Darksteel Commons Review
by Jeff Zandi
Darksteel puts the hammer
down. Mirrodin introduced the Magic
world to a set with more artifacts than
ever before while reintroducing us to
many familiar reprinted cards from
virtually every previous Magic set ever
printed. Darksteel, the first expansion
for Mirrodin, feels much more fresh and
imaginative. It’s way too early to know
how this set will be received or how
many of these new cards will be good for
the constructed game. For Sealed Deck
and drafting, Darksteel feels like a
very solid extension to Mirrodin. This
article’s primary focus is on how the
cards in the set rate for limted play.
This article is further focused on the
commons in the new set. In limited play,
commons have a larger effect on the
average match because there are so many
more of them available to the sealed
deck or draft player. Helping me out
with my first look at Darksteel is none
other than the very talented Neil
Reeves. Neil has a great eye for all
limited formats, and he helped me review
the fifty-five commons found in
Darksteel. Acting as head judge at last
Saturday’s Darksteel pre-release in
Dallas as well as drafting with
Darksteel a half dozen times has given
me a chance to get closer to these cards
than some others might.
Reeves reviewed the
commons separately in each color (and
artifacts of course). Further, he
reviewed the colors themselves. I am
listing the reviews starting with black,
the color that we feel contains the most
good commons. In each color, we
developed three tiers to describe the
cards’ desirability for limited play.
The top tier includes cards that should
ALWAYS be included in your draft or
sealed deck. The middle tier includes
cards that WILL USUALLY be included in
your decks and the bottom tier includes
cards that SHOULD NOT be included in
your draft or sealed decks very often if
at all. I listed the cards in each color
best card first and worst card last.
Black has four very good
commons, one middle tier very playable
card and two commons you really want to
avoid.
Echoing Decay is a black
instant for 1B that gives target
creature and all other creatures with
the same name as that creature -2/-2
until end of turn. This is black’s best
common and can solve problems that
Mirrodin’s Terror cannot. This is
probably the second best “echoing” card
after the red one.
Chittering Rats is a 2/2
Rat for 1BB that requires target
opponent to put a card from their hand
on top of their library when he comes
into play. This card has a lot more to
offer than perhaps the cutest card art
in the set. This card puts your opponent
a turn behind the moment you play it.
(as long as your opponent has a card in
their hand when the rat’s ability
resolves) Considering that only one or
two players at an eight man draft table
will take black cards, you could easily
have two or three of these in your deck,
giving your opponent a difficult time
keeping up. In blue/black, a popular
draft archetype in Mirrodin already,
this card combos BIG TIME with Crystal
Shard.
Essence Drain is a
sorcery for 4B that deals three damage
to target player or creature and gains
you three life. This is a splashable
version of Drain Life that can destroy a
wide array of creatures as well as
providing finishing damage to an
opponent.
Grimclaw Bats is a 1/1
Bat with flying for 1B that gains +1/+1
until end of turn for the cost of one
black and one life. This is an extremely
good creature that will fit into any
deck playing black, but will be best in
decks playing a lot of black mana. This
card is better than the BEST card in
several other colors. Even if it’s a
little painful, pumping this guy up can
be a lot like having additional removal
in your deck when he’s blocked or
blocking a larger creature.
Scavenging Scarab is a
3/3 Insect for 3B that cannot block.
This is a good sized creature for a good
mana cost in a format where big
creatures for reasonable mana costs are
hard to find. This card represents the
beginning and the end of the second tier
of black cards.
Burden of Greed is an
instant for 3B that causes target player
to lose one life for each tapped
artifact he or she controls. To be
remotely playable, this card would have
to look at all artifacts an opponent
controls, not just tapped ones. Instant
speed is the only thing that makes you
think this card would ever be worth a
try.
Hunger of the Nim is a
sorcery for 1B that gives target
creature +1/+0 until end of turn for
each artifact you control. I thought
this card would be okay if it had been
an instant, but Neil assures me it would
still be very bad.
Red has two very good
commons. It’s quite a drop to the two
playable commons and another drop to the
three worst red commons.
