Card by Card Breakdown of Torment
by Lonnie Usery
Pojo has asked me to write before. However, I have a
wife, 2
kids, a job, and a business selling cards on the side.
That doesn't exactly
leave a lot of free time so even though I love to write,
I don't often have
the opportunity.
But a new set is coming out is the time for the
traditional card-by-card
analysis article and that's always sounded like fun. I
had no idea what I
was getting into because it turned out to be a much
bigger job than it
appeared at the beginning.
In a change from reviews by other writers, I didn't
rate the cards by the
number of stars or A+ to F-. Even really bad cards can
sometimes work if you
build a deck around it. Instead I tried to rate the
cards on whether or not
they'd be of general use in a deck using that color.
I also included some ideas for combos or deck styles
which a particular card
might fit. Certainly they aren't going to be the only
ideas or necessarily
the strongest ideas. Its more of my impression of what
I'd like to try
first. Hopefully my ideas will spark your creativity.
I’ve deliberately avoided looking at what other
writers have had to say
about the new Torment set. If anything I say contradicts
them, keep in mind
that I am right and they are wrong.
In Odyssey block, every card that lets you discard is
going to get you
closer to threshold, let you play madness cards, and let
you abuse flashback
so for the most part I don't bother to specifically
mention it. If you care
enough to read a commentary on the Torment spoiler, I'm
going to assume you
have that basic knowledge.
WHITE
Angel of Retribution R, Creature - Angel, 6W, 5/5
Flying, first strike
In what format would this be a good card? At the
Torment pre-release, I
didn’t play a game in sealed where either player got
up to 7 mana. Invasion
and 7th both have better fliers. Block constructed? I
have a hard time
thinking its going to be slower than sealed deck. Trash
rare.
Aven Trooper C, Creature - Bird Soldier, 3W, 1/1
Flying 2W, Discard a card
from your hand: Aven Trooper gets +1/+2 until end of
turn.
Four mana for a 1/1 flier with a bad special ability
when the standard is 4
mana for a 2/2 flier with a special ability. Isn’t it
bad enough to have to
discard to use the special ability but it has to cost 3
mana also? Yeah,
this card is going to see a lot of play.
Cleansing Meditation U, Sorcery , 1WW Destroy all
enchantments. Threshold -
Instead destroy all enchantments, then return to play
all cards in your
graveyard destroyed this way.
A white Tranquility but with double color mana
casting cost. Let’s think
about the last time you saw anyone using a regular
Tranquility. Can’t
remember back that far? Neither can anyone else. Next.
Equal Treatment U, Instant , 1W If any source would
deal 1 or more damage to
a creature or player this turn, it deals 2 damage to
that creature or player
instead. Draw a card.
Didn’t Healing Salve cost 1 mana and actually stop
damage or let you gain
life? Now you or your creature takes 2 damage, pay 2
mana, and draw a card.
When a card doesn’t measure up to Healing Salve, you
know it has a problem.
Maybe I’d use it in a sealed deck when I’ve already
included the 19th land
and accidently lost the rest of the card pool. Then
again I might be better
off to drop out and go draft.
Floating Shield C, Enchant Creature , 2W As Floating
Shield comes into play,
choose a color. Enchanted creature has protection from
the chosen color.
This effect doesn't remove Floating Shield. Sacrifice
Floating Shield:
Target creature gains protection from the chosen color
until end of turn.
Not a bad effect since I’d expect mono-color decks
to be tested out in block
constructed. It doesn’t have the surprise value of
Shelter unless your
opponent isn’t paying attention. In limited, it can be
used to protect your
flier from your opponent’s removal color. I wouldn’t
pick it very highly at
all in draft but these are going to be still in the pack
late and it is
playable.
Frantic Purification C, Instant , 2W Destroy target
enchantment. Madness W
Purely for the sideboard in sealed or block
constructed. Maybe maindeck in
draft if you see your first round opponent stocking up
on enchantments you
can’t deal with. Stop laughing, I’m sure that’s
happened once or twice. If
you are playing this in Type 2, you need more help than
I can give you.
