cannot directly deal with any threats on the board he is able to shrink the attacks of any offenders with his plus 1 making him an ideal threat against decks with lots of smaller creatures. Now Wizards apparently realized exactly how much they love giving Jace an ability that is more or less a powerful draw spell from an eternal format. The Mind Sculptor had Brainstorm and the Architect of Thought has a mini Fact or Fiction. A -2 ability that is getting you at the most two cards is pretty dang good. Worst case scenario for Jace is throwing him out there when he isn’t really going to do anything and simply drawing 4 out of him over the next two turns. For 4 mana that is pretty awesome. Now his ultimate is one of my favorites seen on a planeswalker in quite some time. Being able to search your opponents’ decks in addition to your own for any spell to throw in your opponents face is too fantastic. I really want to see this new Jace paired with an Emrakul and used as a way to cheat that monster into play. While the Architect of Thought definitely is no Mind Sculptor he definitely brings a lot to the table and even though he can’t defend himself as well as others he is still a 4 drop planeswalker starting at 4 loyalty. Keep your eye on this bad boy for sure.

The next card isn’t nearly as exciting as Jace but is definitely one that could be a blast to play with.

Pack Rats paired with other fantastic and fun rats such as Ink-Eyes, Swarmyard, and Relentless Rats could make some incredibly awesome casual decks. I don’t really think this could be anything competitive but it would be a blast to play with. Rats for days.

Mizzium Mortars is pretty damn rad. This card shows off Izzet’s new mechanic and it is pretty awesome. Mortars un-supersized is a decent kill spell for 2 but once it is Overloaded it has the potential to completely wipe an opponent’s board. The versatility behind Mizzium Mortars is probably going to be enough to see it appearing in some Standard RDW builds.

Hey check it out Overgrown Battlement is being reprinted except it isn’t as awesome. Sweet.

Axebane Guardian might not be as effective as Overgrown Battlement it looks like there might be a couple of other exciting green defenders getting released in the new set so there is definitely going to be the potential of a green defender ramp strategy.

Joining the Guardian is Gatecreeper Vine which is able to fetch you some of those fancy new dual lands. Last time we saw these kinds of cards making it into constructed players were ramping into 15/15s and Eldrazi and what not. What can we ramp into this time?

Well we might not have any Eldrazi this guy sure is a worthy target. I mean you cast this monster and unless your opponent has an O-Ring in hand you pretty much win the game. 15 power on board for 11 is good but even after death he leaves you with 15 on board and that 15 is always attached to a trampling body. So for that 11 mana you are essentially getting 30 power with trampling. That’s alright I guess.

I kind of skipped over white due to a lack of anything too impressive yet but at this point it is definitely worth mentioning Selesnya’s mechanic, Populate. Populate lets you put a copy of any token you have on the field. When the mechanic was first dropped I immediately saw 1/1 spirit tokens and tiny humans and the idea of getting just another little dude wasn’t all that appealing.  But now we are seeing some big tokens. 5/5 tramplers and 8/8 vigilancers (it’s now a word) are definitely something I would be interested populating the field with. Populate is definitely going to be better than I originally predicted.

Now this card is definitely designed to fill the slot that Frost Titan had been holding onto for so long. Here is that control deck finisher that can single handedly shut down the field. Archon of the Triumvirate introduces us to the new Azorius mechanic, Detain and I am fan. While arguably less powerful than tapping down a permanent he is also able to shut down permanents with non-tapping activated abilities, *cough* guildmages and planeswalkers *cough*. This new Archon is able to shut down two at a time with double Detain and is attached to a flying body. This is a creature I can get excited about.

So we all know that charms are awesome. Instances with multiple abilities provide us with powerful and versatile spells. Sure some are less powerful than others but all are somewhat constructed worthy. Azorius Charm provides you with most importantly a removal spell that also can draw you a card or get you some life. If your field is set up well you could be looking at quite a bit of life gain for 2 mana. Not too shabby.

Carnival Hellsteed. Shows off the new Rakdos ability Unleash which is ok. It doesn’t blow us away but it could do some cool things. Regardless of whether or not you Unleash this bad boy you are still looking at a hasty first striking 5 or 6 power which is pretty good and pretty tough to deal with. Moving on.