Barbed Lightning is an
instant for 2R that deals three damage
to target creature or player. By adding
the Entwine cost of two colorless,
Barbed Lightning will do three damage to
both. Everything about this card is
good for limited. This card gives you
efficient, quick removal early in the
game with the ability to add extra
damage to your opponent other times.
Echoing Ruin is a sorcery
for 1R that destroys target artifact and
all other artifacts with the same name
as that artifact. This would be a great
card in this format even without the
“echoing” effect, just because artifact
removal is that important. This card is
the best of the five common “echoing”
cards because it targets the type of
permanent most likely to appear in
multiples in players decks. Imagine,
your opponent plays Seat of Synod on
turn one and turn two while you, playing
second, play a land on turn one, then
play a Mountain for your second turn and
just decide to destroy both your
opponent’s land with Echoing Ruin. Or
two Myr. You get the picture. Just be
sure to remember that it destroys ALL
artifacts with the same name, even if
they are on YOUR side of the board.
Unforge is an instant for
2R that destroys target equipment, and,
if the equipment was attached to a
creature, two damage to that creature.
This card is probably superior to
green’s Turn to Dust from Mirrodin. With
this card, you have effective equipment
removal and the opportunity to gain a
two for one card advantage sometimes.
The judge in me wants you to know that
the equipment, and any effect it might
have had on the equipped creature’s
toughness, will be destroyed BEFORE the
damage from this spell is applied.
Therefore, a 3/3 creature that had been
attached to Skullclamp (and it’s +1/-1
effect) will not be destroyed by Unforge.
The creature will “snap back” to its
original three toughness before Unforge
deals two damage to it.
Krark-Clan Stoker is a
2/2 Goblin Shaman for 2R. You can tap
the Stoker and sacrifice an artifact to
add two red mana to your mana pool. This
creature’s ability doesn’t matter, he is
playable only as a Bear of Last Resort
to add a creature to your deck.
Drooling Ogre is a 3/3
Ogre for 1R. When a player plays an
artifact spell, he gains control of this
clumsy creature. Reeves says this guy is
simply unplayable, even if you have TONS
of artifacts in your deck. The risk of
your opponent bashing you with your own
card is too risky. This just in,
everyone is playing a lot of artifacts
in their limited decks. The number of
times that this card will be bad will
outnumber the times that this card will
be good.
Inflame is an instant for
one red mana that deals two damage to
each creature dealt damage this turn.
This card, reprinted from Prophesy,
COULD be good if you have a bunch of
Spikeshot Goblins or Viridian Longbows
in your deck, but is far too situational
to be good.
Crazed Goblin is a 1/1
Goblin Warrior for one red mana that
must attack each turn if able. It takes
hard work to mess up a Goblin, but
Wizards succeeded with this one. The
name isn’t even right. This card should
be called Normal Goblin or, more likely,
Crappy Goblin.
Green has no middle tier.
The first four green cards are good
enough to be played in most green
limited decks, the last three are not
worth playing any of the time.
Tel-Jilad Outrider is a
3/1 Elf Warrior for 3G that has
protection from artifacts. Protection
from artifacts eliminates a lot of the
problems associated with creatures in
this format with one toughness.
Echoing Courage is an
instant for 1G that gives target
creature and all other creatures in play
with the same name as target creature
+2/+2 until end of turn. This card’s
“echoing” effect probably will not
matter much. However, since booster
drafts now include Darksteel instead of
a third pack of Mirrodin, your green
decks will still need this giant growth
effect, even though it is clearly
inferior to Predator’s Strike and maybe
no better than Battlegrowth.
Tangle Spider is a 3/ 4
Spider that can block flying creatures
AND can be played as an instant.
Frankly, being able to play this card as
an instant will only be a fun late game
trick once in awhile. (although it will
be seriously good when the surprise
factor costs your opponent a good
creature) Mostly, this is just a good
flyer blocker that, while not as good as
Tel-Jilad Archers, is still perfectly
playable.