Hypochondria U, Enchantment , 1W W, Discard a card
from your hand: Prevent
the next 3 damage that would be dealt to target creature
or player this
turn. W, Sacrifice Hypochondria: Prevent the next 3
damage that would be
dealt to target creature or player this turn.
This was very hard to deal with at the pre-release
playing between rounds
using my B/R sealed deck. If your limited deck is
defensive or prone to a
ground stall, this might be a solution.
Major Teroh R, Creature - Bird Soldier Legend, 3W,
2/3 Flying 3WW, Sacrifice
Major Teroh: Remove all black creatures from the game.
Wrath of God vs black. In most any other set, it
would be useless but with
Torment its fairly viable. 4 mana for a 2/3 flier is
costed lower than most
other flier cards. Being a Legend is a pain so I wouldn’t
run more than one
maindeck in block constructed but having three more in
the SB would be a
major headache to a black deck.
Militant Monk C, Creature - Cleric, 1WW, 2/1
Attacking doesn't cause
Militant Monk to tap. T: Prevent the next 1 damage that
would be dealt to
target creature or player this turn.
Worthless in constructed. In limited the not tapping
to attack along with
the damage prevention ability means its going to survive
combat against
opposing 1 power creatures. Let’s list all of those
worth being scared
of…um, yeah. Three mana with double color casting cost
is going to keep this
on the sidelines early (at least you could cast Samite
Healer early
consistently but people still weren't drooling over it).
After a few
creatures are out there, the damage prevention ability
is good so its going
to see some play
Morningtide R, Sorcery , 1W Remove all cards in all
graveyards from the
game.
Its no Honor the Fallen but it’s a solid
constructed sideboard card as long
as your own deck doesn’t depend on the graveyard.
Useful against some decks
in limited. I wouldn’t take it over removal, solid
creatures, or combat
tricks which means its going to be bottom feeding in the
last few cards of a
pack. Maybe you’ll get lucky and one of your opponents
will rare draft it
before the pack gets to you.
Mystic Familiar C, Creature - Bird, 1W, 1/2 Flying
Threshold - Mystic
Familiar gets +1/+1 and has protection from black.
Compared to some of the creature costs in the set,
this is practically a
bargain (well, at least it doesn’t suck as bad as Aven
Trooper). Nice
abilities post-threshold especially the 3 toughness.
Pay No Heed C, Instant , W Prevent all damage a
source of your choice would
deal this turn.
Pay no heed to this card. Sorry, couldn’t resist.
Could be a combat trick to
unexpectedly save your creature but still pretty bad. It
comes back to the
Healing Salve comparison and Pay No Heed doesn’t
measure up.
Possessed Nomad R, Creature - Nomad Horror, 2WW, 3/3
Attacking doesn't cause
Possessed Nomad to tap. Threshold - Possessed Nomad gets
+1/+1, is black,
and has "2B, T: Destroy target white
creature."
In Toment limited, all the possessed creatures are
worth playing if your
deck can support both colors. Not tapping to attack is
actually a big deal
for once since the nomad has the 3 toughness to be able
to block. In
constructed, its going to depend on what color of decks
dominate in the
post-torment environment and that’s too early to tell
right now.
Reborn Hero R, Creature - Soldier, 2W, 2/2 Attacking
doesn't cause Reborn
Hero to tap. Threshold - When Reborn Hero is put into a
graveyard from play,
you may pay WW. If you do, return Reborn Hero to play
under your control.
Look its Enduring Renewal. Or maybe Nether Spirit.
Anyway, I put this on the
“Likely to be Voted Most Annoying Torment Card”
list. A lot of people are
going to try to break this card and a lot of people are
going to succeed. My
combo? Ashnod’s Altar, sac the Reborn Hero over and
over to convert all your
white mana into colorless mana. Why? Uh…I don’t have
time to get into that
right now. Got to review the next card.
Spirit Flare C, Instant , 3W Tap target untapped
creature you control. If
you do, it deals damage equal to its power to target
attacking or blocking
creature an opponent controls. Flashback-1W, Pay 3 life.
