At last, we get to discuss the new World Soul
cards. And what better one to start with than
possibly the most dangerous (or at least sharp)
looking one, Soul of New Phyrexia.
Looking at the pure stats, we've got a 6/6
for 6. That's already pretty good. And it's got
Trample. That's even better! Just from the base
stats alone it's already playable, and the
colourless mana means that it's playable
anywhere. Any deck that needs a big guy at the
end can call upon the services of this Soul to
Now, I know what you are thinking. "A 6/6 for
6 artifact creature with powerful keyword
abilities and other neat tricks too? Oh god,
this is Wurmcoil Engine all over again!" Well
you can relax a bit easier, I don't think this
card is THAT powerful. Wurmcoil Engine was a
whole new level of broken, because you NEEDED to
answer it and then even when you did answer it
it just came back for more.
Soul of New Phyrexia can make all of your
stuff indestructible until the end of turn for
the moderately significant investment of 5 mana.
And that's pretty good. You could use that in a
number of ways. You could activate it on your
opponent's turn in response to their Wrath of
God or other removal, although it doesn't stop
exile effects like the one in yesterday's card.
You could alpha strike in combat with all your
guys, knowing that even if your opponent has
tons of deathtouch and Lightning Bolts your guys
will survive to swing again. It's a neat ace up
your sleeve to have.
You should basically consider the second
ability to be the same as the first, since it
basically is, but the fact that it can be played
once from the graveyard means your opponent
might forget that it's there allowing you to
spring it out of nowhere when they're not
expecting it and turn the tide of the game.
Really the only "weakness" of this card is
that artifact creatures are a lot easier to get
rid of than regular creatures, because both
creature removal and artifact removal will work
on them. But that's the price you pay for no
colour symbols in that mana cost. 5 mana for his
abilities is also a bit pricey, but in the right
situation can be worth it. Leaving 5 mana open
though gives your opponent a pretty good idea
what you want to use it for though, and might
prevent you from being able to cast some of your
But if you're already got Soul of New
Phyrexia out on the field, how many other
threats do you really need?
(Also, give yourself a pat on the back if you
got yesterday's Monty Python reference.)