Judging Judgment, Part 2 - Constructed Flops By John Hornberg
5.16.02 I’m going to take this
opportunity to take a stab at someone who deserves it…
repay a little favor of mine, and release some of the
anger that’s been building up in me for the last three
months. (Before you read this little rant, I suggest that you
read this so that you know what has sent me into an
uproar: http://www.teamacademy.com/article050902kurt.html) Look, Fat Man Hahn, I am no fraud. I am a well-read
person when it comes to the net, and I can say that your
writing is sheer and utter crap. I find it wrong how you
talk so low of everyone and everything relating to
Magic, yet write so poorly for a site that appears to
have never contributed one bit to the Magic Community in
any positive sense. If you have such a problem with the writers for M:tG
on the net, then by all means, I welcome you to do
something about it instead of criticize it… not that
you really could, being a writer of such a low repute. Okay, my public service announcement is finished,
anyways ... *Puts on Hard Hat, and steps behind a wall of
sandbags* I’m wearing this hard hat, and hiding behind the
sandbags for two reasons. The first one is because of
the response I got on Part 1. It was overwhelming, and it amazed me how many people
not only read it, but provided me with comments for me
to read. That’s what I spent almost an hour and a half
doing on Thursday – reading, every non-junk e-mail I
got, and responding to what I could. One general thing I want to state – I am now aware
of the combo with Wormfang Crab, and the Invasion CIPT
lands (CIPT = Comes into play tapped.) I like Upheaval
more, because it’s so much fun… It’s always good
to stun an opponent with a stupid as hell combo. I even got the last article posted on Brainburst,
which is a big step for me, especially since I’m using
their spoiler in the first place to formulate my
analysis. Props to Chedy for linking my article, even if
it was only for two days. The second reason for the equipment is for some of
the cards I flop in this article. Some of them have been
receiving a lot of hype as really great cards, or cards
that have an effect from something in the past (Mist of
Stagnation), or cards that people just think are really
good. One of the major problems Judgment has is broken
cards, with outrageous casting costs. Many really good
cards would be amazing if they did not cost five mana
and up. That is the tragic part about this set, The greatest display of this callousness for decency
is with Mirari’s Wake (3GW – Enchantment – All
creatures get +1/+1. Whenever you tap a land for mana,
add one mana to your mana pool of any type that land
produced.) Mirari’s Wake is a very good card, but at five mana
there is no place for it in any format. By the time you
would be able to effectively drop this card in Type II,
you either be mobbed by green and red weenies, or be
controlled to death by counters and bounce spells. Mirari’s Wake, to be truly good, needed to reach a
compromise of sorts. It needed to loose one of its two
abilities in order to lessen its casting cost to 1GW. As
it stands, the card cannot be any cheaper, because it
provides two great perks for five mana, and to lessen
the casting cost, and keep the card the same casting
cost would be nuts. On top of being an overcosted card, it is also very
situational. It would only be needed in a select few
decks, and those select few decks right now, have better
options. There is no need for Green and White to have a Mana
Flare type card anyways, let alone one that costs too
much. It would only be good at making something like
Crush of Wurms come out a little bit faster, and that is
something that Vernal Bloom will do quite nicely. Vernal
Bloom drops a turn earlier, at the drawback of effecting
all forests, and only effecting forests. - Another major disappointment in Judgment is a very
unlikely card. Mist of Stagnation is a card that has
seen a lot of hype as “the New Stasis.” (3UU –
Enchantment – Skip your untap step. During each
players upkeep, that player untaps X permanents, where X
is the number of cards in each that players graveyard.) The way this card reads, it doesn’t seem bad. It
has certain flaws in its construction that make the card
a relative flop, and an extraneous card. The first major problem with this card is its casting
cost. One of the key reasons why Stasis was so good was
that it was cheap, and it stopped speed. Stasis also
could be dropped late in the game to be able to lock
down an opponent, and be able to pay its upkeep for a
little while, because it was so cheap. Mist of Stagnation is neither. It doesn’t stop
early speed, and certainly isn’t as cost effective as
Stasis was. Another key problem to Mist of Stagnation is its
drawback. I understand that Judgment is bringing us Rat’s
Feast (XB – Sorcery – Remove X cards in a single
graveyard from the game) and Grip of Amnesia (1U –
Instant – Counter target spell unless its controller
removes his or her graveyard from the game. Draw a
card.), which are some great cards to supplement Mist of
Stagnation. The major problem to drawback is that it is only good
for combos. You need to pull some rabbit out of your hat
to make the card worth it. Like all combos, it will be
inconsistent, and marginally unreliable. This cards hype will continue until Judgment’s
release, and will fade as more people take the
opportunity to play with it. - Judgment brings to the table a wide array of
counterspells. New ones that do weird things are
starting to see a lot of hype, and some of them
deservedly so. One of these really hyped cards is Spelljack. (3UUU
– Instant – Counter target spell. Remove it from the
game instead of putting it into its owner’s graveyard.