Tel-Jilad Wolf is a 2/2
Wolf for 2G that gains +3/+3 until end
of turn if it is blocked by an artifact
creature. Early in the game, this
creature’s special ability could really
help you get through damage. Most of the
time, this is just another bear.
Reap and Sow is a sorcery
for 3G that can destroy a target land or
search your library for a land card and
put that land card into play (ANY land
card, in play UNTAPPED). You can get
both effects by adding the Entwine cost
of 1G to the casting cost. If the search
ability cost three instead of four, this
card would be acceptable for green decks
splashing a third color. I think this
card would be a very costly and bad
substitute for a mana source in your
deck, and after trying it a few times,
we don’t recommend it.
Viridian Acolyte is a 1/1
Elf Shaman for one green mana that, when
you pay a colorless mana and tap it,
produces one mana of any color. This
type of color-smoothing ability is not
important enough in the current limited
formats to make this guy worthwhile.
Nourish is an instant for
GG that gains you six life. Six is a
lot, but not enough to give one of your
precious card slots to a life gainer.
This card is meant to combo with
artifact effects that give you some
interesting options when you gain life.
These combos aren’t good enough to merit
the use of this card in all but the most
desperate times.
Blue features three good
cards that should be played often and
two cards each for the middle and lower
tiers. The second and third cards listed
could swap places if you are playing a
strong Affinity strategy.
Neurok Prodigy is a 2/1
Human Wizard with flying for 2U that can
be returned to your hand with the
discard of an artifact. While a two
power flyer for three mana is very good
in the current limited formats, I
thought the Prodigy’s special ability
was a little too narrow. After playing
with this card, I know it’s good. I
wouldn’t want to use his ability simply
to protect this little guy in combat,
but when your opponent is forced to use
a precious removal spell to try to
destroy the Prodigy, it feels really
good to lose instead an artifact land or
other unnecessary artifact from your
hand.
Echoing Truth is an
instant for 1U that returns target
non-land permanent and all others with
the same name to their owner’s hands.
This card’s “echoing” effect is not
likely to be particularly useful very
often. This card does provide needed
bounce to blue decks more efficiently
than Repress, and with a greater
potential upside.
Quicksilver Behemoth is a
4/5 Beast for 6U with Affinity for
Artifacts that returns to its owner’s
hand at the end of combat whenever it
attacks or blocks. This card will be
fine as long as your deck has some level
of artifact affinity, but will be a
great card for decks with high levels of
artifact affinity. This creature is huge
enough that you have to give him a shot.
Machinate is an instant
for 1UU that lets you look at the top X
cards of your library where X is the
number of artifacts you control. Like
the all-star Impulse, you then put one
of those cards into your hand and return
the others to the bottom of your deck in
any order. This card COULD be good in
constructed, and will be plenty useful
in limited decks that play a lot of blue
mana.
Vedalken Engineer is a
1/1 Vedalken Artificer that taps to add
two of any color mana that must be spent
to play artifact spells or activated
abilities of artifacts. This card is
almost too good to be true, a two
casting cost creature tapping to create
two mana of any color. The restriction
of how this mana must be used is not a
big problem for blue decks taking
advantage of artifact affinity.
Vex is an instant for 2U
that counters target spell and allows
the countered spell’s controller to draw
a card. This card COULD be good from the
sideboard for an opponent’s late game
bomb that you have no other way to deal
with. In general, though, Vex is card
disadvantage for you.
Magnetic Flux is an
instant for 2U that gives artifact
creatures you control flying until end
of turn. This could have been a decent
(but not great) game ending effect if it
gave all your creatures flying instead
of only your artifacts. Don’t be fooled,
though, this card is strictly
unplayable.
White has two tier one
commons, one tier two card and four
lower tier cards. As good as the white
commons are in Mirrodin, the white
Darksteel commons are a HUGE step down
in power andusefulness.
Auriok Glaivemaster is a
1/1 Human Soldier for one white mana
that gains +1/+1 and first strike when
equipped. This card slides comfortably
into white limited decks with Leonin
Den-Guard and Skyhunter Cubs.
