Attention to Detail #27
Recycle, Reuse, Renew
by Jordan Kronick
June 23, 2006
Hey there, true
believers. The new releases in the world of Magic keep
rolling out and it seems like just yesterday that Dissension
was shiny and new. And yet, the official previews for
Coldsnap are a mere 3 days away. We've even had one sneak
peek at a new Wrath-variant in the Pro Tour Charleston
coverage (if you didn't see it, I recommend taking a look).
With all the new stuff popping up, I thought I'd take some
time this week to look at new stuff that's old. What am I
blathering about? Why, Tenth Edition of course. Starting
last week (and continuing on every week for a while) on
Magicthegathering.com, the process of letting the players
choose some of the components of the next core set has
begun. At different times in Standard (the format most
strongly affected by the content of a core set), what cards
show up with white borders has a drastically different
effect. Sometimes there are powerhouse cards like Opposition
or Wildfire and they help define the format. Sometimes the
content of the current block is so strong that the core set
barely makes an appearance (like in the days of Astral Slide
decks). For what it's worth, I greatly enjoy the former.
We're at an interesting position in the Standard format for
the next two years as Coldsnap means that there will be more
cards legal in Standard than ever before. For a year of that
time, 10th edition will be part of that huge format. And I
would much rather see a huge format with a lot of
possibilities than a huge format full of cards that just
don't quite meet their potential. This week I'm going to go
through each of the cards which has so far been revealed to
be in the new core set and talk about what possible impact
they could have on the course of Standard. I'll be sticking
to things that are confirmed rather than suspected, but
there may be a bit of clairvoyant behavior on my part from
time to time as well.
The first vote for the players to make in the Selecting
Tenth Edition process was between two cards that have
mirrored each other since Alpha – Hurricane and Earthquake.
For two cards that are so similar, I have pretty strong
feelings in one direction about them. I really dislike
Hurricane. It has always seemed to me to be very off-color
for green to be doing large amounts of direct damage to
players. Sure, green is very good at killing flying
creatures. But far too often Hurricane is the killing blow
for a deck of fatties rather than an aerial defense.
Earthquake on the other hand is perfectly suited for red. It
kills non-flyers and damages players, both of which are
right up red's alley. Love them or hate them, they're both
iconic cards. And both of them have been out of Standard
since 7th edition. This is an important consideration for
another reason. When it comes to voting things into 10th
Edition, I'm going to be strongly pulled towards any card
that hasn't appeared since before 7th Edition to one that
has, because it means the former would be making it's first
appearance on Magic Online. Both of these cards are already
available (and pretty easy to come by), so that wasn't a
concern here. Of course, anyone who checked the site this
week knows that Hurricane got the nod from the players and
Earthquake will have to wait at least 2 more years before it
comes in again. So what does this mean for Standard? Well, I
think it gives green a big edge, of course. One of the
drawbacks of Hurricane is that the damage it deals to
players hits you as well. Sometimes this doesn't matter and
you can use it as a final kill card after getting ahead on
life totals. Sometimes it makes the card dead in your hand
as the flying armada reduces your life too low to make
effective use of it. Green has always had a plethora of life
gain cards, but until recently they've mostly been junk.
Stream of Life and Nourish haven't seen much tournament play
to say the least. However, one of the best cards in Ravnica
block (if not the single best) is a life gain card that
happens to be green. I'm talking about Loxodon Hierarch of
course. I think that Hierarchs and Hurricanes are going to
go together like peas and carrots in the Standard format of
the future (although 10th and Ravnica will only exist
together for a few months). It's hard to make predictions a
year out with 4 whole sets unknown between the two, but if
life gain continues to improve in such a way that it is
attached to aggressive creatures like the Hierarch, there
could definitely be something to be had. Of course,
Hurricane's main use is to destroy flying creatures. Green's
strength in a format is often defined by how well it can
deal with it's one big weakness – which is that it's dead
last in terms of creature control and also in the number of
flying creatures that it gets. The presence of Hurricane all
but negates the chances of a white/blue skies deck having
any impact in the same format. Although flying spot-removal
like Wing Snare is always around, it's the big flying-Wrath
that really strikes fear into the hearts of Skies players.
Hurricane has always had a bigger effect on the metagame
than it appears. Although it has never seen much play in
Standard, whether it exists or not will help define what
decks are playable and which are simply running the risk of
this one card tearing them to pieces.
Although only one vote has finished (the second vote – that
of Paladin en-Vec vs. Auriok Champion is currently running),
the first week of Selecting 10th Edition gave us 8 more
cards which are guaranteed to appear in the set because they
were chosen to receive new art in the upcoming core set.
Here's a quick rundown of those cards before I go any
deeper.