As long as it remains removed from the game, you may
play it as though it were in your hand without paying
its mana cost. If it ha X in its mana cost, X is 0.) It has been talked of as a really great card, and on
paper it is. Still, there is a major difference between
paper and play, and this card is the perfect example of
that difference. Contrary to my co-worker Andrew Chapman’s beliefs,
I do not believe Spelljack is even worth a second look
in this set, and will be ignored in block, type II, and
limited. It is not amazing, it is not broken, and is
perhaps one of the worst rares in the set. Now, I understand what this card is capable of. It
can burn, and throw it back at an opponent. There’s a
catch to that: is 6 mana worth that extra 2, 3, or 4
damage to an opponent? It really isn’t unless it kills a creature, or
kills an opponent. Otherwise, it’s another card that
says “Counter target spell,” and is otherwise
forgettable. Realistically, this card could be used, but not in
any competitive deck that is pro-tour, or even local
tournament caliber. It won’t win you games, that’s
for sure. - Red seemed to be the color to get the most from
Judgment, getting three of the most god-aweful-most-broken
cards in the set in Browbeat, Anger, and Breaking Point. Unfortunately, red did get its share of crap in this
set. In complete contrast to Torment, the five main burn
spells in Judgment all cost too much, are too slow,
and/or are just pathetic when put up against their
counterparts in Odyssey and Torment. Ember shot (6R – Instant – Deal 3 damage to
target creature or player. Draw a card.) is even more
pathetic than Kamahl’s Sledge. For 7cc, you deal 3
damage, draw a card, and have no benefit at Threshold,
and no flashback. Is there something wrong with that? Are they trying
to take us as players for fools, or did R&D actually
think it would be broken for limited to make this card
cost 4R? Even 5R seems more reasonable. Nope, it had to
be 6R… I can drop Spiritmonger two turns ahead of this. I can deal 12+ damage with 4 Fiery Tempers and a Wild
Mongrel before I can play just one Ember Shot. Flametongue shoots the same creature for 4 damage a
full 3 turns before this, and will most likely do 12
more damage attacking if there is nothing else in play. This just fails to compare in constructed, and isn’t
even worth a second look in limited. We finally have a
card for block that is worse than Cephalid Snitch,
folks. That one card is not worth seven mana, and don’t
you forget it. Swirling Sandstorm (3R – Sorcery – Threshold:
Swirling Sandstorm deals 5 damage to each creature
without flying.) is also a flop. To put it mildly, anything you need to get threshold
before it will do anything is crap. No matter what it
does when you get threshold. It makes the card slow, and
the chances of it doing any real good is next to nothing
in this very fast type II environment. Lava Dart (R – Instant – Lava Dart deals 1 damage
to target creature or player. Flashback: Sacrifice a
Mountain) isn’t necessarily a bad card so much as it
is trumped by 5 or 6 other cards in Type II right now. Firebolt, Shock, Fiery Temper, Urza’s Rage,
Volcanic Eruption, and Engulfing Flames are all better
than Lava Dart, and would all see play in decks with red
over Lava Dart. It’s R for 1 damage counterpart, Engulfing Flames,
is clearly better because of the “no regenerate”
part of the card. Of course, 5 mana is a little
intensive for 2 damage (R for the casting cost, 3R for
the Flashback). Then we have Lightning Surge (3RR – Sorcery –
Lightning Surge deals 4 damage to target creature or
player. Threshold: Instead Lightning Surge deals 6
damage that can’t be prevented. Flashback – 5RR.),
our resident Rage-wannabe. To be a truly good card, it needs to cost 1 less or
be an instant, and needs to not be countered as well. As
it stands, it does too little for five mana, and for
red, which is going to be impossibly fast after
Judgment, will cost too much. Red will be unable to
utilize it’s Threshold effectively, because it will be
fast. It’s Flashback is like Chainer’s Edict, almost a
null factor, until the mana appears, and until
absolutely needed. Its flashback is a contradictory
statement to it’s threshold, and should never have
been there in the first place. This card is the best of the five burn spells in
Judgment, and even then it’s not that good. It is only
good for late game, which is a cardinal sin for any burn
spell. Last but not least, we have Swelter (3R – Sorcery
– Swelter deals 2 damage to two target creatures.) Swelter is a good concept, and a good burn spell for
the limited environment, potentially taking out two
creatures on the board. For constructed, though, it’s
slow, and it’s a sorcery. There are better things to
be done on 4th turn, or at any time in a fast deck. Swelter just has no place in constructed. - Another card that a lot of people have looked and
hyped is Hunting Grounds (GW – Enchantment –
Threshold: Whenever an opponent plays a spell, you may
put a creature into play from your hand.) Now, a killer effect for a low casting cost card, but
there’s a catch – you need threshold. Now, Wild
Mongrel sounds like the solution, but not necessarily.
When this hits threshold, what are the odds that you’ll
be able to drop a great creature every turn? What are
the odds this will stay in play to see threshold? There are too many questions for this card to answer,
not to mention the creatures green has and creatures
white has don’t exactly go together. Thus, the deck is
kind of crappy, with nothing going together. Hunting Grounds is also a dead card unless you reach
threshold, a major drawback to this card. This card also becomes like Standstill in a way when
you hit Threshold. If you hit it late enough in the
game, your opponent won’t have to play anything…
they can afford to sit around and not play spells. - Many of these cards have one under lying theme –
they all cost too much. I really think R&D could
have done a better job with Judgment. Instead, we are
forced to ignore their blunders, and swallow the
multitudes of crap they give us. There are other bad cards in this set - Filth, Golden
Wish, Treacherous Vampire… none of which are up to par
with the ground breakers in the set. The quality in this
set is really drastic – it is not consistently good
like Apocalypse, nor is it consistently bad like
Prophecy. It has its amazing peaks and amazing cards,
and its valleys of poor, high casting cost, and above
all useless cards. Oh well…. -John “The Happy Heretic” Hornberg I can be reached at HappyHeretic01@netscape.net for
any comments, suggestions, etc. Feel free to send
comments.
|
|||||||
Copyright 2001 Pojo.com
Magic the
Gathering is a Registered Trademark of Wizards of the Coast.
This site is not affiliated with Wizards of the Coast and is not an
Official Site.