Hey we got finally got the other half of Doubling Season after Innistrad’s Parallel Lives. Also it’s on a 4/4 body for 4 which is pretty neat. How neat is that?

Terminate is one of the best kill spells because for just two mana you can kill any creature. How do you top that? How about same mana cost except it also kills any planeswalker. While Dreadbore might not be at instant speed its versatility and power are going to make it an all-star in Modern, Standard and there is a very solid chance Legacy too. This card is probably not going to be less than 5 bucks at any point ever.

So a creature that makes all of your instances and sorceries cost one less is pretty damn good. That means that your Negates are one drops and your Searing Swords are Lightning Bolts. Now this ability on a 2/2 body for 2 is just too dang awesome to pass up. I love this card. Izzet is definitely shaping into one of the better guilds.

I doubt that Havoc Festival is going to be a hit in most competitive formats regardless of my love for it. With that being said I can see this card doing some work in an aggressive EDH or multiplayer build. Not a good card but a damn fun one.

Isperia shows off how much this set is apparently geared towards multiplayer. This sphinx is going to be so much fun to play with it. In multiplayer you are going to be more or less untouchable. In single player this card is going to more or less shut down aggro decks. Imagine having this dude on the field against Naya Aggro where you are looking at 2 or 3 attackers a turn or should I say 2 or 3 more cards per turn. This card feels like it is filling in the hole left by Consecrated Sphinx. Isperia is sweet.

Izzet Charm is awesome. It is definitely one of the more exciting cards in the set so far. It feels a lot like and functions very similarly to Fire//Ice. This one card is able to deal with small creatures, every other spell, and it can draw you cards in a pinch. Neither one of these cards is better than one another due to both being incredibly versatile and powerful but I will say that Izzet Charm is definitely at the same power level as the eternal staple. This card is going to do wonder’s in Standard, Modern, Legacy and perhaps even Vintage. It is an all around awesome card and just another reason to start worrying about UR Delver.

Lyev Skyknight is another example of the power of Detain. I can only imagine that this is going to help the outlook for UW Delver. This 3/1 flyer fits in way too well next to Delver and Restoration Angel. This card is powerful and works way too well in faster paced aggro/tempo decks. I like it a lot.

We were told Niv-Mizzet was going to be reprinted and we now we get to finally see the return of the brilliant dragon. So this new Mizzet is powerful and I love it but it really feels like Wizards took the original Niv and just kind of twisted things around just a little bit. The original read when you draw a card you deal damage and he had a draw ability but this new one reads when you damage someone you draw a card and he has a damage ability. Like I said it is an awesome card but it kind of feels like Wizards got lazy during the design process. With that being said this Niv is much more capable of machine gunning down an opponent’s army.  Unfortunately though you won’t draw cards for it. While his ability might be more powerful than the original he honestly feels a little underwhelming in comparison. Cool card but probably won’t make the biggest splash.

Blaze + Mind Twist = Rakdos’s Return. Cool card and likely to lead to a BR control build floating around. I feel like this shouldn’t be a mythic but then again I have yet to see it in play. Perhaps it will Shock us. Please forgive the pun.

Selesnya Charm like all of the other ones so far is going to rock socks. This one gets rid of a big threat, gives you a threat or makes one of your other dudes a threat. Versatile and incredibly fitting for the color combo. Good chance it will be seeing constructed play.

So apparently WOTC felt that green and white needed some sort of trump card against Delver and blue in general. Wizards also felt it was necessary to put this devastating ability on a one drop creature. They also felt it was necessary to make this one hell of a one drop by making the one mana casting cost even more flexible and by making it a 2/1. Green and White now have a powerful ability on a powerful creature for a dirt cheap price. Thank god it isn’t a human.

Also Cursecatcher is getting reprinted and is even easier to cast now. Hybrid mana rocks.

Darksteel Ingot and Coalition Relic should scoot over because there is a new 3-drop-mana-producing-rock in the house. And not only does this bad boy act as ramp but it also fixes the entirety of your mana base. Chromatic Lantern is more or less a Manalith with a Prismatic Omen mashed on top. I love that card so this new artifact is definitely one of my new favorites spoiled so far.

