20 SOLID GOLD
HITS from Darksteel
by Jeff Zandi
2.27.04
The
Mirrodin/Darksteel sealed deck
PTQ season is three weeks old.
Next week, if we all keep our
fingers crossed, Magic Online
will add Darksteel. This is a
good time to talk about what
cards in Darksteel are the best
for limited play in sealed deck
and draft formats. To this end,
I have assembled my top ten
lists for commons and uncommons.
Decisions about rares are less
crucial because you have so many
less of them. After discussing
the ten best commons and the ten
best uncommons in the set for
limited play, there are a few
Darksteel cards that I think are
a little underrated. I also want
to talk a tiny bit after that
about cards to avoid.
TOP TEN COMMONS
10 - Arcbound
Hybrid’s ability to attack the
same turn he comes into play
makes him the best common
modular creature in my opinion.
Arcbound Bruiser at 3/3 is a
great modular creature, but you
can only have so many five
casting cost cards in your deck,
and this makes the Bruiser less
cool. Arcbound Stinger is a neat
1/1 modular flyer for just two
mana, but he also just misses
the cut.
9 - Echoing Decay
is solid removal for black.
What’s important is not that it
COULD give you two (or more) for
one card advantage by hitting
multiple targets with the same
name. What’s important is that
Echoing Decay is an instant that
can kill annoying early game
creatures EVEN if they are
black.
8 - Tel-Jilad Outrider is a
great bridge between the two
casting cost Tel-Jilad Chosen
and the five casting cost Tel-Jilad
Archers. Green players in
Mirrodin limited LOVE the
artifact resistant creatures.
Though the Outrider is probably
a distant third to either the
Chosen or the Archers, it is an
important card that green
drafters can pick up with the
middle or late picks of the
Darksteel pack.
7 - Chittering
Rats is an awesome Bear that
“Time Walks” all over your
opponent by setting him back a
turn. Multiple Rats in a deck
could be very annoying for your
opponent. Mix in any kind of
bounce, especially Crystal Shard
and Chittering Rats becomes
completely BROKEN.
6 - Essence Drain
is a drain life like effect that
very efficiently deals three
damage to a creature or player
for five mana. Because it only
requires one black mana to cast,
this Drain is comfortably
splashable.
5 - Neurok
Prodigy is a two power flyer
that can be very difficult to
get rid of. Against an opponent
with few or no flyers, the
Prodigy will probably win you
the game. You won’t always have
an artifact that you want to
discard to bounce the Neurok
Prodigy back to your hand, but
when you are able to throw away
a late game Myr or Talisman that
you didn’t really need anyway to
effectively counter one of your
opponent’s PRECIOUS removal
spells, you will really
appreciate the power of this
card. This card would probably
be quite playable in the current
format even if it was just a 2/1
flyer for 2U with no special
abilities.
4 - Vedalken
Engineer out Myrs the Myrs.
While the Engineer costs the
same as a Myr (in a blue deck)
it taps for TWO of any color
mana (unlike the one colorless
from a Myr). The catch is that
you have to use the two colored
mana from the Engineer to play
an artifact or to pay for an
activated ability of an
artifact. This isn’t much of a
limitation in The Artifact Block
that is Mirrodin/Darksteel. This
card can be SUPER ACCELERATION.
3 - Leonin Bola
looks a little boring, and I
have to admit that equipping
creatures with it every turn
does turn into a grind, but
there is no arguing that this
card is almost a common Icy
Manipulator for one mana.
2 - Echoing Ruin
is simply a sorcery-speed
Shatter most of the time. In
Mirrodin, more artifact kill is
always better. Sometimes,
however, Echoing Ruin can wipe
out multiple Myr or artifact
lands on your opponent’s side,
swinging the game greatly in
your favor.
1 - Vulshok
Morningstar is the common that
is the least likely to be passed
in the last pack of a
Mirrodin/Darksteel draft. This
card fits perfectly between
Leonin Scimitar and Vulshok
Battlegear and is probably
better than both. This is the
best common in the set for
limited play.
I hate to leave
any discussion of Darksteel
commons without mentioning the
five Golems in the set. My
favorite is the Razor Golem that
attacks without tapping,
followed by the flying Spire
Golem, the Haste-y Oxidda Golem,
the 3/2 Dross Golem (with Fear)
and the 5/4 Tangle Golem.
Noted draft expert Neil Reeves
says that there is a simple rule
for using the Golems. If you
have any Golems that have
Affinity for either of the major
two colors in your deck, you
must play them. If you are not
playing a significant number of
the basic lands for which a
particular Golem has Affinity,
you should not play it. That’s
strong advice that I have taken
very much to heart, even though
I still sometimes play Spire
Golem in a deck without Islands.
TOP TEN UNCOMMONS
10 – Dismantle
destroys an artifact for 2R.
This is solid removal for a fair
price if all this card did was
destroy an artifact. However, if
the artifact destroyed had
charge counters or +1/+1
counters, you get to move them
onto the creature of your
choice. This card counters the
power of your opponent’s modular
creatures by allowing you a way
to destroy one of them without
your opponent gaining the
advantage of the dead modular
creature’s counters.
9 - Vulshok War
Boar walks on land, but as my
pal Jonathan Pechon said, this
creature is REALLY a dragon.
This 5/5 BEAST can drop on turn
three VERY often and can end
games all by himself.
8 - Emmisary of
Despair attacks for two. If it
hits you, you lose a life for
each artifact you have in play.
