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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Soul of New Phyrexia
Image from Wizards.com

 Soul of New Phyrexia
- M15

Reviewed July 22, 2014

Constructed: 3.90
Casual: 4.20
Limited: 4.50
Multiplayer: 4.10

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 

BMoor

Deck Garage

Soul of New Phyrexia
I'm still upset about losing Mirrodin.
Constructed- 0
Casual- 0
Limited- 0
Multiplayer- 0
 
...okay, but seriously, this is a pretty solid card. A 6/6 trample for six mana that any color of deck can play is pretty nice. Green will usually have better stuff, but blue isn't likely to, and white might not. Besides, the ability to make your half of the board indestructible right down to the lands will be pretty nice in certain combos with "destroy all" cards, or even just for making a complicated combat one-sided. It takes a lot of mana to activate that one, but I can't think of any other card that does it, so somebody will find a use for it.

Constructed- 2.5
Casual- 3.5
Limited- 4
Multiplayer- 3.75


David Fanany

Player since 1995

Soul of New Phyrexia

It would have been cool to say that I can recognize elements of all the Praetors in this art, but the most prominent one is Elesh Norn's headdress, and possibly Urabrask's powerful front legs. Of course, they might also be hinting at who's winning the power struggle back on New Phyrexia. This card's game text is fittingly scary and intimidating. Can't kill it on your turn after they cast it? Then there's a good chance you never will. Even if you did, your opponent gets a guarantee of one "free" turn at a later date. And while Revoke Existence and Unravel the Aether are certainly around and certainly worthy cards, that leaves like three colors that will be in trouble . . .

Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is Soul of New Phyrexia which is a six mana 6/6 artifact with Trample, for five mana makes all permanents you control Indestructible until end of turn, and for five mana can be exiled from the graveyard for the same effect. This is a very powerful card if mana can be kept available to use the effect, though an opponent responding to it or the trigger are mitigating factors. The effect can be very useful, particularly from the graveyard as it may be overlooked by an opponent if discarded, and with the colorless Trampling body it is very likely this will see play across current formats.

In Limited this is a first pick in Booster barring extreme circumstances as it is both a game dominating card offensively and defensively as well as having value as a rare draft. Any deck in Sealed can play this and in a likely multicolor build there are no color limitations to prevent having this reliably hit play on turn six or later. One of the top cards in the set for Limited and one that works alongside any earlier or later picks.

Constructed: 4.5
Casual: 4.5
Limited: 5.0
Multiplayer: 4.5

Mattedesa

Deck Garage

Soul of New Phyrexia

Sometimes it's easy to look at a creature's special abilities and almost forget about the basic abilities and power/toughness. I was guilty of this at first when looking at the new cycle of "Soul" cards. I saw a set of mythics that had expensive activated abilities and I thought they were pretty poor.

The truth is, that this guy is a 6/6 trample for 6 mana. Six colorless mana - meaning it can be used in any deck. Regardless of anything else, that's a pretty good beater that an opponent has to answer quickly. A lot of times, swinging for 6 trample every turn is going to be plenty powerful enough to take someone down.

The other abilities are just extras. If you get to untap with the Soul, you can keep 5 mana showing to ward off any destroy abilities your opponent may want to use while you keep beating your opponent down. If they somehow catch you without 5 mana to spend and they get him in the graveyard, he can give his last hurrah from there to protect the rest of your creatures.

The biggest enemies of Soul of Phyrexia are the exile effects. His indestructible abilities don't help with that, and he's not able to do his work from the graveyard. But everything's gotta have a weakness, right?

Constructed: 4.5
Casual: 4.5
Limited: 5
Multiplayer: 4.5


Michael Sokolowski

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 smash face.

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 other threats.

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.)

Constructed: 4
Casual: 4.5
Limited: 4.5
Multiplayer: 4


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