Even though only the first 70 cards of the set have been revealed so far I am pretty much sold on buying a box or two. Or five. Return to Ravnica is shaping into one of the most flavorful, exciting and all around kick ass sets to date for formats from Standard to Legacy to EDH.

For all of your RTR news be sure to tune into Power Cords! For a look at the entire Return to Ravnica spoiler head over to MTGSalvation or simply click the link here!

Should you buy: Magic the Gathering: Online?

Are you big into play the Trading card game Magic the Gathering? Is making that awesome deck too expensive? Do you find yourself wanting to play a round of magic but no one is around? If you said yes to any of these questions then you might want to look into purchasing Magic The Gathering: Online.

Marshal (PowerCords Editor) was able to talk me into buying this game for $10 bucks and trying it out. At first I didn’t really enjoy playing the game because I couldn’t come up with a good deck idea to start me off with, but Marshal was quick to tell me about being able to buy/trade for cards at a cheap price. When he told me that, I pretty much fell in love with this game. I then took the opportunity to find my favorite magic deck that I had made in real life and see how much it would be to buy all the cards for it. The deck in real life cost me at least $50 bucks, but as I was picking out the virtual cards the total came to $10 bucks.

I made the deck and put it together after a little while of getting use to the menus. I was then ready to test out the deck. Marshal was the only one that had the game and he wasn’t on at the time so I opted to use the “Games” tab. There were a ton of people on making new games and joining others. So it was easy to find a game and test out my deck. Unfortunately I don’t think I won my first game because I played a red white agro deck that was too quick for me. That didn’t stop me I just went and jumped into a new game. Also I’m not that into it but if you are there is an option for tournaments and drafts you can get involved with.

The one thing that I would change about this game is the menu system. I’m not sure what it is about it but I found it hard to navigate and get used to. It was also a bit confusing trying to construct a deck in the deck maker they have. Even with having played magic for a few years now I still found it difficult to construct a brand new deck on here, my opinion is to go to a site such as tappedout.net to build a deck and then go buy the cards and play the deck on Magic Online.

Being able to buy cards really cheap and being able to play whenever you feel like it is so great. Like I said if you are into playing Magic the Gathering trading card game then you should give this game a go. Feel free to add me, Schieds, even though I am not on much at the time being because I am still enjoying Diablo 3.

I will be working on a deck list article in the next week or so, so all of you will have the pleasure of seeing my creation, and if you want to try it out or give suggestions.

The LOW-DOWN is back

So the Low-Down has returned after missing last week but in lieu of our missed episode and the large abundance of exciting news from the San Diego Comic Con we have gone ahead and made a longer than normal episode to make it up everything. So check it out below and be sure to like and subscribe if you dig what you see!

MTG Deck Building: Solar Blaze

I am constantly on the lookout for that perfect synergy between cards that will lead to that next awesome deck. I have always been a mixture between Johnny and Spike so I am always looking for that perfect synergy that is cheap, fast, and efficient. With that being said I am also a college student who is on a relatively small budget. Because of this I have always been drawn to the Modern format. Standard only sees a small variety of deck archetypes and requires lots of spendy cards to be competitive and has a small card pool. The eternal formats both have that giant card pool and have some uncharted territory but again to have an adequate mana base in the format requires a couple hundred bucks alone. And then there is Modern. Modern is still a relatively new format and has a lot of uncharted territory and has yet to be truly defined. While the competitive decks do have spendy mana bases with shock and fetch lands you are able to put together an effective one with pain and bounce lands as well as with a couple of other hidden gems.

So as I have mentioned I am constantly making new deck prototypes on tappedout.com, constantly tweaking popular decks and designing new ones from the ground up. In all of my deck building experience I have been constantly drawn to one color threesome in particular: WBR. Before coming to love this wedge I really loved the color duos individually, and the cards that they brought to the table. Boros offered me Ajani Vengeant, Hide, Lightning Helix, Figure of Destiny, and Gisela. Orzhoz gave me Lingering Souls, Zealous Persecution, Seek, Castigate, Tidehollow Sculler, Angel of Despair, Unburial Rites, Debtors’ Knell, Divinity of Pride (one of my all time favorites), Unmake and Mortify. Rakdos provided me Blightning, Demigod of Revenge, Bit Blast, Falkenrath Aristocrat, Terminate, and Lavaclaw Reaches (I love my man lands). I spent a lot of time play testing each color duo seeing which was most efficient and effective and was not getting the results I had wanted from any of them.