How many artifacts might you
have in play by as early as turn
four? Could be a lot. This card
would deserve a higher rating if
it didn’t cost 1BB to play. If
you aren’t already playing heavy
black after drafting two packs
of Mirrodin, I doubt you should
be drafting this card and trying
to squeeze it into your deck.
7 - Carry Away
disconnects an opponent’s
equipment from any creature it
may have been equipping, then
Carry Away, er, carries that
piece of equipment away to your
side of the board. The only
thing better than destroying
equipment is stealing it and
using it yourself. The double
blue casting cost of this card
does hold it back a little bit,
making it non-splashable.
6 - Darksteel
Gargoyle performs a very similar
function in limited as the rare
Platinum Angel. In fact, I
probably prefer the Gargoyle.
This creature is largely
indestructible. I USED to think
he was indestructible, but since
I’ve lost EVERY Darksteel
Gargoyle that I’ve had in play
to Irradiate sooner or later,
I’ve learned that this card is
only LARGELY indestructible. He
is still very good. Only the
seven mana casting cost keeps
him from being a lot higher on
this list.
5 - Stir the
Pride is the card that a lot of
people are calling the white
Grab the Reins. For an entwined
cost of 5WW, all your creatures
gain +2/+2 and the Spirit Link
ability until end of turn. This
will be the last card you play
in many games that you win. Easy
to play and easy to fit into one
of the more popular colors in
Mirrodin limited play.
4 – Spawning Pit
is the uncommon that you can’t
believe isn’t a rare. Some of
your creatures are going to die,
it just can’t be helped. With
this card on your side, you can
turn today’s creature losses
into tomorrow’s NEW creatures.
Basically, you can get a shiny
new 2/2 token for every two
creatures that you sacrifice to
the Pit. This may be the best
Magic card ever with “Pit” in
its name.
3 - Murderous
Spoils is the fraternal twin to
Mirrodin’s Betrayal of Flesh. B
to the F let you destroy any
creature, even a black creature,
and return one of your creatures
from the graveyard to play at
the same time. Murderous Spoils’
benefits may not be that
dramatic, but they are dramatic
just the same. Most of the time,
I find myself using this card
much more for the STEAL
EQUIPMENT effect and less for
the destroy creature effect.
Very, very powerful, this card
is also splashable in most draft
decks.
2 – Fireball is
that old girlfriend that forgot
how much you liked until she
wanders back into your life. Of
course, it feels more like a
nightmare when you have your
opponent almost knocked out when
he top decks Fireball, taps all
his mana, points it at you and
says “good game”. This is the
most unbalanced card in Mirrodin
limited. Which, of course, means
you should draft it and play it
EVERY TIME you get the chance.
Fireball has been ending games
since the whole thing began ten
years ago.
1 – Skullclamp is
still the best card in the set.
In fact, it’s the best card in
Mirrodin OR Darksteel. This card
does it all. It’s cheap to cast,
cheap to use, makes Spikeshot
Goblin better and turns every
late game Myr into two free
cards. You should probably never
pass this card in drafts.
UNDERRATED
DARKSTEEL CARDS
There are a
number of Darksteel cards that I
feel people are overlooking in
sealed deck and booster drafts.
Here are five of them, in no
particular order.
Darksteel Ingot
DOES cost three, making it less
attractive than the Talisman
cards from Mirrodin for the
purpose of creating mana. On the
other hand, the Darksteel Ingot
is indestructible and creates
mana of any color without
causing you to take damage for
the privilege.
Tanglewalker
makes ALL of your creatures
unblockable as long as your
opponent has a non-basic land in
play. Wow. The most powerful
limited decks are those with
heavy doses of artifact
Affinity. These decks go out of
their way to include artifact
lands, even off color ones.
Quicksilver
Behemoth is a giant fatty for
blue decks with any level of
artifact Affinity. In decks with
a lot of Affinity, this card can
get sick, turning its “drawback”
of returning to your hand after
attacking or blocking into an
advantage. With a lot of
artifacts in play, it’s no big
deal to be able to attack with
this big man and then replay him
to have him back on your side
untapped and ready to block.
Darksteel Pendant
is a cheap piece of Flood
Insurance. This card lets you
look at and potentially move the
top card of your library to the
bottom of your deck. This
ability to veto the top card of
your deck can be very good. Late
game, it’s VERY fun to hardly
ever draw land when you want
action cards.
Machinate is no
Impulse, but in blue/red
Affinity decks, it can get you
to that Fireball a lot faster,
allowing you to finish your
matches faster.
CARDS I DON’T
LIKE
Without going
into too many details, here are
a few cards I think you should
avoid in limited play. I think
Chimeric Egg is a little too
iffy since you have to wait for
multiple non-artifact cards to
played by your opponent before
this card does anything. Second
Sight lets you look at a lot of
cards, but since it puts exactly
ZERO of them in your hand, you
can’t afford to give it a place
in your deck. Scrounge fills
your brain with all kinds of
great visions of moving your
opponent’s best artifact from
his graveyard to your side of
the table. In reality, this
three casting cost black sorcery
will net you a Myr more often
than anything else and is far
too iffy for the best limited
decks. Specter’s Shroud looks
like it turns every one of your
creatures into a Hypnotic
Specter. Maybe. If you get it in
play early and can get it onto
an evasive creature and your
opponent doesn’t have a blocker.
All in all, this card is only
good as a +1/+0 piece of
equipment that MIGHT let you
bust up an opponent every once
in a while.
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
Zanman on Magic Online
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