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Sunburst Rises in Fifth Dawn
Fifth Dawn Commons in Review
by Jeff Zandi
Two weeks ago, I was ranting about how
Relentless Rats represented a kind of
dangerously "easy way out" for the Fifth
Dawn development team. I was
prepared to hide under my desk and wait out
the nuclear winter that I
expected Fifth Dawn to bring about. Well
after seeing all the cards and
playing with the set, I can proudly say that
it's safe to play Magic again.
Fifth Dawn is one of the most dynamic sets
ever, proudly upholding the honor
of the best third-set-of-a-block sets like
Urza's Destiny and Apocalypse.
The first way that I, like many other Magic
players, get to know the new set
is to play limited games with it. I've
played some sealed deck with the new
cards and I've drafted with them as well.
I'm starting to get an idea of how
well the new cards play nice with the cards
from Mirrodin and Darksteel.
When I look at the cards from a new set, I
may be thinking about their
usefulness in limited formats first, but I
certainly am thinking about
constructed strategies to a certain extent
as well. When examining a new
set, particularly from a booster
draft/sealed deck perspective, I focus
first on the common cards. This approach is
important because no matter how
powerful or terrible the rare cards are in a
set, it's the common cards that
will make the biggest difference in your
draft and sealed deck strategies.
Scry and Sunburst are the two new abilities
premiering in Fifth Dawn.
Sunburst feels a little like Affinity to me.
I think I feel this way because
when I first saw Affinity I didn't really
think decks that concentrated on
Affinity would be very good. I was, uh, VERY
WRONG about that. In the same
way, I may be underestimating Sunburst.
Cards with Sunburst gain a charge
counter or a +1/+1 counter for each
different color (you only get to use the
five legal colors) of mana that you use to
cast the card. Scry is an extra
ability added to many cards in Fifth Dawn.
Scry acts like kind of a mix of
two great old cards, Impulse and Brainstorm.
When a spell with Scry has
resolved (the Scry ability does not trigger
if the spell it is a part of is
countered in some way) you get to look at a
number of cards from the top of
your library (two cards in most cases).
After looking at these cards, you
may replace them on top of your library in
any order or you may put one or
more of them on the bottom of your library.
It looks to me like Scry has
been added to a large number of basic cards
without adding an entire extra
colorless mana. To my way of thinking, the
Scry ability is always good.
Sunburst may very well convince everyone to
play five different colors of
mana in your deck, but I will need to see
this ability be more consistent
before I give Sunburst my blessing.
In this examination of the fifty-five common
cards from Fifth Dawn, I will
present the cards from worst to best in each
color. When the two of us were
ranking Darksteel commons a few months ago,
Neil Reeves said that he likes
to think of the cards as falling into two
categories, cards you should play
(in limited formats) almost all the time and
cards you should almost never
play. This is a simple and elegant method
that I will try to use this time
around, even though I am without the card
judging talents of Gary Wise's
favorite Cajun. Neil is busy this week in
Las Vegas where it has suddenly
become his job to help Dave Williams carry
around all his poker winnings.
In this first half of the common card
review, I will review all twenty
artifacts and the seven commons of my least
favorite color in Fifth Dawn,
red. I am splitting up this review between
today's article and next Friday's
because of the size. I also will present the
cards from the color I like
least in Fifth Dawn first, again, in an
attempt to save the best for last.
ARTIFACTS
Razorgrass Screen is the worst artifact
common in Fifth Dawn. For one mana
you get a 2/1 creature. What's the catch?
It's a wall. What's the OTHER
catch? You must block each turn if able. I
don't play Steel Wall all THAT
often, and I don't think the fact that this
card COULD possibly kill an
attacker makes it any better. This was
probably a decent card before they
added the part about forcing it to block.
Don't play this card.
Anodet Lurker is just another 3/3 for five
mana. When this updated Onulet
goes to a graveyard from play you gain three
life. Not good enough. You know
that Titanium Golem and the other five
casting cost marginal 3/3s that you
don't always play? Every one of them is
better than the Anodet Lurker.
Sawtooth Thresher, at six mana, is one of
the more expensive 1/1 creatures
that you are likely to encounter in Magic:
the Gathering. Oh, right, I
forgot, the Thresher has Sunburst, so he
COULD start out as big as a 6/6 for
six mana. Remove two +1/+1 counters from the
Sawtooth Thresher and the
Thresher gains +4/+4 until end of turn. Of
course, this is a +4/+4 boost
that really only nets you a +2/+2 effect.
Even if Sunburst becomes the new
Affinity, which I doubt, Sawtooth Thresher
is still likely to spend most of
his life on the bench.
Conjurer's Bauble costs one mana. You can
tap and sacrifice Conjurer's
Bauble to put up to one (so I guess you
could put back zero cards) card from
your graveyard to the bottom of your library
and then you can draw a card.