BlightningDivinity of PrideHide (Hide/Seek)

I am a sucker for Reanimator. I first started Magic with a Coldsnap BU theme deck which gradually became more and more based around bringing back your dudes from your yard. Perhaps this bias towards the Legacy staple started with years spent playing Yu-Gi-Oh and the many popular reanimation spells that show up in every single deck. Now I realize how Goryo’s Vengeance and Emrakul make for a pretty powerful combo but I didn’t want a reanimator deck that relied solely on a combo to win. I wanted a deck that could potentially win without ever having to reanimate something but still had that option as a finisher. With that being said, BW seemed like the best place to start due to all of the great white reanimation targets and of course the full-of-value Unburial Rites and of course Lingering Souls. While BW was pretty awesome I pretty quickly realized I needed something else if I wanted my deck to hit that next level which was about the time I settled on throwing a bit of red into the mix.

Lingering SoulsUnburial Rites

So at this point I knew I was going to be rocking WBR and some sort of reanimation/graveyard theme. While I already had a suite of cool cards to use, I now had to search for powerful cards that provided some sort of synergy amongst the deck. With Unburial Rites and Lingering Souls in the deck it felt similar to Frites so I started there for inspiration. Unfortunately much of the synergy in Frites came from green cards, the last possible color I wanted to include. But despite color differences it is easy to understand what fuels Frites which are cheap spells which net you cards and dump several more into the yard such as Faithless Looting. Unfortunately the colors I was going with did not have access to Mulch and Tracker’s Instincts but then again I was building a Modern deck with quite a large card pool. After a little searching I found myself exactly what I had been looking for. Burning Inquiry and Goblin Loreare the two cards which best fit what I wanted. Being able to draw myself three or four cards for one or two mana is pretty good. Now the random discarding could be construed as a negative and at first it was but that amount of draw power for so cheap was too powerful for me to ignore.

Burning InquiryGoblin Lore

The key to using cards like these is to still be able to get some value out of cards put into your graveyard. Unburial Rites, Lingering Souls, and Faithless Looting are all once again perfect here because of flashback. Even if they do get randomly discarded you are still able to get some value out of them. In this sense your graveyard essentially becomes an extension of your hand. With Burning Inquiry you are essentially playing an Ancestral Recall because you are still able to play everything you discard on top of dumping your reanimation targets.

When it came to creatures to reanimate I had to make the biggest cuts. For the vast majority of the deck I was able use the exact cards I wanted but this one area –excluding lands– was where I had to make a few exceptions. As powerful as fatties like Empyrial Archangel and Inkwell Leviathan are, I really wanted to only use creatures that I would be able to hard-cast. Ideally I would be running four Griselbrand, Ionas, Elesh Norns, Titans and Wurmcoil Engines but unfortunately my budget didn’t extend that far. I wanted powerful reanimation targets where hard-casting was not out of the question. As awesome as Artisan of Kozilek and It That Betrays are it is simply unrealistic to plan on ever seeing come into play from your hand essentially making it a dead card unless it was in the yard. Ultimately I settled on Yosei’s in honor of another one of the decks main inspirations, Solar Flare. Yosei is powerful and cheap enough to cast regularly and your opponent can’t stand touching it without getting his or her field shut down. To round out my budget ensemble of finishers I included Britney Spears, Sheoldred and the powerhouse which is Akroma. The Angel of Wrath might not be as great as Sphinx of the Steel Wind but flying, vigilance, haste, first strike, and trample essentially gives your opponent an option: draw your Path to Exile or Day of Judgment or lose.

Yosei, the Morning StarAkroma, Angel of Wrath

When I had finished putting everything together I had found myself a faster and more aggressive form of Solar Flare. Due to the red splash instead of blue I decided to call my build Solar Blaze to represent my fiery take on the classic archetype. Solar Blaze provided me an incredibly aggressive deck with cards such as Lingering Souls and Bloodghasts that still had that powerful late game finisher. On top of all of this it still had powerful and consistent drawing power that let you dig through your deck efficiently and on top of the looting nature of these spells the deck is quickly able to recover from a Bojouka Bog or Relic of Progenitus.

