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January 9, 2004 Darksteel
Preview
The news is out, Darksteel
will be an expansion like no other. When the
set premieres at pre-release events
everywhere two weeks from tomorrow, prepare
for more artifacts, more ways to deal with
artifacts and cards like you have never seen
before. Darksteel will be the first “small”
expansion to contain 165 cards. Wizards of
the Coast has announced that this will be
the new standard size of the two expansions
that go with the major 350 card set released
each Fall.
While there has not been a leak of the
entire card list at this time, there have
been enough individual cards whose image has
officially or unofficially released we, the
ever-ravenous Magic public. The first and
last word that has been associated with this
expansion to the world of Mirrodin is
Indestructible.
Cards with the ability called Indestructible
have the following descriptive text:
“destroy effects and lethal damage don’t
destroy it”. While Indestructible sounds
like a creature ability, other permanents
can also have the ability.
Just to get the standard questions out of
the way about the Indestructible ability.
For this explanation, imagine a 4/4 artifact
creature with the ability Indestructible.
Shatter can legally target this artifact,
but when Shatter resolves, the target will
remain in play. If this creature blocks a
4/4 Myr Enforcer, both creatures will deal
lethal damage to each other. After damage is
dealt, however, the Enforcer will be put
into the graveyard while the Indestructible
creature will remain in play, even having
been dealt four points of damage. Of course,
combat damage does not disappear from
creatures until end of turn, so
Indestructible creatures retain their
“lethal” damage until end of turn. Suppose
you have a Clockwork Vorrac that you have
built up to a 10/10 trampling monster and
when you attack, you are blocked by a 4/4
Indestructible artifact creature. You are
required to apply “lethal” damage to the
blocker (even though it won’t actually be
very lethal to this Indestructible blocker)
before you place any Trample damage on your
opponent. Of course, you could have the
Vorrac deal all ten of its damage to the
blocker, but it STILL will not result in
removing the blocker from play. What if you
target an Indestructible creature with an
effect that destroys a creature and does not
allow regeneration? Such an effect will not
“destroy” an Indestructible creature either,
and regeneration, or lack of the ability to
regenerate, has nothing to do with it since
the Indestructible creature simply is not
destroyed by virtue of this seemingly
impossible creature ability. Wrath of God
destroys all creatures in play. Except for
Indestructible creatures. Is all hope lost?
Far from it. Spells and effects that remove
a permanent from the game will remove an
Indestructible permanent. Indestructible
permanents can be sacrificed by their
controller, sending them to the graveyard
just like any other sacrificed permanent.
When a second legendary permanent with
Indestructibility comes into play with the
same name as another already in play, the
second will still go to the graveyard.
Now, let’s put the worrisome Indestructible
ability behind us for a while and look at
some specific new cards from Darksteel,
remembering that these cards may not hundred
percent official at this point.
Darksteel Colossus is a rare 11/11 Artifact
Creature with Trample and Indestructible for
the seemingly high cost of eleven colorless
mana. In addition, Darksteel Colossus also
has the following ability: If Darksteel
Colossus would be put into a graveyard,
reveal Darksteel Colossus and shuffle it
into its owner’s library instead. In limited
play, particularly the Mirrodin/Darksteel
sealed deck format that will be used for the
upcoming PTQ season, the Colossus is
certainly too expensive to be taken
seriously. In constructed, particularly in
Extended, Darksteel Colossus could become
the go-to guy for reanimator decks. In
reviewing this card, it’s important to get
past the enormous eleven mana casting cost.
Assuming the Colossus where to end up in
play, this creature is as amazing as they
come. This creature is huge, has trample and
is almost impossible to get out of the way.
Once in play, Darksteel Colossus has no
downside. This makes the Colossus quite
possibly broken.
