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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
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