Solar Blaze

Sorcery (18)

  • 4x Burning Inquiry
  • 2x Day of Judgment
  • 4x Faithless Looting
  • 4x Lingering Souls
  • 4x Unburial Rites

Creature (11)

  • 3x Akroma, Angel of Wrath
  • 1x Angel of Despair
  • 4x Bloodghast
  • 1x Sheoldred, Whispering One
  • 2x Yosei, the Morning Star

Instant (7)

  • 1x Hide
  • 1x Lightning Bolt
  • 2x Path to Exile
  • 3x Terminate

Land (24)

  • 2x Battlefield Forge
  • 1x Boros Garrison
  • 2x Caves of Koilos
  • 3x Evolving Wilds
  • 4x Lavaclaw Reaches
  • 1x Mountain
  • 3x Orzhov Basilica
  • 3x Plains
  • 2x Sulfurous Springs
  • 2x Swamp
  • 1x Urborg, Tomb of Yawgmoth

Sideboard (15)

  • 1x Lightning Bolt
  • 2x Tormod’s Crypt
  • 1x Blazing Archon
  • 2x Duress
  • 4x Blightning
  • 2x Volcanic Fallout
  • 3x Hide

While I am still fine tuning the list I have been very pleased with how it plays so far. I have only played several dozen match ups so far but I am able to consistently win or at least get my opponent to scoop as early as turn four or five but more regularly the deck sees victory around turn six or seven. Before designing this I was playing around with several different Delver builds and I had found that this new build was winning a few turns earlier than my Delver lists while being significantly more powerful in the late game. For right around $20 I am pretty alright with that. I am currently working on a couple videos showing off the deck in action but until then feel free to add me, SpacemanMars, and send me an invite over on Magic: The Gathering Online. I am always down for a couple games!

I am currently working on a couple videos showing off the deck in action but until then feel free to add me, SpacemanMars, and send me an invite over on Magic: The Gathering Online. I am always down for a couple games!

So what do you guys think of the build? How does it compare to Frites or Solar Flare? Any tweaks you would be sure to include in your own version? Let me know in the comments below!

The Best of M13

The entire M13 core-set has been officially spoiled. Not only is the set full of some incredibly fun and powerful reprints but a ton of new exciting cards as well. In lieu of discussing that last batch of spoilers for the set I wanted to instead talk about some the new cards that I am most excited about and that I believe to be the best of the set.

Ajani, Caller of the Pride

Perhaps the very best out of the set (or at least the most expensive) is the new 3 drop planeswalker. While blue might have gotten a little gipped this time around due to it to being overly powerful, cards like Ajani, Caller of the Pride might just be powerful enough to give Delver quite a bit more momentum. Ajani is not only going to be a hit in Standard and Modern but could very well make its way into some competitive Legacy builds. Ajani maintains the paradigm that all 3 drop planeswalkers are awesome.

Thragtusk

Thragtusk is ridiculous. This is a card that provides you with so much value that you have to run it. For five mana you are provided eight power distributed across two bodies in addition to five life. If you blink him with a Restoration Angel or Cloudshift, or even simply play a second one that you will be so far ahead it will be difficult for you to lose. While you aren’t provided as much power as you would be with a Wolfir Silverheart you are given a comparatively large amount of life on top of being semi removal resistant due to the 3/3 beast it leaves behind after death. Definitely one most powerful cards of the set that will be showing up in any and every deck running green.

Talrand, Sky Summoner

M13 debuts the first cycle of legendary creatures in a core-set since Tenth Edition and boy are those four drops spicy! Talrand is one of my favorites in quite some time and I so badly want to make an EDH deck with him as the commander. Talrand is fantastic because he is just so synergistic with everything blue does best. You could run 7 creatures (4 Delver and 3 Talrand) and still have a blue aggro deck simply because of all of your other spells. He turns all of your draw spells, cantrips, counters and bounce spells into flying threats. Perhaps he is less powerful than I originally thought he would be but he is still nonetheless still very powerful. Keep your eye out for this Merfolk.