Pteron Ghost is a 1/1
Spirit with flying for 1W that you can
sacrifice to regenerate target artifact.
Lately, I’ve been learning to like
Welding Jar for certain decks in order
to help protect certain artifacts in my
decks. Pteron Ghost lets you feel less
guilty, replacing any need for Welding
Jar in white decks with a 1/1 flyer.
Good but not great.
Loxodon Mystic is a 3/3
Elephant Cleric for 3WW that, for one
white mana, taps to tap target creature.
This is a good but not great hill giant
that acts like an Icy Manipulator for
creatures. This elephant cleric’s high
casting cost is the main reason you
won’t see these in the better players’
decks. Obviously the special ability is
very good.
Ritual of Restoration is
a sorcery for one white mana that
returns target artifact card from your
graveyard to your hand. A white Raise
Dead for artifacts, Ritual of
Restoration is the kind of card that is
a luxury most limited decks can’t afford
to waste a card slot for. Raise Dead
itself is far from a tier one card in
the limited formats in which it appears.
Metal Fatique is an
instant for 2W that taps all artifacts.
Attack with your artifact creatures,
then tap all of your opponent’s
creatures before they can be declared as
blockers. Or cast during your opponent’s
end step to tap all of his artifact
creatures before you attack on your next
turn. This card could come in from the
sideboard against decks primarily
populated with artifact creatures, but
it’s a risky proposition to include this
card in your deck at any time.
Hallow is an instant for
one white mana that prevents all damage
that TARGET SPELL would deal this turn,
you gain life equal to the damage
prevented this way. It’s like a Reverse
Damage that only works for a small
handful of cards in the format. Leave
this card alone and look for cards with
elephants on them.
Echoing Calm is an
instant for 1W that destroys target
enchantment and all other enchantments
with the same name. Yeah, that’ll happen
a lot. This card’s “echoing” effect is
VERY UNLIKELY to make a difference. A
bad sideboard card AT BEST.
Land has a single common
representative in Darksteel.
Darksteel Citadel is an
artifact land that taps for one
colorless mana and is Indestructible.
This card is slightly better for
affinity decks than off color Mirrodin
artifact lands thanks to its
Indestructible nature.
The common Darksteel
artifacts include five Golems that are
almost colored cards. They all have
affinity for a basic land type. Reeves
says he will ALWAYS play any number of
these that he can get in the colors that
he is playing (not including third color
splashes). Reeves says that if you are
not playing mana that could make the
Golems’ affinity matter, you should
NEVER play that Golem.
Razor Golem costs six for
a 3/ 4 Golem that does not tap to attack
and has affinity for Plains. Reeves
believes this is the best by far of this
set of Golems.
Spire
Golem costs six mana, has affinity for
Islands and is flying 2/4 Golem. I
thought I would like this card even in
decks without Islands in a similar way I
like Wizard Replica in any colored deck
simply as a flyer. I have since decided
that I agree with Neil, that even this
Golem is just not worth playing unless
you have Islands in your deck.
Tangle Golem is a 5/4
Golem for seven mana that has affinity
for Forests. Reeves likes this card only
because it fits well into the kinds of
decks that use a lot of Forests.
Dross Golem is a 3/2
Golem for five mana with affinity for
Swamps and has fear. If this creature
had a higher power and toughness, its
fear ability could have been more
relevant. Decks with heavy black mana
bases should include this creature
simply for its affinity cost.
Oxidda Golem is a 3/2
Golem with haste and affinity for
Mountains. This creature CAN be played
on turn three with three Mountains in
play. Most decks use red as a secondary
color, however, making the use of a lot
of Mountains less than optimal.
The rest of the common
artifacts are divided among four tiers
with only one card in the highest
must-play tier, six cards in a
highly-playable second tier, four cards
in a less-desirable third tier and three
wholly unplayable cards in the lowest
tier.
Vulshok Morningstar is an
equipment card with a casting cost and
equip cost of two colorless mana.