This effect, except in combo decks, is
largely meaningless, making this just
another one mana artifact that lets you
"cycle" it from play to draw a
different card. Every Spellbomb in a color
you could activate is much better
than Conjurer's Bauble.
Myr Quadropod is a 1 /4 Myr that switches
its power and toughness at the
drop of a hat. Actually, you have to spend
three mana. Nobody really cares
what you do with your hat. I WILL eat MY hat
if this card becomes a favorite
of the pros. Incidentally, this card
features the return of one of Magic's
greatest artists of all time, Christopher
Rush. Unfortunately, the art on
this card looks like it was drawn with
crayons. Is there a talented young
person in Christopher Rush's home doing the
old man's work for him?
Neurok Stealthsuit is an equipment artifact
for two mana that makes it
impossible to target the creature the
Stealthsuit equips. For two blue mana,
you can move the Stealthsuit at instant
speed, basically countering the
spell with which they are targeting your
creature. Except that GOOD players
aren't going to let you get that card
advantage with this card. Your
opponent will prefer the satisfaction that
this narrow piece of equipment is
in your deck and not theirs.
Sparring Collar is an equipment artifact for
two mana that gives equipped
creature first strike. For two red mana, you
can attach this card to a
creature at instant speed. This card is a
slightly better trick than the
Neurok Stealthsuit because nobody has to
play like a moron in order for this
card to help you. On the other hand, you
have to decide for yourself if the
occasional gift of giving a creature first
strike is a good enough reason to
put this card in your deck.
Opaline Bracers is an equipment artifact for
four mana. The Bracers have
Sunburst and give equipped creature +X/+X
where X is the number of charge
counters on Opaline Bracers. The good news
is this card equips for two mana.
If Sunburst is really good, then this card
becomes playable, but never
great. I wouldn't trouble myself with this
card if I were you. The casting
cost is the worst thing about this card.
Heliophial is a five casting cost artifact
with Sunburst that, for two mana,
you can sacrifice to deal damage to a
creature or player equal to the number
of charge counters on Heliophial. I found
this card too irresistible not to
try. I ran up to three in a draft deck, just
to try and learn something. I
did learn something. Even on the couple of
occasions that I managed to get
four or five charge counters on the
Heliophial, it was never convenient,
between its casting cost of five and its
activation cost of two, to really
abuse anybody with this card. Colorless
removal is hard to find, however,
and Heliophial can do that to limited
extent.
Myr Servitor is a 1/1 Myr for one mana. If,
at the beginning of your upkeep,
Myr Servitor is in play, each player returns
all cards named Myr Servitor
from his or her graveyard back into play.
Obviously this card could be good,
but you'd have to fill up your deck with 1/1
artifact creatures with no
special ability except to come back from the
graveyard occasionally. I think
there are lots of 1/1 artifact creatures you
would RATHER have in your deck,
like Arcbound Workers and Arcbound Stingers,
and, of course, mana producing
Myr.
Thermal Navigator is a 2/2 artifact creature
for three mana. You can
sacrifice an artifact to give Thermal
Navigator flying until end of turn.
While not very exciting, this is a card that
could give you an evasive
option when you need one late in the game to
get the last few points of
damage in there. This card is playable, but
certainly not a must play card
for limited.
Pentad Prism is a two casting cost artifact
with Sunburst. You may remove a
charge counter from the Pentad Prism to put
one mana of any color into your
mana pool. This is a helper card that can
aid you in your dreams of breaking
the Sunburst ability. On the other hand,
it's a mana helper artifact that
can only help you a maximum of two times.
How would you go about playing
this card over mana producing Myr, talisman
cards or even Darksteel Ingots?
I get why this card is good, but how many of
a card like this can you afford
to junk up your deck with? I'm basically not
interested in this card, even
though it can be useful as one-time mana
acceleration, helping you get out
an important five or six casting cost card
one or two turns earlier than
your opponent.
MUST PLAYS
Horned Helm is an equipment card for two
mana to you can attach at instant
speed for two green mana. Creatures equipped
with Horned Helm gain +1/+1 and
trample. Finally, a way to spread around
trample, the green capability that
would be most useful in Mirrodin limited
formats.
Battered Golem is a 3/2 Golem for three
mana. The catch is that Battered
Golem doesn't untap during your untap step,
but it DOES untap whenever
anyone plays an artifact. This card's power
to casting cost ratio is so good
that you have to include this guy in your
plans even with his untapping
drawback. The untapping effect could even be
a big advantage if either you
or your opponent are playing lots of
artifacts. Oh, right, I just remembered
that we're in the Mirrodin block.BOTH of you
are playing a lot of artifacts.