For 4 mana you used to get a creature which could do
something like this.
Remember Heavy Ballista? Since Spirit Flare taps the
creature used, you
can’t even be guaranteed of being able to flash it
back on the same turn
because you have to use another creature. And you get to
pay life for the
flashback cost. Mize!
Now having slammed it, the card does have a powerful
effect in a color which
has trouble dealing direct damage to creatures. Play it
in limited but
remember to grumble about the good old days when we used
to have better
cards.
Stern Judge U, Creature - Cleric, 2W, 2/2 T: Each
player loses 1 life for
each swamp he or she controls.
OK, I swear I’m not drunk but I love this card.
Just wait til next Extended
season when I play my Stern Judge/Magic Hack/Twiddle
deck. In limited this
is an automatic for any white deck. I wouldn’t draft
it over Vengeful
Dreams, Possessed Nomad, or Major Teroh but its better
than any of the other
Torment white.
Strength of Isolation U, Enchant Creature , 1W
Enchanted creature gets +1/+2
and has protection from black. Madness W
Like most creature enchantments, not playable in
constructed. In limited the
Protection from black will have its moments coming out
the of sideboard. Oh,
who am I kidding? Splash for a fourth color rather than
playing this card.
Teroh's Faithful C, Creature - Cleric, 3W, 1/4 When
Teroh's Faithful comes
into play, you gain 4 life.
For a defensive white deck in limited, this is a good
card. The 4 toughness
goes a long way toward stabilizing the board and the
lifegain will get you
back some of what you lost against more aggressive
decks. Not particularly a
fan of defensive white decks but this is a good card for
it to use.
Teroh's Vanguard U, Creature - Nomad, 3W, 2/3 You may
play Teroh's Vanguard
any time you could play an instant. Threshold - When
Teroh's Vanguard comes
into play, creatures you control gain protection from
black until end of
turn.
A white card with a combat trick. How original! But
in a twist away from the
theme of Torment, this one is actually useful. Being
played as an instant
can be a powerful effect. The pro-black after threshold
is going to be
useful in proportion to how much black is played. I’d
guess quite a bit less
in constructed than most people probably think. Still I
can’t wait to spring
this as a surprise blocker against a pumped up Psychatog.
Transcendence R, Enchantment , 3WWW You don't lose
the game for having 0 or
less life. When you have 20 or more life, you lose the
game. Whenever you
lose life, you gain 2 life for each 1 life you lost.
This card is a loser. I don’t want 6 casting cost
cards in my hand that only
benefit me if I’m at 10 life or less or optionally can
make me lose the
game.
Vengeful Dreams R, Instant , WW As an additional cost
to play Vengeful
Dreams, discard X cards from your hand. Remove X target
attacking creatures
from the game.
I love it. Cheap mana cost and can affect more than
one creature. On the
down side, it costs one more card than the number of
creatures it can
remove. But I can live with that. I keep thinking there
must be a way to
abuse this against Infestation/Upheaval decks since the
removal will be more
card efficient than their Infestation zombies.
BLUE
Alter Reality R, Instant , 1U Change the text of
target permanent or spell
by replacing all instances of one color word with
another. (This effect
doesn't end at end of turn.) Flashback 1U
Sleight of Mind, one of my favorite cards, is back.
It alters the usefulness
of color hosers in the sideboard and can change the
protection from color
cards. Nice addition to blue.
Ambassador Laquatus R, Creature - Merfolk Legend,
1UU, 1/3 3: Target player
puts the top three cards of his or her library into his
or her graveyard.
I was originally thinking of using this with
Bearscape in my Opposition
deck. But squirrels are probably still better than the
Bearscape and I’m not
sure if decking the opponent is a viable strategy for it
(with my luck I’d
face 4 rounds of Battle of Wits decks). In limited,
however, it’s a bomb. A
lot easier to deck someone playing only 40 cards. Its
also a pretty sure bet
to get you threshold or to help you abuse flashback
cards.
