Just when you didn’t think the world of
Magic: the Gathering could get any stranger,
here comes Planar Chaos, the first expansion
for the groundbreaking Time Spiral set
released four months ago. Time Spiral
knocked us out with reprinted "time shifted"
cards with old style borders. Planar Chaos
expands on the time shifted theme with new
cards that closely mimic cards printed
previously, only in different colors than
the originals.
Furthermore,
these new time shifted cards feature
different backgrounds, slightly different
coloring and white text. It is worth noting
that while Planar Chaos contains lots of
cards that are virtual reprints of previous
Magic cards, there are no cards in the set
simply reprinted, name and all, from any
previous set. This is unusual for a Magic
expansion. Unusual is kind of what the Time
Spiral block seems to be all about.
The first
chance that we all get to sink our teeth
into a new set is in the prerelease sealed
deck tournaments held all over the nation
last weekend. I was head judge at the Dallas
area event last weekend. The next thing that
we do to get acquainted with the cards is to
start booster drafting them. I’ve been able
to booster draft the new set five times
since last Saturday. After this admittedly
small number of drafts, I have gleaned a
certain insight on the usefulness of the
Planar Chaos cards for booster draft. This
insight is colored by the insight of
teammates and close friends that played in
these drafts with me and who shared their
own feelings and impressions about the new
cards.
When assessing
the value of a new set for booster drafting,
I continually find that the commons are the
most important cards in the set. In
constructed, you can invest the time, energy
and money into acquiring four copies of
whatever card you want. In limited, you have
to make the most out of the cards you get,
and most of the cards you get are common. In
a booster draft, you don’t have to be a
genius to open up a pack and find an
incredibly playable rare or uncommon that
significantly upgrades your deck, but making
the most of your commons is a far more
important task.
This review of
the commons includes the names and
descriptions of the twelve commons from each
color, ranked from best to worst. In
addition, I have included commentary on the
top five commons from each color. This is an
early cut at these cards. I’m sure I will
change my mind about some of these cards as
time goes by, but here is what I think about
them right now.
Blue Commons
Erratic
Mutation is an instant for 2U. You choose a
target
creature, then reveal cards from the top of
your library until you hit a non land card,
the targeted creature gets +X/-X until end
of turn where X is equal to the revealed
card’s converted mana cost. Put all the
cards revealed in this way on the bottom of
your library in any order. This card is
easily blue’s best creature defense in the
common slot in either Time Spiral or Planar
Chaos.
Blue was the
best color in Time Spiral booster draft. A
card like Erratic Mutation only makes blue
more powerful for limited.
Shaper Parasite
is a 2/3 Illusion for 1UU with a Morph cost
of 2U. When Shaper Parasite is turned face
up, target creature gets +2/-2 or -2/+2
until end of turn. Morph creatures were
already good in Time Spiral draft,
particularly in the color of trickery and
illusion. This card provides very good
creature elimination with a decent creature
besides. A face down Shaper Parasite can
block and destroy a 4/4 attacker. A face
down Shaper Parasite with three mana open is
also a virtual counter spell for any two
point damage spell your opponent might
conjure up.
Veiling Oddity
is a 2/3 Illusion for 3U that suspends for
1U with four time counters on it. When
Veiling Oddity comes into play from having
its last time counter removed (from
suspense) all creatures become unblockable
until end of turn. Even though your opponent
will know what you are up to when you
suspend this card, there will be very little
they can do about it. In four turns, your
creatures (including the Veiling Oddity
itself which will have haste the turn it
comes into play from suspense) will be
unstoppable. This is another fine suspend
creature for blue.
Dreamscape
Artist is a 1/1 Human Spellshaper for 1U.
When you discard a card, sacrifice a land,
pay 2U and tap the Dreamscape Artist you get
to search your library for up to two basic
lands and then shuffle your library.
I’ll admit the
usefulness of this little guy went right
over my head at first. Let’s run down some
of the awesome things Dreamscape Artist can
do for you. You can pull lands out of your
deck making it easier to draw better cards
later in the game. You can get access
(without green) to lands for your deck’s
second or third (or fourth or fifth!) color
quickly and without pain. You can put two
new lands into play each turn UNTAPPED. You
can use the discard cost as a Madness outlet
for your black cards with Madness. In
constructed, it may even be useful to use
the Artist’s shuffle effect to move around
the cards in your deck for things like
Sensei’s Divining Top.
