This is a powerful planeswalker. At four
mana, Sorin 2.0 is perfectly positioned on the
planeswalker's curve-- more expensive 'walkers
never catch on, and cheaper ones never seem to
be powerful enough. But this one has all the
earmarks of a winner. His +1 ability makes a 1/1
token, an ability good 'walkers have employed
before, and his tokens have lifelink to extend
your survivability and improve their abilities
as blockers, to say nothing of their Vampire
tribal connections. His second ability makes
emblems, which means using it once gives you a
game-long benefit even if your opponent destroys
Sorin and all of your creatures. And because
Sorin 2.0 is the first card to make an emblem so
cheaply, it's easy to imagine a scenario in
which you've managed to make twp or three
emblems, giving every creature that comes down
afterwards +3/+0. At that point, every token
Sorin makes is on its own a dangerous threat, to
say nothing of any creature you cast. Compared
to that, the Ultimate ability is almost a
letdown, but being able to permanently steal up
to three creatures or planeswalkers? That's a
6-for-1 in terms of card advantage, and will
undeniably turn any game far in your advantage.
This is it. The big guy, the man himself, the
character who Innistrad's entire history
revolves around, and possibly the most
talked-about card in Dark Ascension. The next
Mind Sculptor and/or a possible flop, depending
on who you ask. I frankly see no need to be
negative about Sorin's second incarnation. Even
assessing him by the standards of recent
planeswalker cards, he holds up well: he makes
creatures who can defend him or attack, and
boosts your strategic position, reminiscent of
Elspeth or Garruk but in a color combination
that opens a variety of interesting strategic
possibilities. He tempts you towards playing a
black/white midrange token-using deck in almost
any format he's legal in; best of all, he does
so without being the dominating, universal
overshadower that the Mind Sculptor was.
"Example of great design" is not a phrase we're
used to hearing in connection with Sorin, but
perhaps we should get used to it.
Welcome back readers Sorin Lord of Innistrad is
an exceptional tool for black and white token
decks, serving a similar role to Ajani n in
early black/white token strategies Sorin can
creature tokens and then in turn pump all your
tokens with an emblem. In standard this will see
competitive play combined with the plethora of
powerful token generators and humans from
Innistrad and if all else fails this could be
slotted into current decks but In standard I see
it making more of a splash as a competitive card
in tokens. In extended and modern the same style
applies except token decks have a wider variety
of cards to work with a higher power level and I
see this card seeing play in this format as
well. In legacy and vintage it could see a small
amount of play but overall it doesn’t add much
to decks it could fit into and its unlikely new
decks would be made in these formats around it,
a solid card and a potential player however. In
casual and multiplayer I raved and chose this as
my favorite multiplayer card of the new set,
creating tokens and being able to pump them is
powerful and the ultimate is insane in casual
and multiplayer games. In limited this is a bomb
and I would first pick it almost every time and
build around it or find a way to splash it, it
is that powerful. Overall a card with a plethora
of casual and competitive uses and will see play
everywhere.
Today's card of the day is Sorin, Lord of
Innistrad is a four mana Black and White
planeswalker with three loyalty and three very
interesting abilities. The first makes 1/1 Black
vampire tokens with Lifelink which are an
excellent offensive or defensive card,
particularly with the large number of support
options available. The option of makin +1/+0
emblems is nice, though unlikely to be used
often outside of an existing token swarm that
can win the game in a turn or two. The ultimate
being able to steal three targeted planeswalkers
or creatures is a huge advantage and the +1
feeds into it nicely as defense or a final
attack against a weakened enemy. The biggest
issue with this Sorin is the opposing colors, so
few decks outside of Black/White tokens are
likely to take advantage of it, yet in that
build this is an excellent addition.
For Limited blending White and Black can be
problematic, but the first and last effects of
Sorin make the effort worthwhile. Token
generation is nearly always a huge advantage in
the format and having Lifelink on them is a big
issue for any opponent. The ultimate should win
most games if it is played and given the lack of
removal and production of tokens for defense it
is very likely to trigger. Even subtracting the
current price tag of the card he should always
be picked first when opening a pack and never
passed to use in your own build or to keep the
threat contained. In Sealed forcing both colors
or one as a splash should be seriously
considered as few cards can match the impact
Sorin will usually have on a game.
Welcome to the card of the day section here at
Pojo.com! Sorry you missed us yesterday, but we
are back today with a two-for Tuesday! And what
a two they are! Kicking things off is Sorin,
Lord of Innistrad. This revamped Sorin costs two
generic, a white and a black mana. Sorin enters
play with three loyalty counters. His first
ability is a plus one, and it puts a 1/1 black
Vampire creature token with lifelink onto the
battlefield. His second ability is a minus 2,
and gives you an emblem saying creatures you
control get +1/+0. His final ability is a minus
six, you destroy up to three target creatures
and/or planes walkers. Return each card put into
a graveyard this way onto the battlefield under
your control.
Sorin, Lord of Innistrad is awesome. Hands down,
such a great card. The fact that he can produce
multiple emblems, which is a stacking thing,
meaning activate that ability three times, you
have three emblems, and your creatures are
getting +3/+0. Then, he is able to produce an
army in which to defend himself, and they have
lifelink. But his final is where it is truly
epicness. Destroying three creatures and/or
planeswalkers, then gaining control of them
yourself. I mean whether it is one big creature,
a useful creature, and then a planeswalker, or
three planeswalkers, or even three creatures,
the creature advantage gained is tremendous!
Comboing his first ability is also very easy.
Building a deck with green in it with Sorin
could limit needing all three colors, so you
could well add Sorin to a two colored deck of
choice, either black or white with the green,
and then take full advantage of his abilities
with cards like Parallel Lives and Doubling
Season. Dropping Sorin while Doubling Season is
out means you can fire off the final ability
when he resolves (providing that no one takes
him out or lowers his loyalty first). That means
that your four mana could gain you three
creature, three planeswalkers, or some
combination therein. With either Parallel Lives
or Doubling Season out, when Sorin produces one
token, it doubles. Which is also incremental.
Meaning that if you can get more Parallel Lives
out or a Parallel Lives and Doubling Season, the
tokens double again!
Then there is the second ability. When combined
into the fact you are running very mean deck
colors in white and black, there are reasons why
that emblem is so nice. An army of pumped
vampires, and many have lifelink, or an army of
first striking soldiers, now getting even
bigger.
These things combine to truly make Sorin the
Lord of Innistrad!