Attention to Detail #33
Perfect Ten
by Jordan Kronick
August 4, 2006
It's been a few weeks since I last mentioned
the goings on with the Making 10th Edition votes and what
our next Core Set is going to shape up to be. Today I
thought I'd take some time to go over the changes we've seen
so far and those yet to come. 9th Edition has shaped the
Standard format for the duration of it's time with us. The
inclusion of the Urza's Lands, Wildfire and full array of
painlands have all given steam to some decks which would
otherwise never have existed. 10th Edition will do the same
thing. Long gone are the days when the contents of the core
set were just a sideshow next to the powerful cards of the
expansions. They're giving us a reason to crack
white-bordered packs these days. Let's see what's on the
menu.
When I last mentioned the Selecting 10th Edition vote, we
were headed into Week 3 with a decision between green
fatties. Anyone who's been following the voting knows that
Troll Ascetic won out over Ravenous Baloth and Erhnam Djinn.
Many agree that this is one of the most potentous votes so
far. There hasn't been a Standard format in recent memory
where a quality green creature – or the lack of one - didn't
make a difference, one way or another.. Although I
encouraged people to vote for nostalgia on this one and
bring in the Djinn, the people chose Troll Ascetic by a
hefty margin. I'm not particularly surprised. Ravenous
Baloth is made somewhat redudant by the presence of Loxodon
Hierarch. And the Ascetic never truly got time to shine
because of the presence of Affinity and Tooth and Nail.
Compare this to the Baloth who was stomping all over the
place for a full two years while Onslaught block was a part
of Standard. I certainly understand the vote, but what
ramifications does it have? Well, I think that it simply
adds fuel to a fire that has slowly been burning with
Moldervine Cloak. This one simple aura has proven that
making creatures bigger is not entirely the domain of
limited and casual games. With Silhana Ledgewalker, the
cloak found a happy target. Troll Ascetic plays the same
game. A cloak turns him into a huge 6/5 regenerating beater
that your opponent can't stop with anything short of the
Wrath of God. Is this combination going to propel the
Ascetic into a position of power? I don't think it has to.
Troll Ascetic is an excellent building block. Any
creature-enhancing card (Graft creatures, perhaps?) loves an
already-enchanced body to put it on. The Ascetic provides
this in spades. It greatly prevents two-for-ones (the bane
of all auras) with it's untargetability and regeneration.
And it has a size and cost that are hard to beat. While I
can't say for sure what Time Spiral is going to add to this
mixture, there's definite potential for the Troll to take a
strong point position.
The next big card vote came down between Loxodon Warhammer
and Empyrial Plate. My vote went for the Plate, but once
again I was in the minority. The Warhammer won by a hefty
62% to 37% margin. What is it about that elephant hammer
that people like so much? Trample, spirit link and a big
power boost are all great things. I think, however, that the
vote was weighted down by people who never got to experience
the awesome power of Empyrial Armor. The plate costs only
slightly more than the aura it mimicks, but in exchange you
get to reuse it if they kill the creature. Loxodon Warhammer
is never going to make it in Standard, but the Plate had a
shot. Do people really enjoy its presence in draft that
much? All I seem to hear are complaints about people who
open Warhammers and win drafts without thinking about it.
This is just going to have to be one of those votes that I
don't understand. I know what the consequences will be –
minimal – but the reasoning escapes me.
The Hammer and the Plate are two big splashy effects that
can turn the tide of a game. The next vote, from Week 5, was
about the smaller cogs of the big machine. Kird Ape pitted
against Mogg Fanatic. Two of the best 1-drops in the history
of Magic and we're forced to choose between them. 10th
Edition is already shaping up to be a dream for red players,
with Incinerate's return to the fold. This week, the players
chose to bring the burn up another notch by nominating the
Fanatic. Is this little goblin really that good? Some people
never got a chance to see the Mogg in action, and it's a big
hard to tell just how strong this card is. After all, Bile
Urchin and Frostling were printed only slightly over a year
ago and neither of them turned into a powerhouse worthy of a
vote. The answer, of course, is in the combination. Choices
are what make Magic a great game. And the more choices
(cards, turns, permanents) you have, the more games you're
likely to win. Mogg Fanatic could take down a 2-toughness
creature. It could take down a pair of 1 toughness
creatures. It could shoot an important creature at an
important moment or it could just throw itself at your
opponent's head for the point after touchdown. The
versatility of 1 point of damage wherever you want it is a
special thing. But this is so much more than just the
damage. Mogg Fanatic is a one-drop. And it's not one that
your opponent wants to trade for. That creatures situations
where the Mogg can get in a couple points of damage before
it's neutralized. Then it can create an unfavorable trade or
simply chump block for you. That's a lot of versatility for
one red mana. On the other hand, we've got Kird Ape. For the
past year, the Ape has had it's time to shine in Standard.
The existence of Stomping Ground has given us the return of
the turn-1 2/3. And has it mattered? Yes and no. Yes, the
Kird Ape is a powerful creature like it's always been.
However, it's power has been somewhat eclipsed. While
red/green loves the 2/3 for one, white/green has been taught
a new trick called the 3/3 for 2. Watchwolf makes Kird Ape
look positively silly. Any hope of a quick beating while
your oppnent stutters on 2-toughness creatures is lost when
the Watchwolf drops – half the time before the Ape ever got
to attack. Kird Ape is also pigeonholed into reg/green. It
simply has no use anywhere else. And while that combination
will always been very popular, it is by no means always the
most powerful. The Mogg Fanatic was the better choice here.