The bottom
line, right now, is that this card helps
blue get access to mana in a way blue has
rarely been able to do in limited decks.
With this card in play, there really is no
reason to play lands from your hand after a
certain point in the game, like turn four.
Handy.
Primal Plasma
is an Elemental Shapeshifter for 3U that
comes into play either as a 3/3 creature, a
2/2 creature with flying or a 1/6 creature
with Defender. Old school wizards recognize
this card as the Planar Chaos time shifted
version of Primal Clay, a card that would be
even better than Primal Plasma since it was
colorless. That’s okay, we don’t at all mind
playing blue. In the Time Spiral/Time
Spiral/Planar Chaos booster draft
environment, Primal Plasma is a very good
(but not great) card that gives you
tremendous flexibility in a four mana
creature slot.
Aquamorph
Entity is a Shapeshifter for 2UU with a
Morph cost of 2U. As Aquamorph Entity comes
into play or is turned face up, it becomes
either 5/1 or 1/5. Completely playable in
draft decks.
Wistful
Thinking is a sorcery for 2U that causes a
target player to draw two cards and then
discard four cards.
Reality Acid is
an aura that can enchant any permanent for
2U. Reality Acid has Vanishing 3. When
Reality Acid leaves play, enchanted
permanent’s controller must sacrifice the
enchanted permanent.
Synchronous
Sliver is a 3/3 Sliver for 4U that gives all
slivers vigilance.
Piracy Charm is
an instant for one blue mana that allows you
to either give a target creature Islandwalk
until end of turn, give a target creature
+2/-1 until end of turn, or target player
discards a card. This is a time shifted
recreation of Funeral Charm, which happens
to be reprinted as a time shifted card in
Time Spiral. Very playable.
Gossamer
Phantasm is a 2/1 flying Illusion for 1U
that you must sacrifice if it becomes the
target of a spell or ability.
Merfolk
Thaumaturgist is a 1/2 Merfolk Wizard for 2U
that taps to switch a target creature’s
power and toughness until end of turn.
WHITE
COMMONS
Shade of
Trokair is a 1/2 Shade for 3W with
a
Suspend cost of one white mana to put three
time counters on it. Shade of Trokair can be
pumped +1/+1 for one white mana. The key to
this card’s usefulness, of course, is
suspend.
Can a 1/2
creature that costs four mana to hard cast
REALLY be the best white common in the set?
If the value of suspend creatures in the
blue/white decks of Time Spiral are any
indication, the answer is yes. It took
months for the greater Magic world to see
eye to eye on the real power of suspend
creatures. Let’s try to be ahead of the
curve for a change and recognize Shade of
Trokair right away.
Sunlance is a
sorcery for one white mana that deals three
points of damage to a target nonwhite
creature. This card is the time shifted
recreation of the red sorcery called Strafe.
Removal can be hard to come by in white.
From Time Spiral you have Temporal Isolation
and, if you are playing enough white
creatures, Gaze of Justice. Sunlance is a
welcome card indeed for white drafters.
Whitemane Lion
is a 2/2 Cat for 1W that you can play
anytime you could play an instant (he has
Flash). When Whitemane Lion comes into play,
you return a creature you control to its
owner’s hand. Whitemane Lion is not a 2/2
bear to help your mono white deck lay the
beatdown in the early game. What Whitemane
Lion really is is a very blue-like combat
trick. Your creature is blocked by another
creature, with damage on the stack, you play
Whitemane Lion and return the creature that
you were about to lose in combat. In fact,
Whitemane Lion is a lot like one of the best
instant tricks from Time Spiral, Momentary
Blink. With Momentary Blink, you can dodge a
destructive spell or effect from your
opponent keeping your creature completely
intact.
With Whitemane
Lion, you bounce your targeted creature but
at least gain a
2/2 creature
when the stack finally clears. Whitemane
Lion will end up being a little more useful
overall than Momentary Blink because it is
never a dead card, you can always find a use
for a 2/2 Cat for two mana that bounces one
of your other creatures.
Sinew Sliver is
a 1/1 Sliver for 1W that gives all Slivers
+1/+1. This card is the time shifted
recreation of the green Muscle Sliver. When
I first saw this card, I was guilty of
thinking a little too hard, I was thinking
it was good, but I wondered how often I
would really be playing a white Sliver deck.
Then I realized that Sinew Sliver is, first
and foremost, a 2/2 white creature for 1W.