Aquamoeba C, Creature - Beast, 1U, 1/3 Discard a card
from your hand: Switch
Aquamoeba's power and toughness until end of turn.
Hey, it cheap. Gee, there must be something else nice
to say about it. Don’t
expect to see this in constructed decks. For limited, it
can block a pesky
2/2 creature indefinitely or you can kill off a 3
toughness creature after
blocking. A very expensive beatstick if you want it to
attack as a 3/1 every
turn. I keep looking at the card thinking they
accidentally left off the
phrase “all your white and black spells cost one less
generic mana”.
Balshan Collaborator U, Creature - Bird Soldier, 3U,
2/2 Flying B: Balshan
Collaborator gets +1/+1 until end of turn.
Now this is a flier! The standard 4 mana for a 2/2
flier and can pump both
power and toughness (though with your off color). Fine
for any blue limited
deck and can really be great when playing U/B. After
slamming a few dozen
cards, its nice to see a playable one.
Breakthrough U, Sorcery , XU Draw four cards, then
choose X cards in your
hand and discard the rest from it.
I’m sure someone is going to break this within the
week but I don’t like it.
Let’s say you have 6 cards in hand and draw the
Beakthrough. You have 3
mana and play it. You draw 4 cards making 10 cards total
in hand then
discard 8 cards down to 2. Oh, I’m feeling the power
now.
Cephalid Aristocrat C, Creature - Cephalid, 4U, 3/3
Whenever Cephalid
Aristocrat becomes the target of a spell or ability, put
the top two cards
of your library into your graveyard.
5 mana for a 3/3 creature with no useful ability.
Moving right along…
Cephalid Illusionist U, Creature - Cephalid Wizard,
1U, 1/1 Whenever
Cephalid Illusionist becomes the target of a spell or
ability, put the top
three cards of your library into your graveyard. 2U, T:
This turn prevent
all combat damage that would be dealt to and dealt by
target creature you
control.
A great combat trick for limited but not strong
enough for constructed
outside of Cephalid theme decks.
Cephalid Sage U, Creature - Cephalid, 3U, 2/3
Threshold - When Cephalid Sage
comes into play, draw three cards, then discard two
cards from your hand.
Unfortunately, you often have to at least consider 3
toughness creatures for
4 mana in limited. Fortunately, you rarely have to
consider them in
constructed.
Cephalid Snitch C, Creature - Cephalid Wizard, 1U,
1/1 Sacrifice Cephalid
Snitch: Target creature loses protection from black
until end of turn.
If you are playing black creatures and your opponent
is playing pro-black
creatures and they along with Cephalid Snitch happen to
be in play at the
same time, you've got a combat trick that guarantees
that you lose a
creature. Whee!!! It doesn't get much better than this.
Cephalid Vandal R, Creature - Cephalid, 1U, 1/1 At
the beginning of your
upkeep, put a shred counter on Cephalid Vandal. Then put
the top card of
your library into your graveyard for each shred counter
on Cephalid Vandal.
Could work in a flashback heavy or threshold
dependent constructed deck. I
wouldn't play it in limited since it could deck you long
before it could
deal 20 points of damage.
Churning Eddy C, Sorcery , 3U Return target creature
and target land to
their owners' hands.
Another of an endless stream of bad bounce spells.
Where's boomerang when
you need it? In limited it reminds me of the game WotC
is playing with
removal spells: how bad does it have to be before no one
will play it? The
answer is no one knows because everyone plays removal no
matter how bad it
is. If you are playing blue, you are going to play the
bounce that is
available no matter how bad. Ironically after saying
that, at the
pre-release I had Churning Eddy bounce my Chainer and
kill off my
nightmares. So even though its a sorcery...and costs
four mana...and looks
really bad in comparison to other bounce spells...uhnn...go
ahead and play
it. Sorry, hard to force the words out.
Circular Logic U, Instant , 2U Counter target spell
unless its controller
pays 1 for each card in your graveyard. Madness U
Its a counterspell that's playable in limited or in
block constructed. Maybe
its playable in type 2 but I wouldn't count on it
replacing Absorb or
Undermine any time soon.