Yeva, Nature's Herald

Out of the legendary cycle green got a pretty feisty creature as well. Yeva, Nature’s Herald is essentially a green Teferi. While it might not have all of the pros that make Teferi fantastic Yeva is at the very least is a 4/4 with flash for four and at her best she is one of the best green lords out there. While at first glance her ability might seem somewhat restrictive it really isn’t. In a format where green is one of the most predominant colors, Yeva really gives green an extra edge on top of being a decent sized body on top of it all.

Sublime Archangel

While white’s entry in the cycle, Odric, might be lacking it more than makes up for it with this mythic four drop. Imagine playing even one creature a turn until turn four where you drop this angel. Now even one of those creatures is going to swinging for four more than usual. Unles ofcourse you drop a Silverblade Paladin or Mirran Crusader at which point you are swinging in for a ridiculous amount. I don’t think this is a card I need to sell. This one is just an all around all star. Also on a last note, if you attack with just a Geist of Saint Traft he still gets the exalted bonus in addition to the angel. Just fyi.

Master of the Pearl Trident

The next on the list is really by all technical purposes a reprint but officially it isn’t. Master of the Pearl Trident might not have a giant impact on Standard but every other format just got Lord of Atlantis 5-8. The Lord is one of the best cards in merfolk decks so giving them four more copies of it is ridiculous. You can bet that he is going to be showing up in absolutely every merfolk deck out there.

Omniscience

Omniscience like the last one is a card which might not do a ton in Type 2 but in a larger format is going to blow things up. This card paired with Show and Tell, Eldrazi and other big reanimation targets allow players to cheat these cards into play and still get the triggered “When you cast this card” affect. ‘Your spells are free’ is too magnificent of an ability to get ignored regardless of how expensive it is. You can actually check out a Legacy deck list already abusing this card and winning tournaments here!

Jace’s Phantasm

A 1/1 for one is whatever. A 1/1 for one with a keyword ability is cool. A 1/1 for one with a keyword ability that becomes a dragon late game is awesome. For these next few months when M12 is still in Standard are going to lead to some ridiculously powerful illusion decks running Thought Scours and Jace’s Phantasms. Jace’s Phantasms gives these decks even more early pressure that flies, gets pumped by a Lord of the Unreal and becomes even more powerful late game. This very well could be the card that pushes illusions down into Legacy to be paired with Illusory Angel. Illusions are powerful and Jace’s Phantasm only continues to demonstrate that.

Slumbering Dragon

I don’t care what the ability is, a 3/3 with flying for one is going to be a good card. Slumbering Dragon is not only a fantastic piece of sideboard tech against creature based decks but is good enough to start its own archetype. I so badly want to build a RG mix with this bad boy and some of Innistrads distribute counter spells to quickly get this dragon into the red zone. This is a good card and I can’t wait to see it broken. Be sure to watch out for this bugger.

 

The last card on this list is another dragon, ThuThundermaw Hellkitendermaw Hellkite. Wow this card is sweet. Whenever you play this creature there is going to be a very solid chance that you are going to be looking at a ton of dead spirits and a couple dead BOPs right before bashing your opponent for five. OR your opponent isn’t going to have any flyers and they are simply just going to take five. See the beauty of this card is that he is cheap, powerful, and fast and top of all of that he has a great offensive and destructive ability. In core-sets and most sets in general we are used to seeing a very Timmy-esque mythic dragon that never sees any competitive play. That pattern end with Thundermaw Hellkite.

So out of all of the new cards printed in M13 these are the ones I believe are the most powerful and are the most likely to be abused and played. There are several exciting reprints returning to the set, some more recent than others but all are going to have a heavy impact on the Standard environment. Here are the five best reprints in M13 according to Marshal.

Vampire Nighthawk

Vampire Nocturnus

Serra Avenger

Rancor

Garruk, Primal Hunter

All in all M13 is a great set. It adjusts and expands the competitive scene while introducing and reintroducing some of the most fun cards in Magic history back to the game. I am very excited to be playing this set and I am pretty sure this is going to be a blast to draft.

So what cards are all of you most excited about from this set? What’s your favorite new legendary creature? Who is better the new Ajani or the new Liliana? Leave your thoughts in the comments below!