When you play Slivers that give your
opponent’s Slivers good abilities you do
have to be somewhat cautious, but the best
limited players will tell you that you worry
about building your own deck first and worry
about the impact of your creatures on your
opponent’s deck second.
Ghost Tactician
is a 2/5 Spirit Spellshaper for 4W. You can
tap the Tactician, discard a card and pay
one white mana to give creatures you control
+1/+0 until end of turn. White’s fifth best
common is nowhere near as useful as the
first four, but Ghost Tactician gives your
aggressive white and blue/white decks a
replacement (even if it’s kind of a bad
replacement) for the Fortify you could have
gotten if the third pack of the draft was
Time Spiral instead of Planar Chaos. Along
with a useful combat effect, Ghost Tactician
also gives you a big blocker if you can
afford to include it in your deck.
Pallid Mycoderm
is a 2/4 Fungus for 3W. Like other Fungi in
the current format, Pallid Mycoderm gets a
spore counter at the beginning of each of
your upkeeps. You can remove three spore
counters to put a 1/1 green Saproling token
into play, and you can sacrifice a Saproling
to the Mycoderm to give each Fungas and each
Saproling you control +1/+1 until end of
turn.
A must play in
green/white decks with other Fungus cards in
them, this four drop could make the cut in
many other white draft decks as well.
Poultice Sliver
is a 2/2 Sliver for 2W that gives all
Slivers the ability to tap and pay two
colorless mana to regenerate a target
Sliver. The problem with this card is the
tap requirement. Though playable as it is,
and a must-include for dedicated Sliver
decks in draft, Poultice Sliver would be a
much, much better card if it allowed Slivers
to regenerate without tapping a Sliver to do
it.
Revered Dead is
a 1/1 Spirit Soldier for 1W that can be
regenerated for one white mana. This card is
the time shifted recreation of the black
Drudge Skeleton. Playable but possibly too
defensive for the best white draft decks in
the current limited format.
Aven
Riftwatcher is a 2/3 flying Bird Rebel
Soldier for 2W with Vanishing 3.
When this
creature comes into play or leaves play, you
gain two life. The life gain is
inconsequential when compared to the fact
that you lose this creature after only
having it available for attack twice. The
fact that this card is a Rebel is only
somewhat interesting.
Dawn Charm is
an instant for 1W that can prevent all
combat damage this turn, regenerate a target
creature or counter a target spell that
targets you. None of these abilities is
amazing enough to automatically play this
spell in limited, but each ability is
interesting enough that this card could be
the 23rd card of your deck sometimes, or be
useful from the sideboard.
Saltfield
Recluse is a 1/2 Human Rebel Cleric for 2W
that can tap to give a target creature -2/-0
until end of turn. Another Rebel that just
doesn’t have that much going for it. Combos
well with the blue creature that switches
power and toughness.
Mana Tithe is
an instant for one white mana that counters
a target spell unless its controller plays
an additional one colorless mana. This card
is the time shifted recreation of the blue
card Force Spike. This card will become
important right away in constructed, but in
limited it is just the worst. Yup, you might
surprise someone sometime and counter an
important spell with Mana Tithe, but for
every time that happens there will be nine
other times when Mana Tithe just sits in
your hand doing nothing.
BLACK
COMMONS
Rathi Trapper
is a 1/2 Human Rebel Rogue for 1B.
If you spend one black mana and tap the
Rathi Trapper you can tap a target creature.
This card is the time shifted recreation of
the white card Master Decoy. Rathi Trapper
gives black a cheap creature tapper for the
first time since…well, I guess the first
time EVER! Still, it is very telling indeed
that I believe this is the best black common
in the set for limited play. Like the other
black commons, Rathi Trapper’s best use is
not necessarily straight forward.
Black/white is not considered a particularly
good combination in Time Spiral draft due to
the opposite goals of many of the cards in
such decks. Rathi Trapper might make this
color combination better, with Rebel
searchers able to pull a powerful card like
Rathi Trapper out of your deck giving you
card advantage and board advantage at the
same time.
Spitting Sliver
is a 3/3 Sliver for 4B that gives all
Slivers first strike.
In Time Spiral
booster draft, you draft black for a lot of
reasons, but not because it features plenty
of good creatures. Spitting Sliver is a good
creature. Good enough for black decks,
black/red decks and, of course, two or three
color Sliver decks. I’m not thrilled,
however, for the second best black common in
Planar Chaos to be a five casting cost
Sliver.