Compulsion U, Enchantment , 1U 1U, Discard a card
from your hand: Draw a
card. 1U, Sacrifice Compulsion: Draw a card.
There must be a million ways to break this and I
expect it to be broken in
most every format. In block with all the madness,
threshold, and flashback
cards, its going to be very nice.
Coral Net C, Enchant Creature , U Coral Net can
enchant only a green or
white creature. Enchanted creature has "At the
beginning of your upkeep,
sacrifice this creature unless you discard a card from
your hand."
If you play it on a bad creature, they'll likely sac
it making this a blue
Ghastly Demise. If they are bashing your head in with a
creature, they'll
laugh, discard, and continue bashing. Better than some
of the blue
creature-control enchantments we've seen and worse than
some others. I'd
recommend splashing another color if you are needing
serious removal.
Deep Analysis C, Sorcery , 3U Target player draws two
cards. Flashback-1U,
Pay 3 life.
The basic card before flashback is Inspiration which
never sees any play.
Blue decks usually are control decks of some variety.
Control decks lose
life to aggressive decks then hopefully stabilize.
Having a flashback cost
that causes you to pay life is less than optimal. It'll
probably see some
play in block and the R/G beats players will hope you
have four of them in
your deck just for the flashback. The card isn't Fact or
Fiction, it isn't
even an instant which means you'd probably have to tap
out to play it.
Sweet.
False Memories R, Instant , 1U Put the top seven
cards of your library into
your graveyard. At end of turn, remove seven cards in
your graveyard from
the game.
Trash rare. If you could manipulate our deck to get
the right 7 cards were
on top of your library, you could go wild with
flashback. But then if you
could put the 7 cards on top of your library that you
wanted, you could
probably win the game without tricky graveyard combos.
This is another card
that someone is going to break with a freaky combo to
win a tournament and
next week everyone is going to be shelling out $8 each
for them. But its
still a trash rare.
Ghostly Wings C, Enchant Creature , 1U Enchanted
creature gets +1/+1 and has
flying. Discard a card from your hand: Return enchanted
creature to its
owner's hand.
The obligatory blue flying creature enchantment. Its
more interesting than
most of them because of the +1/+1 and the returning
ability isn't bad
either. Not constructed worthy but interesting enough to
consider as the
23rd card in a sealed deck. Hey, that might not sound
like much but its a
lot better than most blue creature enchantments.
Hydromorph Guardian C, Creature - Guardian, 2U, 2/2
U, Sacrifice Hydromorph
Guardian: Counter target spell that targets one or more
creatures you
control.
Revised and simplified text: "Kill this creature
rather than letting your
opponent knock off one of your good creatures". Is
that good? One opponent
at the pre-release played this hoping to protect his
other more valuable 2/2
creature. I attacked with a 2/2 forcing him to block
with the Guardian, with
his good creature, or to take 2 damage a turn until he
found something he
cared to use as a blocker. He blocked with the Guardian
killing both the
blocker and the attacker. After combat I used my removal
on his good
creature. Not to be picky but to do a good job,
shouldn't a Guardian be
tough?
Hydromorph Gull U, Creature - Bird Guardian, 3UU, 3/3
Flying U, Sacrifice
Hydromorph Gull: Counter target spell that targets one
or more creatures you
control.
Five mana for a 3/3 flier isn't bad in limited or in
block. Not wild about
the special ability but its not like its costing you a
lot extra. In type 2
use a Fat Moti.
Liquify C, Instant , 2U Counter target spell with
converted mana cost 3 or
less. If it's countered this way, remove it from the
game instead of putting
it into its owner's graveyard.
I really like this. Whether its viable in constructed
is going to depend on
how expensive decks are in the metagame. If block
constructed becomes all
about cheap R/G speed decks like some people think,
Liquify will be great.
Llawan, Cephalid Empress R, Creature - Cephalid
Legend, 3U, 2/3 When Llawan,
Cephalid Empress comes into play, return all blue
creatures your opponents
control to their owners' hands. Your opponents can't
play blue creature
spells.
