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                            The Beginning of
                            the 7th Era 
						    Well, tommorow will be the first
                        day that the new base set, Seventh 
                        Edition, will be legal for Standard play.  It's
                        been two years since the last 
                        time a new base set was introduced, and it brought
                        changes like no Ball 
                        Lightning, Stasis, Nevinyrral's Disk, and Fallen Empires
                        storage 
                        lands......er, wait, forget that last one.  Sixth
                        Edition removed many 
                        staples from the standard environment, without bringing
                        many amazing cards 
                        into it, bringing Hammer of Bogardan and the Mirage
                        tutors as some of the 
                        only format changing cards.  Seventh Edition,
                        however, isn't removing many 
                        staple cards from the enviornment, Armageddon and
                        Vampiric Tutor being the 
                        only ones that I can think of offhand, but it does bring
                        many different cards 
                        from Tempest and Saga block that have some interesting
                        possibilities. 
                         
                            Back in the days of Tempest and Saga
                        block type 2, a deck type that never 
                        really became dominant, yet still showed up, was Burning
                        Bridge.  It used the 
                        combination of Ensnaring Bridge and Grafted Skullcap to
                        give you an 
                        additional card during your draw step, and also prevent
                        any creatures with 
                        power greater than 0 from attacking.  It also used
                        Null Brooch, allowing you 
                        to counter any non-creature spell with virtually no
                        drawback, considering 
                        your hand would be empty anyway.  For the kill, it
                        used Cursed Scroll, plus 
                        old fashioned burn, drawing 2 cards a turn from the
                        Skullcap, then throwing 
                        the burn at your opponent's head.  Seventh Edition
                        has brought back the two 
                        key components of the deck, Ensnaring Bridge and Grafted
                        Skullcap, allowing 
                        the deck to function essentially the same.  Two
                        reasons that this archetype 
                        may gain more popularity than it had during it's
                        original play are that one, 
                        the burn in the environment includes strong cards like
                        Urza's Rage and 4 more 
                        Shocks, in the form of Seal of Fire, and the other
                        reason being the dominant 
                        decks in the environment are very good matchups for the
                        deck, one example 
                        being Fires, which completely buckles to an Ensnaring
                        Bridge. 
                         
                            Some old favorites made a comeback,
                        bringing back memories from nostalgic 
                        players everywhere. The one that seems to have not been
                        improved on by the 
                        sets that followed it is Mahumoti Djinn.  In the
                        Sixth Edition type 2, 
                        post-Invasion, the blue fatty of choice for many control
                        decks was Air 
                        Elemental, an effecient 4/4 Flying for 5 mana, but with
                        Seventh Edition, 
                        Mahumoti Djinn gets +1/+2 for only one more mana. 
                        With alternate casting 
                        cost countermagic like Thwart and Foil, a 'Moti can be
                        cast on turn 6 to hold 
                        off assaults by Blastoderms and such, and still be
                        protected by one, and 
                        maybe even two counterspells.  This brings me to
                        another point, 'Moti can 
                        block bigger creatures, such as Blastoderm and
                        Flametongue Kavu, without 
                        dying, where as an Air Elemental would have to hold
                        back, or just trade with 
                        a 4/4.  I definitely think that 'Moti will see a
                        lot of play in type 2. 
                         
                            A card that I had completely
                        over-looked when I was going over the 7th 
                        card list was Sleight of Hand.  One day at the
                        local card shop, we had 
                        decided to draft 7th, and that was the first time I had
                        seen it.  There are 
                        different arguments as to whether it or Opt is better,
                        and I am still unsure 
                        of which is better.  The only advantage that Opt
                        has over Sleight of Hand is 
                        that it's an Instant as opposed to a Sorcery, allowing
                        you to hold back mana 
                        on your opponent's turn.  One deck that this
                        probably won't matter in is Blue 
                        Skies, in which Sleight of Hand will replace Opt almost
                        for sure, but in 
                        decks like mono blue control ("Chevy Blue") or
                        anything else with 
                        countermagic, it is very debatable.  Sleight of
                        Hand is a Sorcery, but it 
                        basically takes the guessing out of an Opt, allowing you
                        to look at the top 2 
                        cards of your library and choose one, instead of looking
                        at the top card, and 
                        deciding whether you want to take the next card, or take
                        that one.  A 
                        situation where this would be better are if you're mana
                        light in the early 
                        game, and you cast an Opt, finding a spell that costs 1
                        more mana than the 
                        mana you have availible both in play and in hand. 
                        You might be inclined to 
                        take that spell, and hope to draw into a land in the
                        next one to two draw 
                        steps, but with Sleight of Hand you can see the next
                        card, and if it's a 
                        land, take it, and if it's not, then you've gone through
                        one more card in 
                        your library, which is one more card closer to the next
                        land that you'll draw. 
                         
                            With US Nationals coming up in early
                        June, many people will be scouring 
                        to find the best deck with seventh edition, either
                        adding new additions to 
                        existing archetypes, or creating new ones altogether. 
                        Either way, I will be 
                        looking forward to seeing what proves popular, and what
                        ideas need to be 
                        thrown away. Happy testing! 
                         
						 
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