Vampiric Link
is a creature enchantment (aura) costing one
black mana that gains you life equal to the
amount of damage dealt by the enchanted
creature. This card is the time shifted
recreation of the classic white creature
enchantment Spirit Link. Black is generally
the color of LOSING life, not gaining it. In
most black limited decks, Vampiric Link will
be used as pseudo-removal, played on
opposing creatures to essentially nullify
the damage they would do. In the past,
Spirit Link has always been an uncommon.
Since Vampiric Link is a common, it may not
be too unusual to see multiple copies of it
in a single deck.
Dash Hopes is
an instant for two black mana that counters
a target spell unless any player chooses to
pay five life. Since Dash Hopes is not a
hard counter, there will be many who say
that all this spell does is cause an
opponent to lose five life. First of all,
black mages will tell you that there is
nothing wrong with any spell that makes the
opponent lose five life. This kind of spell
is often relegated to whatever spot in the
deck that a Lava Axe would go in. Dash Hopes
is different in one important regard to Lava
Axe in that it only costs two mana. So, on
turn two going second, you might have two
black mana available when your opponent is
playing an early game creature you would
prefer they not have. When you play Dash
Hopes on turn two, there is a decent chance
that you will successfully counter your
opponent’s spell. On turn two, even if your
opponent decides to lose five life, that may
be okay with you too. On turn twelve, it’s
more likely that your opponent will not
allow Dash Hopes to counter their key spell,
they will most likely agree to lose five
life. In neither case is Dash Hopes the best
card ever, but it certainly does have some
kind of place in the black player’s strategy
of crushing their opponent.
Cradle to Grave
is an instant for 1B that destroys a target
nonblack creature that came into play THIS
TURN. At first glance, this looked better
the Time Spiral sorcery Premature Burial. It
is not. Although Cradle to Grave is an
instant, the fact that it can only kill a
creature that came into play the very same
turn, you have to have this card and two
mana ready so that you can kill the creature
on your opponent’s turn more or less right
after your opponent plays the creature. My
seven year old son sounded a little like a
tiny genius when he pointed out "that card
is really a black counterspell for
creatures". Remove Soul is playable in 9th
Edition limited, so I suppose Cradle to
Grave is a card you play, you just don’t
feel great about it.
Midnight Charm
is an instant for one black mana that can
either deal one point of damage to a target
creature and gain one life for you, or give
a target creature first strike until end of
turn, or tap a target creature.
Although far
from a first pick, Midnight Charm gives
black a very handy multipurpose tool that
can fit into just about any black limited
deck.
Blightspeaker
is a 1/1 Human Rebel Cleric for 1B that can
tap to make a target player lose one life.
You can also spend four mana and tap
Blightspeaker to search your deck for a
Rebel that costs three mana or less and put
him into play. This is the second cheap
Rebel searcher that white has been waiting
for since Time Spiral arrived. I think it
will come as quite a surprise to white
players that the card they have been waiting
for is black. Another vote for black/white
decks.
Melancholy is a
creature enchantment (aura) for 2B. When you
enchant a creature, you tap that creature
and that creature remains tapped as long as
it is enchanted by Melancholy.
Unfortunately, you must pay a black mana
during each of your upkeeps in order to keep
Melancholy in play. This is a flawed time
shifted recreation of the blue enchantment
Dehydration. Creature control is so
important in limited, however, that
Melancholy may be played even though it
severely limits the black mage’s mana.
Ridged Kusite
is a 1/1 Horror Spellshaper for one black
mana. When you pay 1B, discard a card and
tap the Ridged Kusite, target creature gets
+1/+0 and first strike until end of turn.
Sometimes this card could help turn a combat
in your favor.
Deadly Grub is
a 3/1 Insect for 2B with Vanishing 3. When
Deadly Grub goes to your graveyard because
of Vanishing, you get a 6/1 green creature
token that cannot be the target of spells or
abilities. With this guy, you are better off
focusing on the 3/1 creature for three mana.
If he happens to live long enough to
"vanish" from the board giving you a 6/1
untargetable creature, all the better. Most
of the time, this is just a brittle creature
with no special abilities.
Brain Gorgers
is a 4/2 Zombie for 3B with a Madness cost
of 1B. When you play Brain Gorgers, any
player may sacrifice a creature to counter
Brain Gorgers. There is just no reason to
gamble with a card like this, the risks of
your creature being countered are just too
high to justify an unexciting
4/2 black
creature.
