Jeff Zandi is a four time pro tour veteran who has been playing Magic since 1994. Jeff is a level two DCI judge and has been judging everything from small local tournaments to pro tour events.

Jeff is from Coppell, Texas, a suburb of Dallas, where his upstairs game room has been the "Guildhall", the home of the Texas Guildmages, since the team formed in 1996. One of the original founders of the team, Jeff Zandi is the team's administrator, and is proud to continue the team's tradition of having players in every pro tour from the first event in 1996 to the present.


 

Home

Card Price Guide

MTG Fan Articles
Single Card Strategy 
Deck Tips & Strategies 
Tourney Reports 
Peasant Magic 
Featured Articles

Featured Writers
The Dragon's Den
The Heretic's Sermon
Through The Portal

Deck Garage

Community
Message Board 
Chat
Magic League

Contact Us

Pojo's Book Reviews

Links

 


 
Sunburst Rises in Fifth Dawn

White, Blue, Black and Green Commons


by Jeff Zandi

Last week we carefully examined about half of the commons from Fifth Dawn;
specifically, the red commons and the common artifacts. This week we will
look at the rest of the colored commons from Fifth Dawn. What a difference a
week makes! Last week I was reviewing these cards completely on my own, with
only a small amount of experience with the cards after having them in my
hands for less than a week. Since then, I have played with Fifth Dawn every
day, and was able to spend several days booster drafting and playing sealed
deck with Neil Reeves. Mr. Reeves and I have been friends since 1997, long
before he became a Pro Tour regular and a noted expert on limited play.
Originally from around the Little Rock, Arkansas area, Neil now calls the
Dallas area home. Naturally, he's a member of the Texas Guildmages. Neil
only recently returned from Las Vegas where he was doing his part to keep up
with the amazing exploits of Texas Guildmage David Williams at the World
Series of Poker. (turn on your TV, Dave's face is probably on it RIGHT NOW)
After helping to keep Dave Williams calm on Tiger's way to his 3.5 million
dollar payday, Neil returned to Dallas this week in order to help me figure
out which Fifth Dawn commons are great, which ones are okay, and which ones
should be in the spokes of your bicycle.

The seven cards in each color are reviewed in best to worst order, meaning
that the first card that we discuss in each color is that color's best
common in our opinion. We are also reviewing the color that we like the
commons of best first. In other words, we like the white commons the best
and will talk about them first. We like the green commons the least and will
discuss them last. Finally, Neil's system of reviewing Fifth Dawn commons is
a three tiered system. Cards in the first tier should always be a part of
any limited deck, any time you have this card available to you. Cards in the
second tier normally will be good enough to include in your limited deck,
while cards in the third tier should be avoided. Cards in the third tier are
not worthless, in limited or constructed play, but should generally not be
included in most of your draft or sealed decks.

THE SUNBURST ALSO RISES

After another week of experience with the Sunburst mechanic, we have to say
that the best Sunburst cards are worth changing your approach to drafting
and constructing your deck's mana base. If you are able to play with three
or more really strong Sunburst cards, you should definitely consider using
every means necessary to include the kind of land mix and the kinds of mana
fixers that will make it possible for you to generate four or even five
different colors.

WHITE COMMONS - MUST PLAYS

Leonin Squire is a 2/2 Cat Soldier for 1W that returns a target artifact
card with converted mana cost of one or less from your graveyard to your
hand when it comes into play. This cat is a slam-dunk must-play. This card
can produce early game beats and card advantage all in one. This simple and
elegant card is the best common of any color in Fifth Dawn.

Stasis Cocoon is an artifact enchantment (a local enchantment that can only
enchant an artifact) for 1W that stops an artifact creature from attacking
or blocking, and stops the use of the enchanted artifact's activated
abilities whether the enchanted artifact is a creature or not. One cheaper
than Arrest, this card does the same job on an artifact creature. Moreover,
this card can be used to effect shut down a troublesome non-creature
artifact like Icy Manipulator or Crystal Shard.