The centerpiece of my Alter Reality deck. If blue
decks do gain the upper
hand in block constructed, the battle to be the first to
get this in play is
going to determine a lot of matches. The bounce isn't
targeted so I could
see this in the sideboard of Oath decks or elsewhere as
anti-Morphling tech.
OK that might or might not be silly but this is a STRONG
color hoser since
your opponent's creature draws become dead.
Obsessive Search C, Instant , U Draw a card. Madness
U
Pay one mana for a cantrip that has no effect on the
game other than being a
cantrip. I remember back when I thought Urza's Bauble
was a bad card. It
cost nothing, was a cantrip, and let you look at a card
at random from your
opponent's hand. I never realized what a powerhouse
Urza's Bauble was, much
too overpowered for Odyssey. Sheesh. Will people play
Obsessive Search
anyway? Yeah, it does cycle through your deck so its
going to see play. I
wouldn't use it over Sleight of Hand, Opt, or
Brainstorm.
Plagiarize R, Instant , 3U Until end of turn, if
target player would draw a
card, instead that player skips that draw and you draw a
card.
I really, really want to play this when my opponent
plays Obsessive Search.
OK, enough obsessing about Obsessive. Plagiarize most
often is going to be a
cantrip with the effect of removing a card from your
opponent's hand. Black
used to have a card that no one ever played called Mind
Ravel which did
basically the same thing. Now its blue and you pay an
extra mana so it can
be an instant. Mize! Yeah, right. If your opponent has
nothing useful in
hand, Plagiarize can deny him a useful card for another
turn. Otherwise its
just expensive and vaguely annoying.
Possessed Aven R, Creature - Bird Soldier Horror,
2UU, 3/3 Flying Threshold
- Possessed Aven gets +1/+1, is black, and has "2B,
T: Destroy target blue
creature."
If its a Possessed creature, its worth playing. Its a
3/3 flier for 4 mana
instead of the standard 2/2 with an excellent threshold
ability if you can
access black mana. The best of the possessed creatures.
Retraced Image R, Sorcery , U Reveal a card in your
hand, then put that card
into play if it has the same name as a permanent in
play.
Very situational. Potentially a very powerful effect.
I don't like
situational cards. If you have the mana to get the first
permanent into
play, why not pay the mana to get the second permanent
into play rather than
paying a card to do it? Inquiring minds want to know.
Maybe its supposed to
be useful in a mirror match or a reanimator deck.
Skywing Aven C, Creature - Bird Soldier, 2U, 2/1
Flying Discard a card from
your hand: Return Skywing Aven to its owner's hand.
A beating in limited since it comes out faster than
the 4 mana fliers and
its almost impossible to get rid of. OK so I'm not
supposed to end a
sentence with a preposition. Sue me.
Stupefying Touch U, Enchant Creature , 1U When
Stupefying Touch comes into
play, draw a card. Enchanted creature's activated
abilities can't be played.
Another mostly useless blue creature enchantment. Be
sure to maindeck these
if you expect to be matched up against me since my
ratings need the boost.
Otherwise, wait til you see possessed creatures,
Hallowed Healers, or
Chainflingers if you absolutely can't control them any
other way and if they
would completely destroy you.
Turbulent Dreams R, Sorcery , UU As an additional
cost to play Turbulent
Dreams, discard X cards from your hand. Return X target
nonland permanents
to their owners' hands.
Not my dream card since it doesn't necessarily
permanently deal with
anything. Still its potentially a strong temporary
effect. And like any
discard effect in this block, you have the potential to
abuse that.
BLACK
Boneshard Slasher U, Creature - Horror, 1B, 1/1
Flying Threshold - Boneshard
Slasher gets +2/+2 and has "When Boneshard Slasher
becomes the target of a
spell or ability, sacrifice it."
A 1/1 flier with the potential to have to sac it for
no gain after
threshold. Truely Torment is the **All-Powerful Black
Set**.
Cabal Ritual C, Instant , 1B Add BBB to your mana
pool. Threshold - Instead
add BBBBB to your mana pool.