Skullclamp is an uncommon Artifact Equipment
card that costs one colorless mana. This
card has an Equip cost of only one mana, and
gives equipped creature +1/-1. Furthermore,
when a creature equipped with Skullclamp is
put into a graveyard, its controller draws
two cards. This may be the most powerful
card in the set. The cost to get it in play
is cheap, it’s equip cost is also cheap and
its effect is always useful. This card puts
card-drawing in any and every deck. In
limited play, this card provides needed
Equipment resources and replaces bulkier
cards that saw play in the all-Mirrodin
world. With this card in your sealed or
draft deck, you might not run Serum Tank.
Even Mind’s Eye might sit on the sidelines
if you have this all-purpose artifact in
your deck. Because it’s only an uncommon,
you might even have MORE than one of these
in your deck. This card also looks like the
first piece of Equipment that will appear in
a wide range of constructed decks.
Myr Matrix is a rare artifact for five
colorless mana that is Indestructible. Myr
Matrix gives all Myr (creature type = Myr)
+1/+1. For five mana (and without having to
tap) put a 1/1 Myr artifact creature token
into play. This card is a creature making
machine and a permanent power up for those
creatures all in one hard to remove package.
On the other hand, the cost is high, both to
play the card and to use its ability. Not
particularly interesting outside of the idea
of a non-creature with the Indestructible
ability.
Eater of Days is a rare 9/8 Artifact
Creature with flying and trample for a
colorless casting cost of only four.
However, when Eater of Days comes into play,
you skip your next two turns. This card is
hard to wrap your head around. In limited or
constructed, when is it a good time to give
your opponent three turns in a row? Never.
On the other hand, when you DO get another
turn, you have an awesomely dominant
creature in play. Here are two ways that
this card could be the MOST AMAZING EVER in
limited play: First, you play a Myr or a
Talisman on turn two allowing you to play
Eater of Days on turn three, playing first.
Giving your opponent three turns in a row at
this time of the game may not hurt you that
much. You’ve already had your third turn,
now your opponent gets his turn three, then
his fourth and fifth turns before you get
another turn. You’re tapped out and probably
don’t have any cards in play that would give
you any decisions to make, other than maybe
having Welding Jar in play (this card’s
stock has been going up recently with a lot
of players…) If you survive this storm
without your Eater being Shattered or
Arrested, you probably win in three turns.
In the late game, if you and your opponent
are basically stalemated with a lot of
creatures on each side of the board, the
Eater’s amazingly low casting cost may leave
you the crucial untapped mana to fuel an
important Shatter or activated ability of
your own while you watch your opponent enjoy
three draw steps before your next turn.
Basically, in the late game, this card is
almost saying “unless any of the next three
cards in your library can get rid of me, I
win the game”.
A new mechanic of sorts for Darksteel is the
central idea of Echoing cards. Not to be
confused with the Echo ability from the
Urza’s Saga block, there are apparently five
common cards in Darksteel that have effects
that repeat for any number of permanents in
play that have the same name as the targeted
permanent.
Echoing Courage is an instant for 1G that
gives target creature and all other
creatures with the same name +2/+2 until end
of turn. In limited, you don’t often have
multiple creatures on your side with the
same name. This card is certainly not as
useful as Predator’s Strike for the same
cost. It could easily be a problem that you
and your opponent have the same creature in
play, and you would not want to pump his Myr
Enforcer while pumping up your own.
Battlegrowth is also better than this card,
so unless you simply had no other instant
power-up options, you probably wouldn’t play
Echoing Courage.
Echoing Ruin is a Sorcery for 1R that
destroys target artifact and all other
artifacts with the same name. You are not to
blame if you quit reading when you saw
common red spell for 1R that destroys a
target artifact. If you draft Mirrodin, and
you like to play red, you know that there
are not enough Shatters to go around. If
Echoing Ruin was only an additional way to
destroy artifacts it would be very welcome.
This card is a lot better than that. Hmmm,
what kind of artifacts does your opponent
have multiple copies of in their deck? Myrs
and artifact lands. Imagine the fun, your
opponent plays Seat of the Synod on turns
one and two, developing their side of the
table to take maximum advantage of artifact
Affinity. You play Echoing Ruin on turn two
and erase both of your opponent’s land. Game
over.
Jeff Zandi
Texas
Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
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