Equipped creature gains +2/+2. This card
is an elegant, much more powerful
alternative to Leonin Scimitar and a
fair alternative to the highly praised
Bonesplitter.
Darksteel Ingot is an
artifact for three colorless that is
Indestructible and taps to add one mana
of any color to your mana pool. This
card is a clear step up from Viridian
Joiner and may ultimately be almost as
good as Mirrodin’s Talismans for all but
the fastest decks.
Whispersilk Cloak is an
equipment artifact that costs three to
cast and two to equip. Equipped creature
is unblockable and cannot be the target
of spells or abilities. This card is an
improvement, in many decks, to Hoversail.
This card can provide protection to a
creature like a poor man’s Lightning
Greaves. Reeves still prefers Hoversail
to this card. I feel the casting cost of
three versus Hoversail’s one will not
cause a problem more often than not.
Leonin Bola is a
equipment artifact that casts and equips
for one colorless mana. Equipped
creature gains the ability to tap and
unattach this equipment to tap target
creature. With this COMMON equipment,
you can turn any creature into a virtual
Icy Manipulator. We just haven’t been
able to tell in the short time since the
prerelease if this card is a real
difference maker.
Arcbound Hybrid is an
artifact creature for four colorless
mana with haste that has Modular 2,
which means this 0/0 creature comes into
play with two +1/+1 counters that can be
moved to a target artifact creature when
the Hybrid is put into a graveyard from
play. Haste makes this card very
worthwhile. When it dies, the worst case
is normally +1/+1 counters on one of
your Myr after the Arcbound Hybrid is
destroyed.
Arcbound Bruiser is a 0/0
artifact creature for five mana with
Modular 3.
Arcbound Worker is a 0/0
artifact creature for one mana with
Modular 1. Considering how expensive
they made the Modular 3 Arcbound
Bruiser, it’s amazing that we have a
Modular 1 creature for a one mana
casting cost. This is a much better
early game card than many of the lesser
artifact creatures from Mirrodin, even
including Alpha Myr.
Arcbound Stinger is a 0/0
flying artifact creature for two mana
with Modular 1. A flying 1/1 creature
for just two colorless mana makes for a
very efficient flyer, especially good in
decks with lots of cheap equipment.
Arcane Spyglass is an
artifact for four mana that, for two
mana and the sacrifice of a land, draws
a card and puts a charge counter on
itself. You can remove three charge
counters from the Spyglass to draw a
card. I first thought this card drawing
engine would be too expensive both in
its casting cost and its activation
cost. Neil proved me wrong again. In a
game where he was actually slow drawing
mana, he used the Spyglass to churn
through land clumps in his deck later in
the game.
Drill-Skimmer is a 2/1
flying artifact creature that cannot be
the target of spells or abilities as
long as you control another artifact
creature. This creature’s high casting
cost of four colorless is the main
reason to avoid it. It’s ability and its
power level are good enough, if only the
casting cost could have been three
instead of four.
Darksteel Pendant is an
Indestructible artifact for two mana
that taps for one mana to look at the
top card of your library after which you
may put the card on the bottom of your
library. I liked this card and played
with it in my first Darksteel draft.
There’s nothing particularly bad about
this card, but it is a luxury item that
won’t be good enough to fit in very many
decks.
Ur-Golem’s Eye is an
artifact for four mana that taps to add
two colorless mana to your mana pool. A
little two slow, even in decks with high
casting cost cards.
Myr Moonvessel is a 1/1
Myr that adds one colorless mana to your
mana pool whenever he is put in a
graveyard from play.
Myr Landshaper is a 1/1
Myr for three colorless mana that taps
to turn target land into an artifact
until end of turn. Not at all
interesting.
After experiencing
Darksteel in a few booster drafts, my
opinion is that Darksteel is frankly
weaker than a third pack of Mirrodin.
Mirrodin has made for a very thoughtful
and competitive limited formats.
Darksteel makes a fine addition to
Mirrodin in this regard and is very
interesting to play with.
Jeff Zandi
Texas
Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
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