I know people are psyched up about this but why?
Paying a card to get one
extra mana before threshold is horrible unless you have
some funky combo
going that just can't wait for your third land drop. If
you can't think of
one, don't worry, you aren't alone. After threshold it
gives you 5 black
mana. How many 5 casting cost black cards or 6 casting
cost non-black cards
are you going to have in a deck? Its going to have to be
a ton of them to
support 4 Cabal Rituals which means you are totally
screwed unless you
manage to get threshold and get a Ritual in hand and
your opponent doesn't
have a counter and can't change the number of cards in
your graveyard. Cabal
Ritual is my pick as the card most likely to be sitting
dead in someone's
hand. The strength of Dark Ritual was that its an early
game card. Cabal
Ritual isn't.
Cabal Surgeon C, Creature - Minion, 2BB, 2/1 2BB, T,
Remove two cards in
your graveyard from the game: Return target creature
card from your
graveyard to your hand.
Expensive for the power/toughness. Would it have
killed them to make it a
2/2? Very expensive activation cost and then the
creature returns to your
hand instead of to play. You might not even be able to
play the creature on
the same turn since the activation cost of the Surgeon
is so high. On the
other hand it is recursion of creatures from the
graveyard which can be a
strong effect in limited. You have to weigh the value of
your other cards
which use the graveyard as a resource to figure out if
this is worth
playing.
Cabal Torturer C, Creature - Minion, 1BB, 1/1 B, T:
Target creature gets
-1/-1 until end of turn. Threshold - 3BB, T: Target
creature gets -2/-2
until end of turn.
Powerful ability in block due to the large number of
1 toughness creatures
and might even see play in type 2 to kill off
regenerators. I'm shocked you
don't have to discard to get the effect. Many other
cards have worse
abilities with higher activation costs.
Carrion Rats C, Creature - Rat, B, 2/1 Whenever
Carrion Rats attacks or
blocks, any player may remove a card in his or her
graveyard from the game.
If a player does, Carrion Rats deals no combat damage
this turn.
A very annoying drawback but the card is cheap and
getting cards into the
graveyard isn't always as easy as it might look. Carrion
Rat/Crypt
Keeper/Gravestorm decks are going to be at every PTQ.
Whether they are
viable or not is yet to be seen but they'll be there
regardless.
Carrion Wurm U, Creature - Zombie Wurm, 3BB, 6/5
Whenever Carrion Wurm
attacks or blocks, any player may remove three cards in
his or her graveyard
from the game. If a player does, Carrion Wurm deals no
combat damage this
turn.
Finding 3 cards to remove from the graveyard is even
harder than just
removing the one. I've found it easier to kill this
creature than to find
enough graveyard cards to take advantage of his
drawback. A nice beatstick
and costed fairly.
Chainer, Dementia Master R, Creature - Minion Legend,
3BB, 3/3 All
Nightmares get +1/+1. BBB, Pay 3 life: Put target
creature card from a
graveyard into play under your control. That creature is
black and is a
Nightmare in addition to its creature types. When
Chainer, Dementia Master
leaves play, remove all Nightmares from the game.
No matter how good you've heard this one is in
limited, its better. The 3
black mana for the special ability is sometimes hard to
come by but
recurring your utility creatures is awesome. I don't
know how great it will
be in constructed. An aggressive deck might put you low
enough on life that
by the time Chainer comes out, the special ability might
be useless.
However, I'm fully confident I'll be matched up against
the newbie with the
totally broken Chainer/LifeBurst/Teroh's Faithful deck
and have to write an
embarrassing tournament report about it.
Chainer's Edict U, Sorcery , 1B Target player
sacrifices a creature.
Flashback 5BB
Its great in limited. It's great in constructed. It'd
be played even without
the flashback ability.
Crippling Fatigue C, Sorcery , 1BB Target creature
gets -2/-2 until end of
turn. Flashback-1B, Pay 3 life.
If it were an instant I'd be gushing with praise. As
a sorcery, its solid
removal but no surprise value.