M13: The Fun Core-set

A handful of new spoilers have show up for the upcoming core-set, M13. Lately we have been seeing a lot of awesome reprints. Wizards finally reconfirmed that the classic M10 dual lands are showing up in M13 meaning we are going to going into Ravnica with a dual land for every color combination. Having a land for every color is also going to be pretty important when playing this bad boy.

Door to Nothingness, the classic Timmy artifact is making a return with some brand new art. While definitely a fun card I am not exactly sure on how much tournament play it will see. With the loss of Primeval Titan ramp decks have lost a lot of their power and finesse. I am not saying titanless ramp decks aren’t a possibility it just means they will be less effective. But then again based on all of the other ramp spells we have seen in M13 alone is enough to make a ramp into Door strategy plausible. Door to Nothingness is a fun card but we are looking at a Standard environment where there is a possibility that it will works wonders. Only time will tell.

Speaking of awesome artifacts…

God I love this card. This is a card like Door to Nothingness, meaning that they are both incredibly fun but unlike Door it is powerful enough to show up in the competitive scene. I have recently designed a Modern Reanimator Aggro deck running three Akroma, Angel of Wrath as a finisher and let me tell you she is one hell of a finsher. A 6/6 body is pretty good but paired with flying, trample, vigilance, haste, first strike, pro red and pro black is pretty close to perfect. Now imagine all of your tiny humans and tokens with flying, trample, vigilance, haste, first strike, pro red and pro black. Akroma’s Memorial is definitely not the right finisher for every deck but in aggro decks or faster creature based decks the Memorial is right at home. I have messed around with making an Edric Aggro EDH deck and I found that every time the Memorial resolves you win the game. It was a sure enough guarantee that I started running a Treasure Mage simply to another way to fetch it. While it is arguably no Elesh Norn it does do a handful of things that the Praetor cannot. Keep an eye out for this card. It might be just one more reason to keep that Ancient Grudge in the main board after rotation.

Sweet, Delver decks are still a big problem. While most commonly paired with an Aether Vial, Serra Avenger is definitely still a threat without one. I mean I don’t think I really need to try to sell anyone on the power of this card. Two mana for a vigilant 3/3 with wings? This really is perfect for those Delver Tempo lists. Turn one Delver, Turn two and three punch your opponent in the face, turn four play Serra Avenger with Mana Leak counterspell or answer mana up. Serra Avenger is entering a Lightning Boltless Type 2 environment which is the go to answer and the biggest threat to card. Without that classic burn spell to keep it in check, Delver with Avenger is going to reign.

While technically not a reprint, this next one really is a reprint.

Same casting cost, same power and toughness, same type and same exact ability? It’s the same card. Except for it’s not and now we are going to be playing against merfolk decks running eight Lords of Atlantis. I don’t really understand why this card is being printed. Have you ever looked at merfolk and thought, “gee, this tribe could sure use some more lords,”? No one has. We have seen with the Lord of Atlantis that this is a good card. Perhaps WOTC wants merfolk to replace the role that illusions played in the last core-set? It’s not unfeasible with cards like Talrand and Augur of Bolas that we are going to playing less creature oriented merfolk decks and more instant and sorcery ones. That would actually be really cool. Perhaps Wizards has re-made an old and stale card in the urge to push people towards a new take on the archetype? Well played, WOTC.

Omniscience 

7uuu
Enchantment Mythic Rare
You may cast nonland cards from your hand without paying their mana costs.

Now this is a card I have wanted to see for quite some time. ‘Your spells are free” is just way too powerful for my inner Johnny to ignore. While this card might not be great in Standard it is just looking to be abused in Eternal formats and even Modern potentially. While the casting cost is pretty high it is really the ultimate enchantment and can be cheated out with Hypergenesis, Show and Tell, Academy Rectors and Lost Auramancers. This card feels like the new Hive Mind because you don’t win once it played but the second after you play your next spell. Imagine getting this out there and then casting Emrakul and a couple other things. Your opponent goes to counter something and you cast Force of Will for free without paying life or discarding another card. And then your next turn you play Progenitus. This is a card that is potentially powerful enough to squeeze in between Emrakul and Progenitus in Sneak and Show decks. Imagine how much fun it would running Teferi or Jin Gitaxias or really any powerful card with flash with this. At the end of your turn I am going to flash in Teferi and than I am going to flash in my Emrakul. I can’t wait to abuse this card.