Bog Serpent is
a 5/5 Serpent for 5B that cannot attack if
your opponent does not control a Swamp (they
usually will not in Time Spiral/Planar Chaos
drafts) and
must be sacrificed if you do not control a
Swamp. This card is the time shifted
recreation of the old blue standard Sea
Serpent. A big expensive creature that will
usually only be able to block is not exactly
what black drafters have been waiting for.
RED COMMONS
Dead/Gone is an
instant split card. Dead costs one
red mana and deals two damage to a target
creature. Gone costs 2R and returns a target
creature you don’t control to its owner’s
hand. Red and blue were a great combo in
Time Spiral draft, now red has some of
blue’s bounce capabilities with this common
split card. The ability to kill a two
toughness creature for only one red mana is
also very big in Time Spiral/Planar Chaos
draft.
Prodigal
Pyromancer is a 1/1 Human Wizard for 2R that
taps to deal one point to a target creature
or player. This card is a red time shifted
recreation of the classic blue card Prodigal
Sorcerer, or, as many know him, "Tim."
Stingscourger
is a 2/2 Goblin Warrior for 1R with an Echo
cost of 3R.
Whenever
Stingscourger comes into play, return target
creature an opponent controls to its owner’s
hand. Don’t let the Echo cost throw you.
Think of this card as a red sorcery for two
mana that lets you bounce an opposing
creature and leaves behind a 2/2 creature.
Combine this card with Momentary Blink and
you can clear two potential blockers out of
the way for just four mana.
Skirk Shaman is
a 2/2 Goblin Shaman for 1RR that can only be
blocked by red creatures and artifact
creatures. This time shifted recreation
gives red a powerful evasion creature for
just three mana. Skirk Shaman is not an
extremely high pick, but it provides the
kind of creature that red booster draft
decks can really make the most of.
Brute Force is
an instant for one red that gives a target
creature +3/+3 until end of turn. This card
is the time shifted recreation of one of the
original three-for-one spells from the
beginning of Magic, Giant Growth.
This is a great
ability for red to have in draft decks. A
lot of top drafters don’t like to draft
green, and Brute Force gives those players a
Giant Growth effect without having to lower
themselves to the color of chlorophyll.
Needlepeak
Spider is a 4/2 Spider for 3R that can block
as though it had flying. This card is
another new red spell that does something
usually reserved for green cards. Another
two toughness creature for four mana would
be no special treat, but adding the ability
to block (and probably kill) flyers is very
welcome indeed.
Firefright Mage
is a 1/1 Goblin Spellshaper for one red
mana. When you tap the Firefright Mage,
discard a card and pay 1R, a target creature
can’t be blocked this turn except by red
and/or artifact creatures. Not particularly
exciting, could be in red/black deck that
needs Madness outlets I suppose.
Simian Spirit
Guide is a 2/2 Ape Spirit for 2R that, when
it is in your hand, can be removed from the
game to give you one red mana. This card is
the red time shifted recreation of the green
Elvish Spirit Guide from many years ago.
This would be an interesting card for
constructed Goblin decks if it had been a
Goblin instead of an Ape. As far as limited
goes, you can play this card as an
unexciting 2/2 for three mana and maybe
every once in a while it will be
unbelievably useful for its weird one red
mana capability.
But it’s not
too good.
Fury Charm is
an instant for 1R that will let you either
destroy a target artifact, give a target
creature +1/+1 and trample until end of
turn, or remove two time counters rom a
target permanent or suspended card. I love
all the charms because I love a simple card
that can do so many different things. This
one, however, is not particularly useful
most of the time.
Might bring it
in from the sideboard in some matches.
Battering
Sliver is a 4/4 Sliver for 5R that gives all
Slivers trample. As we learned from Fury
Sliver in Time Spiral, Slivers that cost six
mana are less useful than other Slivers,
even when they provide a useful ability for
all Slivers.
Keldon
Marauders is a 3/3 Human Warrior for 1R that
has Vanishing 2. When Keldon Marauders comes
into play or leaves play, it deals one
damage to target PLAYER. If this card had
been able to target creatures, Keldon
Marauders would have been very close to the
top five commons in red. As it is, Marauders
doesn’t even belong in your deck.
Dust Corona is
a creature enchantment (aura) for one red
mana that gives enchanted creature +2/+0 and
the ability to not be blocked by creatures
with flying. Not very good.
GREEN
COMMONS
Utopia Vow is a
creature enchantment (aura) for 1G.