Lord of the Pit
Fountain of Youth
Howling Mine
Might of Oaks
Story Circle
Nekrataal
Vampire Bats
Incinerate
That's seven pretty awful cards and one pretty amazing
revelation. The revelation, of course, is Incinerate's
return to Standard. This card has not been Standard legal
since Mirage rotated out of the format in 1998. That's a
long time for such an iconic card. Incinerate was the
prodigy of Lightning Bolt. It cost an extra mana, but had a
slightly better effect. When it first appeared in Ice Age, a
lot of people complained that it wasn't very good because
Lightning Bolt cost only 1 mana. How little did we know that
both cards were undercosted. Since then we've had quite a
few instants that do 3 damage. Urza's Rage, Ember Shot,
Yamabushi's Flame, Sonic Seizure – each of these cards owes
its existence to Lightning Bolt and the quest to print a
balanced version. Incinerate's return to the fold is a
fairly momentous thing. For a long time, most people assumed
that Incinerate was gone forever and we'd never see 2-mana
3-damage instants without drawbacks ever again. We resigned
outselves to using Volcanic Hammer when we wanted to do 3
for 2. But no more. The existence of Incinerate in a format
is always a defining factor. Many formats have been defined
by what burn spells do and do not exist in them. Take a look
at Pro Tour Charleston this past week. While some people
focused on the incredibly powerful creatures of Ravnica
block, the winning team realized that the burn of this block
is absolutely top-notch. What is the leading burn spell in
Ravnica? Why, it's another 3-damage for 2-mana spell.
Lightning Helix, of course. In a world where playing
multiple colors is easier than playing a single color,
Lightning Helix is incredible and absolutely blows
Incinerate out of the water in terms of power. What will
happen when these two cards – not to mention Demonfire and
untold numbers of other burn spells from Coldsnap, Time
Spiral, Planar Chaos and Future Sight – exist together? Burn
is going to be huge. Will there be a strong red deck in
Standard during the time between 10th Edition's release and
Ravnica's rotation out of Standard? I guarantee it.
So what of the other seven cards that I listed? Can they
have an impact to even cast a shadow on the importance of
Incinerate? In every case I would say no. The only two cards
among them which have a shot of making it into the standard
format with any regularity are Story Circle (could a fine
choice against whatever red deck shows up to use Incinerate)
and Nekrataal. 'Taal hasn't made much impact since his
much-hyped debut in 8th Edition. The problem creatures
always seem to be one step ahead of him, and his relatively
fragile frame just doesn't seem to mesh with his 4cc these
days. I do not discount the possibility that Nekrataal will
find a home however. Sometimes a Dark Banishing is just what
the doctor ordered.
Lord of the Pit joins the ranks of Sengir Vampire, Force of
Nature, Shivan Dragon and Mahamoti Djinn as another big
iconic creature from alpha that makes its return to the core
set. Of all of these cards, Lord of the Pit probably saw the
least play – be it in tournaments or casual. He's never
really been a good card. He's not really a good card now,
either. But what he does have is style and history. Lord of
the Pit has never existed on Magic Online, and it makes me
very happy that he now will. Big demons with outrageous
upkeeps are a part of Black's nature. And it's a joyous
occasion that the original Demon returns to us. While I may
never actually use it in a deck (really – who would?) it
makes me happy to know that it will be out there.
Might of Oaks and Howling Mine are two cards that show up in
the core set with great frequency. Might, ever since it
first saw print during Urza's block and the Mine ever since
Alpha. Howling Mine had a big impact in the Owl decks
earlier this year. Will there be other chances for it to
shine in 10th Edition? No, I doubt it. Honestly, I feel that
Howling Mine should be retired for a time. It finally got a
chance to be big in Standard. Now that it's had that
opportunity, perhaps something else should get to play in
its place for a while. I'm not suggesting that it's too good
or that it should be removed forever. Simply that the
chances of Howling Mine ever having as big of an impact on
the format as it did this year are extremely limited. Owling
Mine took a lot of people by surprise, but the cat's out of
the bag now. As for Might of Oaks, it's never really been
great. It's a big favorite of casual players, though. And
it's also a very nice card to see in core set limited. It
can be incredibly swingy – often acting as a 7-point direct
damage spell for 4 mana – but it's a fun card and I'm glad
to see it coming back again.
That brings us to the last two cards on the list. First is
Vampire Bats. This card is now and always has been awful.
There's really not much more to say about it. It's not going
to have any impact on standard and probably won't see much
play in 10th Edition limited, either. It's better than
Plague Beetle at least. The last card is one that I've
always had an attachment to even though I realized it wasn't
good. Fountain of Youth first saw print in The Dark. One of
the reasons I loved it so much is that the art really evoked
the mood of the set. But the reason that we know Fountain of
Youth is coming back is that it's getting new art. Without
the cool look that I'm used to, I'm forced to examine this
card as a tool. And it's just not very good. It's a 0-cost
artifact, which is the right price for sure. However, the
life gain is so incredibly minimal that it could never have
an impact. The last time anyone though Fountain of Youth was
worth playing was when Ice Age was released and a pair of
Fountains was one of the only ways to keep Zur's Weirding
going indefinitely. These days we've got much better choices
for that duty (Skullmead Cauldron comes to mind). Fountain
of Youth is a bad card. But bad cards are inevitable.
The more recent card to be included will be either Auriok
Champion or Paladin en-Vec. Most people (including me)
believe that the Paladin is going to win this vote
heavy-handedly. It's a stronger card and it's done a lot of
cool things over the past year with it's best friend,
Umezawa's Jitte. I think a lot of people are going to
disappointed when it has very little impact on Standard
after 10th, however. It remains to be seen whether or not
white weenie can continue to march the way it has for the
past year or two. The one good thing I can say about the
Paladin is that with the inclusion of Incinerate, any
creature with protection from red is going to be an
important part of the puzzle in 2007.
That's it for this week. I'm going to make sure to keep
updating each week on my feelings of the votes that come
along and the votes that pass. I encourage each of you to go
to the site and vote for the cards you want to see. This
isn't a presidential election – your votes really do count!
Until next week, have a good one.