Loxodon Anchorite is a 2/3 Elephant Cleric for 2WW that taps to prevent the
next two damage that would be dealt to target creature or player this turn.
In Mirrodin block limited, white is typically not a splash color, so this
card's double white mana intensity offers no special obstacle. This card
delivers a lot of protection for a decent price and fits right into
blue/white, green/white and all but the fastest red/white draft decks.

WHITE COMMONS - TIER TWO

Stand Firm is an instant for one white mana that gives a target creature
+1/+1 until end of turn and, in addition, has Scry 2. Scry 2 means that when
Stand Firm resolves, you will get to look at the top two cards of your
library and choose to put either or both of the two cards on the bottom of
your deck or on top of it in any order. This card, which my five year old
expert card reviewer calls "Tiger Kill" should make it into most of your
limited decks. A one point boost is enough to win many creature battles, and
the extra utility of Scry puts this card over the top.

Skyhunter Prowler is a 1/ 3 flying Cat Knight for 2W that does not tap to
attack. This card gives you another reason to consider playing Vulshok
Gauntlets, and for that matter, equipment in general. All by himself, the
three toughness flyer is good enough to make virtually all of your white
limited decks.

WHITE COMMONS - TIER THREE

Abuna's Chant is an instant for 3W with an Entwine cost of two colorless
mana that allows you to either gain five life or prevent the next five
damage that would be dealt to target creature this turn. It is very unusual
that life gain spells are good enough to include in your limited decks. This
card's casting cost of four makes it almost completely unplayable in limited
games.

Armed Response is an instant for 2W that deals damage to target attacking
creature equal to the number of Equipment that you control. A card based on
the number of any specific types of cards in play on your side would be a
rather narrow card. In the past few months, more and more pro players have
been moving away from decks filled with equipment cards. Because there are a
number of good pieces of equipment in Fifth Dawn, and because white may
become a more powerful color (and white decks love equipment) in
Mirrodin/Darksteel/Fifth Dawn decks, Armed Response may be worth
considering.

BLUE COMMONS - MUST PLAYS

Thought Courier is a 1/1 Human Wizard for 1U that taps in order for you to
draw a card and then discard a card from your hand. This card is an
automatic pick for any deck playing blue, although the Courier is not as
high a pick as other similar cards in past years because of the large number
of ways to kill a one toughness creature and the other ways decks playing
blue have of drawing more cards.

Condescend is an instant for XU that counters target spell unless its
controller pays X colorless mana. Condescend also has Scry 2. Blue players
will be immediately welcome the return of this Power Sink/Syncopate type
card. The fact that this card has Scry 2 is simply icing on the cake.

Trinket Mage is a 2/2 Human Wizard for 2U. When the Trinket Mage comes into
play, you may search your library for an artifact card with converted
casting cost of one or less and put it directly into play. Most decks have
several one casting cost artifacts, so Trinket Mage will usually get you a
free card. (Trinket Mage and Leonin Squire sound like a cool combo in
blue/white booster draft decks) In the world of Fifth Dawn booster draft and
sealed deck, one casting cost artifacts raise in value in lots of decks,
none more than blue affinity decks, so Trinket Mage will be good almost all
of the time.

BLUE COMMONS - TIER TWO

Advanced Hoverguard is a 2/2 flying Drone for 3U. For an activation cost of
one blue mana, Advanced Hoverguard cannot be the target of spells or
abilities this turn. There are a few 2/2 flyers for four mana in this set.
This creature is not particularly interesting, but blue loves flyers, and if
you need another one, here you go.

Serum Visions is a sorcery for one blue mana that simply draws you a card.
Serum Visions also has Scry 2, so after you draw a card, you get to look at
the next two cards of your library and manipulate them in the manner you
desire. (at least within the confines of the Scry mechanic)

Early Frost is an instant for 1U that taps up to three target lands. Neil
likes this card as a way to slow down opponent's board development in the
early turns of the game. However, this trick only works if you are playing a
fast deck with lots of one and two drops of your own. That's why it's called
"Early Frost". Later in the game, this card quickly thaws out and becomes
lame.