I can’t help but think of Smaug when looking at this card

So you know how no one really cared about the green Miracles? That’s about to change. While at a quick glance it appears to be pretty cool piece of side board tech against aggro decks my inner Johnny sees a crazy one drop ready to be broken. So picture this hypothetical for me real fast. Turn one Slumbering Dragon. Turn two or three reveal Revenge of the Fallen and bash your opponent for nine in the air. It’s not just Miracles that do work for Slumbering Dragon either. The Innistrad block gave us several green spells with lots of counter distribution such as Increasing Savagery and Hunger of the Howlpack meaning that there are a handful of spells that rather effectively awaken your dragon. I am thinking about pairing this red green combo with a little blue for Delver and trying out a Standard take on the always fun RUG variant. Slumbering Dragon is definitely going to be a fun card with great flavor as well as one that is powerful enough to see some play. Also did I mention it’s a 3/3 flyer for one?!

Thundermaw Hellkite 

3rr
Creature – Dragon Mythic Rare
Flying
Haste
When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures.
5/5

This is another red dragon that is going to be pretty fantastic against anything spirits or tokens. So right off the bat I want to point out that he is a hasty flying 5/5 dragon for five. While the body is standard size for dragons haste is usually only seen on spendier dragons or more vanilla ones making this powerful dragon fast and cheap on top of effective. This is going to be a ridiculous finisher not only for RDW but also for RG Aggro and definitely even some Naya builds. Not only does it shut down your opponent’s field for a turn but it is going to be swinging in for five damage the turn it hits play. Not only that but it also opens the field up for all of your other attackers. While it might not do a whole lot after that first turn it is still going to be a flying 5/5 whom your opponent is not going to want to Vapor Snag. Definitely a sweet card and a powerful finisher which might even see some play in Modern.

Earlier this week a 0/1 goat token got spoiled and there was a lot of rumors of Springjack Pasture getting reprinted but it looks like we got something even more fun.

Trading Post 

4
Artifact Rare
1{T}, Discard a card: You gain 4 life.
1{T}, Pay 1 life: Put a 0/1 white Goat creature token onto the battlefield.
1{T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
1{T}, Sacrifice an artifact: Draw a card.
Illus. Adam Paquette #220/249

While definitely not a blaringly good card it is one that when used correctly could provide some good results for players. The only deck I can see really being able to abuse this card are Control decks that run a decent balance of artifacts and creatures to get maximum value out of this card. It will definitely be powerful in these few months before rotation while Wurmcoil Engine is still the go to finisher due to him being able to fill either role of the last two abilities. Imagine having this on the field and simply recycling your Wurmcoil tokens to re-buy the same Wurmcoil and cast it again and again. I know I keep saying this but this card is going to be really fun to play with but also could potentially an awesome toolbox.

The last card I wanted to mention is one which is alright but might imply something more exciting.

Hellion Crucible 

Land Rare
{T}: Add 1 to your mana pool.
1{R}{T}: Put a pressure counter on Hellion Crucible.
1{R}{T}, Remove two pressure counters from Hellion Crucible and sacrifice it: Put a 4/4 red Hellion creature token with haste onto the battlefield.
Illus. Trevor Claxton #226/249

Hellion Crucible is an alright card which might give RDW a little bit more steam. I am always a sucker for mechanical lands like these but thing about this card that I like the most is that it probably means we are going to see a mechanical land for the other colors as well.

M13 looks is doing a great job building a core-set with a lot of flavor, power, and fun. They are giving players cards that have been awesome in past as well as making new cards which are going to be just as fun. This is definitely the most excited I have been for a core-set ever.

So with only fifty or so more cards to reveal how are you guys feeling about M13? Do you love it or hate it? Do you think we are going to be seeing a mechanical land cycle? Leave your thoughts in the comments below!

 

Kyle on a Power Play?!

Kyle makes his debut appearance in the Power Play series in Power Play: Episode 7! Schieds and I play a couple games together, trying out Kyle’s classic Scarland deck. While this video is edited in the classic Power Play style we are discussing doing full length videos of matches in the future. Be sure to add Kyle (schieds) and myself (SpacemanMars) on MTGO and like always, if you like what you are seeing be sure to like and subsribe!

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