Enchanted creature cannot attack or block,
but can tap for one of any color mana. This
card is the green time shifted recreation of
the white creature enchantment Pacifism.
This is creature removal for green. Enough
said.
Giant Dustwasp
is a 3/3 Insect with
flying for 3GG that has a Suspend cost of 1G
that puts four time counters on it. Even
without Suspend, this would be a great
creature for green, the color that hardly
ever gets a flyer. The ability to suspend
this 3/3 flyer for two mana makes this a
very special creature indeed.
Mire Boa is a
2/1 Snake with Swampwalk for 1G with the
ability to regenerate for one green mana.
This card is not considered a time shifted
recreation of River Boa, probably because
River Boa is green like Mire Boa. At any
rate, this is an exceptional common
creature.
Evolution Charm
is an instant for 1G that allows you to
either search your library for a basic land,
return a target creature from your graveyard
to your hand, or gives target creature
flying until end of turn. The first ability
will be great on turn two, helping to pull a
needed land out of your deck. The second
ability is generally considered out of color
for green and is very useful in the late
game, as is the third ability of Evolution
Charm.
In one card,
Evolution Charm provides mana fixing, threat
recovery and attacking evasion. You don’t
need to draft this card high, but you will
be happy to have one in just about every
green deck you draft.
Fa’adiyah Seer
is a 1/1 Human Shaman for 1G that taps to
draw a card and reveal it. If the revealed
card is a land, put it into your hand,
otherwise discard the card. This card is the
green time shifted recreation of a classic
blue Magic card that was reprinted as a time
shifted card in Time Spiral, Sindbad. In
Time Spiral, Sindbad is in blue, a color
that often will not make room for Sindbad in
draft decks. A green Sindbad that is also a
common is a very good card indeed. Don’t
worry about the Seer revealing a card that
isn’t land, whatever card you lose to the
graveyard will be made up for by the cards
you reach in your deck that you would not
have without using the Seer. It all comes
out even in the end, except that you will be
up a free land card about 40% of the time.
(based on having 40% land in your deck)
Reflex Sliver
is a 2/2 Sliver for 3G that gives all
Slivers Haste.
Uktabi Drake is
a 2/1 flying Drake with haste for one green
mana. This card has an Echo cost of 1GG,
making it generally imprudent to play on
turns one or two. The upside of this card is
in the middle of your game, when you will
welcome a speedy green flyer and won’t mind
paying Echo.
Citanul
Woodreaders is a 1/4 Human Druid for 2G that
has a kicker cost of 2G. When you play this
card paying its regular and kicker combined
cost of 4GG, you get to draw two cards when
it comes into play. In the late game, I
think it will always be worth six mana to
dig two cards deeper into your library while
gaining the significant blocking resource of
a 1/4 creature.
Vitaspore
Thallid is a 1/1 Fungus for 1G. Like other
Fungi in the current block, Vitaspore
Thallid gains a spore counter each turn, and
you can remove three spore counters to put a
1/1 green Saproling token into play. You can
sacrifice a Saproling to Vitaspore Thallid
to give a target creature haste.
Essence Warden
is a 1/1 Elf Shaman for one green mana that
gains one life for you whenever another
creature comes into play. This card is the
green time shifted recreation of the white
card Soul Warden. Good booster draft decks
don’t waste precious creature slots for 1/1
creatures that allow them to gain a little
life during the game.
Seal of
Primordium is an enchantment for 1G that can
be sacrificed to destroy an artifact or
enchantment. This card is the green time
shifted recreation of an older white seal
enchantment that did exactly the same thing
and cost 1W. This card, according to WOTC,
is a Planar Chaos time shifted recreation
that is actually properly on color. Seal of
Primordium becomes the enchantment version
of Naturalize. Good card, but strictly
sideboard stuff in the current draft format.
Healing Leaves
is an instant for one green mana that can
gain a target player three life or can
prevent the next three damage to a target
creature.
This card is
the green time shifted recreation of one of
Magic’s famous three-for-one spells from the
original set, in this case, the white
instant Healing Salve.
THE COMMONS OF
PLANAR CHAOS
The commons in
the new set are really pretty amazing. After
playing with them for only a week, I feel
these cards are adequately powerful and
match up well with the flavor of the current
Time Spiral limited environment. Time Spiral
shocked the world of Magic, and Planar Chaos
only continues the fun and the insanity. I
can hardly wait for Future Sight this
spring.
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@hotmail.com
Zanman on Magic Online