BLUE COMMONS - TIER THREE

Into Thin Air is an instant for 5U that has Affinity for artifacts. This
spell returns a target artifact to its owner's hand. There are much better
options for bouncing things in the current limited block than this spell,
which targets only artifacts, and which costs a million unless you have some
artifacts in play on your side. Bad card. Bad, bad card.

BLACK COMMONS - MUST PLAY

Blind Creeper is a 3/3 Zombie Beast for 1B. Whenever a player plays a spell,
Blind Creeper gets -1/-1 until end of turn. This creature doesn't last very
long, but while it's in play, it's very dangerous. The ability to lay three
damage on your opponent on turn three is very good. This card is all about
aggressive play, to get the most out of it, you have to attack with him
every chance you have. If you're worried that your opponent will block with
a 2/2, then cast a spell and make your Blind Creeper and his 2/2 trade,
you're right. But that's what you want. Blind Creeper immediately puts
pressure on your opponent to DO SOMETHING. Blind Creeper will make your
opponent make plays he would rather not make if he didn't have to.

Lose Hope is an instant for one black mana that gives a target creature
-1/-1 until end of turn and which has Scry 2. In one black mana, you have a
way to save your creature from trading in combat, or simply kill a one
toughness creature, and then doctor your library a bit with the Scry
ability. This card is a very simple, very useful tool in every black deck.

Fleshgrafter is a 2/2 Human Warrior for 2B that has the ability to gain
+2/+2 until end of turn if you are willing to discard an artifact card from
your hand. Fleshgrafter turns every artifact in your hand into a little
giant growth, and the effect costs no mana to activate. Very tight and good.

Cackling Imp is a 2/2 flying Imp for 2BB that taps to make target player
lose one life. I don't think there is very much to explain about why this
card is good. The fact that it costs two black mana may explain why it isn't
the best black common in the set. Cackling Imp's special ability gives you
an alternate route to victory (loss of life can't be prevented). This Imp is
worth playing all the time.

BLACK COMMONS - TIER TWO

Dross Crocodile is a 5/1 Zombie Crocodile for 3B. That's it, just a five
power creature for four mana with no drawback except the fact that it has a
toughness of one. The crocodile will certainly bring down just about any
creature that dares to block it. Dross Crocodile only gets better when you
play good equipment in your deck, Neil suggests Fireshrieker, or in
black/red decks with a lot of removal spells. If you manage to get this 5/1
to the face of your opponent just once, and then get to trade with one of
their good creatures in a later combat step, you certainly have gotten your
money's worth out of this simple creature.

Fill with Fright is a sorcery for 3B that causes a target player to discard
two cards from his or her hand and has Scry 2. Even without Scry 2, which is
very nice, it is perfectly acceptable to tap out on turn four to remove what
could easily be your opponent's last two cards, which will usually not be
land.

BLACK COMMONS - TIER THREE

Vicious Betrayal is a sorcery for 3BB. As an additional cost to play Vicious
Betrayal, sacrifice any number of creatures. Target creature gains +2/+2
until end of turn for every creature sacrificed to cast Vicious Betrayal.
Black's worst common is tier three, but very playable in certain conditions
as a win condition if your deck is desperate enough.

GREEN COMMONS - MUST PLAY

Ferocious Charge is an instant for 2G that gives target creature +4/+4 until
end of turn and has Scry 2. +4/+4 makes this card a possible win condition,
Scry 2 makes it a good card anytime.

Sylvok Explorer is a 1/1 Human Druid for 1G that taps to add one mana of any
color that a land your opponent controls could produce. Thanks to Sunburst,
off color Myr will become more popular in Mirrodin/Darksteel/Fifth Dawn than
on color ones, and Sylvok Explorer is the ultimate off color Myr, producing
only the colors that your opponent's land can create. Sylvok Explorer is a
must play in all limited decks featuring Forests.