Both in terms of power and in terms of being the safe bet.
Stomping Grounds isn't going to be around forever.
After a week of voting on the small stuff, we were once
again given a vote on two big flashy rares. This time it was
the player-created vote between Forgotten Ancient and
Crucible of Worlds. Neither of these cards really got a
chance to see Standard play during their time. The Ancient
showed promise, but the presence of Astral Slide in the
format neutralized it to a large extent. The Crucible was
just simply never meant for the competitive side of things –
at least not without Strip Mine or Wasteland around. In a
close vote, the people chose the Crucible. It didn't bother
me too much, though I did pick the Ancient to win. All in
all, I'd be more happy to give Crucible a shot at long term
effect. In many ways I also think it represents a more
successful attempt at a player-created card. You Make the
Card was a learning process, after all. So what does the
Crucible bring to the table that it didn't bring a couple of
years ago? In a word, Dredge. I strongly believe that
Dredge-based decks are going to be right at the top of the
Standard metagame in the next year. The presence of Gemstone
Caverns (which allows for Dredge into and casting of Life
From the Loam on turn 1) seems to support this claim. The
Crucible might be a bit slow, but it replaces the utility of
cycling lands in many ways. Of course, the rumor is that
cycling could be a part of Time Spiral, so it may turn out
to be outdated yet again. The only other use for it these
days seems to be reusing Mouth of Ronom. Don't count on that
to burn up the PTQ circuit.
The second vote that week was between two blue powerhouses –
Time Stop and Spelljack. I voted firmly for Spelljack, as
I've always loved the card. It was a huge game-turning card
which makes Comandeer look pretty silly. The 6-mana cost was
high but not unreasonable. However, it was a product of
Judgement – a set which was released into an environment
still swimming with Counterspell, Undermine, Absorb and
Circular Logic. A 6-cost counterspell was simply
unreasonable back then. Nowadays, this may be less true. 6
is still a large number, but the effects have gotten larger
as well. There's very few cards worth Spelljacking in a
Psychatog deck, but Heartbeat decks are a whole different
thing, Of course, because I'm always on the losing side it
seems, Time Stop got picked over Spelljack. Time Stop is, in
many ways, the more powerful card. It has a slightly easier
casting cost and is one of those unique cards. It can do
things which no other spell can. It can simultaneously stop
spells, combat damage, abilities and even uncounterable
things from happening. Like lumber, it has a million uses. I
don't think the players will be unhappy with Time Stop in
standard, though I don't think it's ever going to attain a
huge position in Standard. Voidslime does almost everything
Time Stop does at half the cost. It's not exactly a Time
Walk, but it gets most of the jobs done. I'll be happy if
I'm proven wrong and the format is one where Time Stop
matters, but I wouldn't count on it.
Card Vote #8 was the big Dragon run-off. The choices were
between Brimstone Dragon, Clockwork Dragon, Crimson Hellkite,
Dragon Mage, Hunted Dragon, Rathi Dragon, Shivan Hellkite,
Two-Headed Dragon, Tek, Thunder Dragon and Volcanic Dragon.
I voted for the Thunder Dragon mostly because I'd never seen
the darn thing before. In the end the Shivan Hellkite won.
Does it matter? No, it probably doesn't. The only card on
that list with a ghost of a chance of making a dent in
Standard was Rathi Dragon. The Rathi had it's chance in 9th
edition and didn't step up to the plate unfortunately. For
that, it deserves to be benched. When it comes down to it
though, each of these cards is just a big flying creature to
open in draft and the question of which to put in 10th is
really a question of which do you want in draft. That being
said, the players probably made the right choice.
The ninth (and current) card vote is between Nantuko Husk
(scourge of the Standard scene at the moment) and Fallen
Angel – one of the coolest black creatures of all time. What
did I vote for? Well, the vote's still happening but I don't
mind saying I voted for the Angel. The Husk never really
struck me right as a fit for the core set. It's an extremely
swingy card and also one that had to be moved up in rarity
for inclusion in the core set. Fallen Angel can be swingy
too, but it's rare and rares deserve to be swingy. I have
one caveat to my voting, however. I'm voting this way
because I hope that perhaps we'll finally get the old
Legends-era Fallen Angel artwork back. If it gets voted in
and we're stuck with one of the more recent 7th or 8th
edition arts for it, I'll be disappointed. The reason that
Fallen Angel was so cool is that it was flavorful. A black
angel should be. The more recent art for the card struck me
as somehow incorrect. In neither picture did the angel look
particularly “Fallen”. And yet in Anson Maddock's original
piece, you see a creature of despair which is most
definitely fallen. Incidentaly, if you go to look at the art
to see what I mean, make sure you look at the Legends verson
of Maddock's art rather than the later versions. The colors
were meant to be more subdued, I think, and the piece just
looks better the way it did in 1994.
That's it for the card votes. Aside from those, there's been
a lot of art voting and land voting. And I have to say that
with very few exceptions, the players have made the right
choice on each of those. They may have a bit of trouble
knowing what the best card it, but they can sure pick the
prettiest. On that note, I'll leave you for the week. If you
haven't been voting in these selections, I urge you to do
so. It's a way of making Magic what you want it to be.
Whether you're voting for cards because they look cool or
because you want to dominate Standard with them for a couple
years, make your voice heard.