Baton of Courage is the first of the eight
Fifth Dawn commons that come
close to being MUST PLAYS in limited. Baton
of Courage costs three mana and
has Sunburst. You can remove a charge
counter from the Baton to give a
creature +1/+1 until end of turn. The best
part is that you can play Baton
of Courage as an instant. If Sunburst works
out for you, you may have a
colorless instant effect (even though
Sunburst cards have colorless casting
costs, they aren't REALLY colorless, are
they?) that could possibly give you
a three for one card advantage.
Suntouched Myr is a three casting cost Myr
with Sunburst that comes into
play with as many +1/+1 counters as you used
different colors of mana to
play it. This is a well balanced card for
many different kinds of decks,
whether you are representing ways to produce
all five colors or just a
tightly constructed two color deck or two
color deck with a slight splash of
a third color. The idea of dropping common
3/3 creatures for three mana
makes me feel like cozying up more to
Sunburst.
Wayfarer's Bauble is a one casting cost
artifact. When you spend two mana
and tap and sacrifice the Wayfarer's Bauble,
you get to search your library
for a basic land that comes into play
tapped. This card is an improvement on
a card like Rampant Growth. This card is a
great tool for your deck and will
replace a basic land to a certain degree. I
love this card and I think it
certainly is a must play.
Healer's Headdress is a two casting cost
piece of equipment that can be
attached to a creature at instant speed for
two white mana. Creatures
equipped with Healer's Headdress get +0/+2
and gain the ability to tap
themselves to prevent one point of damage to
a target creature or player.
Obviously this card makes the emerging
black/white archetype very good,
making the black player's Nim Lashers and
Nim Shriekers more dangerous even
in the presence of larger opponents.
Ordinarily, I don't fall for prevent
damage effects. I like this card because I
think the primary importance is
the 0/+2 pump up effect.
Skyreach Manta is a five casting cost
artifact creature with Sunburst AND
FLYING. Even in the decks of two color decks
with only three sources for a
third color, Skyreach Manta has a very good
chance to come into play as a
3/3 creature. Obviously, this card is
completely broken in the hands of a
wizard that knows how to produce any color
of mana.
Cranial Plating is clearly the best common
artifact in Fifth Dawn. For two
colorless mana, you get an equipment that
can be attached at instant speed
for two black mana and which gives the
equipped creature +X/+0 where X is
the number of artifacts that you have in
play.
RED COMMONS
Mana Geyser is the worst common in the worst
color for commons in Fifth
Dawn. Mana Geyser is a sorcery for 3RR that
adds a red mana to your mana
pool for every tapped land your opponents
control. Just how is a card like
this going to help you? A note to the design
team: if you make a Dark Ritual
cost five, it will probably never be worth
playing.
Spark Elemental is a 3/1 Elemental with
trample and haste for one red mana.
At the end of the turn, you must sacrifice
Spark Elemental. I want this card
to be good more than you could imagine. This
card is extremely efficient for
the cost. On the other hand, we're only
talking about three damage. Although
not very good for limited, I think Spark
Elemental will have a place in
aggressive mono red decks.
Screaming Fury is a sorcery for 2R that
gives a target creature +5/+0 and
haste until end of turn. This card is almost
good. Making this card a
sorcery sinks this card's usefulness,
turning a fat giant growth effect into
an iffy Monstrous Growth effect.
MUST PLAYS
Goblin Brawler is a 2/2 Goblin Warrior for
2R with first strike. The only
drawback of the Brawler is that it cannot be
equipped. Even without being
able to be equipped, 2/2 first striker for
just three mana is a very good
deal. In a red/green deck or red/white deck,
you will find that you have
plenty of non equipment ways to power up the
Goblin Brawler. But wait, stop
the presses, the five new equipment cards
that can be ATTACHED as an instant
can target the Brawler successfully. Very
tricky!
Rain of Rust may cost a lot, 3RR, but it is
still an instant and it still
kills an artifact, so it is STILL a must
play in any deck that can support a
double red costed spell. The alternate
ability of this card to destroy a
land is mostly laughable. Must play.
Krark-Clan Ogre is a 3/3 Ogre for 3RR. For
one red mana and the sacrifice of
an artifact, Krark-Clan Ogre causes a target
creature to be unable to block
this turn. This capability has late game
written all over it. At worst, you
have a 3/3 man, just fine for the cost.
Don't look at this card's evasive
ability as something you would need to do to
keep any of your opponent's
creatures from blocking. The power of this
card's ability is to make one
particularly dangerous blocker from
blocking.
Vulshok Sorcerer is the best red common in
Fifth Dawn. This is a 1/1 Human
Shaman for 1RR that taps to deal one point
of damage to a creature or
player. Vulshok Sorcerer also has haste. The
fact that a one toughness
pinger is the best red common in Fifth Dawn
should be all the proof you need
to see that red is the weakest color in the
new seat.
Next week, I will examine the best commons
that Fifth Dawn has to offer in
blue, green and black.
As always, I'd love to hear what YOU think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
Zanman on Magic Online
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