GREEN COMMONS - TIER TWO

Tyrranax is a 5/4 Beast for 4GG that can give itself -1/+1 until end of turn
for the activation cost of 1G. Although the six mana price is heavy, this
big beater can give you some outs after damage is on the stack thanks to its
ability to "increase its butt size" to save itself. In green decks, this is
one of the better six casters you can play, it should be included most of
the time. Opponents find attackers with a full-time power of five very
intimidating.

Tel-Jilad Lifebreather is a 3/2 Troll Shaman for 4G. For one green mana and
tapping the Lifebreather and sacrificing a Forest, this creature will
regenerate a target creature. This creature is not magnificent, you can
ALWAYS get a 3/3 for five mana. The special ability to regenerate any
creature, however, is very interesting.

Tangle Asp is a 1/ 2 Snake for 1G that destroys any creature (at end of
combat) blocked by or blocking the Asp. At worst, Tangle Asp is the best
wall ever, taking out any creature it blocks. Equipment could make this
creature more dangerous on the attack. He should usually make the cut.

GREEN COMMONS - TIER THREE

Dawn's Reflection is a Land Enchantment for 3G. Whenever enchanted land is
tapped for mana, its controller adds two mana of any combination of colored
mana to his mana pool. This is, of course, in addition to the mana already
produced by the enchanted land, meaning that you get three mana when you tap
a land enchanted with Dawn's Reflection. This is a very good effect, of
course, except for the fact that this card costs four mana. In one card you
get two times the effect of Fertile Ground for just TWO TIMES THE MANA COST.
Unless your deck contains a lot of powerful Sunburst cards, this card
shouldn't be in your deck. If you love Sunburst, you need to work hard to
play better cards to support Sunburst, like Pentad Prism and Wayfarer's
Bauble, and avoid Dawn's Reflection.

Viridian Scout is a 1 /2 Elf Warrior for 3G. For an activation cost of 2G
and the sacrifice of this creature, Viridian Scout deals two damage to
target creature with flying. Everything about this creature is wrong. Back
in the day, you could DESTROY a flying creature for 2G, while this card
costs a total of 5GG to deal two damage to a flyer. This is the definition
of a terrible Magic card.

REVIEWING THE COMMON ARTIFACTS FROM FIFTH DAWN

I reviewed the common artifacts in last week's article, but since Neil
Reeves has now weighed in with his opinion of these twenty common artifacts,
I want to share that information with you. Here is a simple list of the
common artifacts, from best to worst, according to Neil. Unfortunately, time
does not permit explaining his choices. Hopefully, his list will be somewhat
enlightening just the same. For a full description of all twenty common
artifacts, see last week's article:

COMMON ARTIFACTS - MUST PLAY

Baton of Courage
Wayfarer's Bauble
Pentad Prism - Neil says this is the same as a Myr or Talisman, even if for
only two uses
Skyreach Manta
Healer's Headdress
Cranial Plating - Neil calls this a MAYBE, not automatically in non black
decks

COMMON ARTIFACTS - TIER TWO

Battered Golem
Horned Helm - Reusable trample sounds good
Sawtooth Thrasher - very, very good as long as you can produce at least four
colors
Suntouched Myr - fine but not necessarily better in the long run than
Cathodion
Heliophial - five mana casting cost the biggest problem
Conjurer's Bauble - best off-color spellbomb ever
Sparring Collar
Neurok Stealthsuit
Thermal Navigator

COMMON ARTIFACTS - TIER THREE
Myr Quadropod
Anodet Lurker
Opaline Bracers - equip cost of four sinks this otherwise interesting card
Myr Servitor - interesting in constructed until Skullclamp got banned
Razorgrass Screen - still sucking at 20th place among common artifacts

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
 

 

 

 

Pojo.com

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.