Dawn of the Dead R, Enchantment , 2BBB At the
beginning of your upkeep, you
lose 1 life. At the beginning of your upkeep, you may
return target creature
card from your graveyard to play. That creature gains
haste until end of
turn. Remove it from the game at end of turn.
Let me get this straight: the card kills you, its
only useful if you have a
creature in the graveyard, that creature may or may not
be able to
successfully attack and can never be a blocker, that
creature gets removed
from the game so it can't count toward threshold or ever
be useful again in
any way, and WotC had to put three black mana into the
casting cost to make
sure Dawn of the Dead wasn't undercosted? OK what was
the R&D team seeing
that I'm not?
Faceless Butcher C, Creature - Nightmare Horror, 2BB,
2/3 When Faceless
Butcher comes into play, remove target creature other
than Faceless Butcher
from the game. When Faceless Butcher leaves play, return
the removed card to
play under its owner's control.
Terrific card in limited and I expect it to see a lot
of constructed play
also. I almost fainted when I realized the toughness
really was three and
that it wasn't just a misprint in the spoiler. Maybe
this really is the
Black Set. Of course you can butcher one of your own
creatures before
playing an Upheaval. That way you only have to resolve
the Upheaval to get
an advantage rather than having to resove the Zombie
Infestation also. I
think I'd almost pay money to see a mirror match of
Butcher/Upheaval decks.
Gloomdrifter U, Creature - Minion, 3B, 2/2 Flying
Threshold - When
Gloomdrifter comes into play, nonblack creatures get
-2/-2 until end of
turn.
Average cost for a flier. Excellent come into play
ability...but only after
Threshold. Plus it limits your ability to use creatures
in other colors. Its
a good card but a deck is going to need some thought on
how best to abuse
it.
Gravegouger C, Creature - Nightmare Horror, 2B, 2/2
When Gravegouger comes
into play, remove up to two target cards in a single
graveyard from the
game. When Gravegouger leaves play, return the removed
cards to their
owner's graveyard.
This was surprisingly good for me in sealed deck. Its
going to be
unsurprisingly bad in constructed.
Grotesque Hybrid U, Creature - Zombie, 4B, 3/3
Whenever Grotesque Hybrid
deals combat damage to a creature, destroy that
creature. It can't be
regenerated. Discard a card from your hand: Grotesque
Hybrid gains flying
and protection from green and from white until end of
turn.
I have no idea whether this is going to be good or
poor in constructed. Its
pricey but it also does several different things none of
which are bad. In
limited its not a bomb but it does come close. Is there
any such thing as
Bomb Lite?
Hypnox R, Creature - Nightmare Horror, 8BBB, 8/8
Flying When Hypnox comes
into play, if you played it from your hand, remove all
cards in target
opponent's hand from the game. When Hypnox leaves play,
return the removed
cards to their owner's hand.
In constructed its going to be a kill card of choice
in reanimator decks. A
flying fat creature with a built-in Mind Twist is too
good to ignore. In
sealed its great if you can cast it. However, in
wandering around the room
at the pre-release, I don't think I saw but maybe one or
two games all day
where a player had out 11 mana. I'd rather have a
weenie.
Ichorid R, Creature - Horror, 3B, 3/1 Haste At end of
turn, sacrifice
Ichorid. At the beginning of your upkeep, if Ichorid is
in your graveyard,
you may remove a black creature card in your graveyard
other than Ichorid
from the game. If you do, return Ichorid to play.
Maybe this is a real beatstick in limited and I just
didn't see it. The
typical play went like this: reanimate and I take 3,
reanimate and I chump,
then mt opponent is saying, "Damn, I'm out of
creatures in my graveyard and
I really need threshold." And of course the Ichorid
is useless against any
kind of regenerating blocker. Its got a lot more
potential in constructed as
a counterspell hoser or in a funky semi-combo deck like
Traumatizing
Psychatog.
Insidious Dreams R, Instant , 3B As an additional
cost to play Insidious
Dreams, discard X cards from your hand. Search your
library for X cards.
Then shuffle your library and put those cards on top of
it in any order.
Its a tutor but instead of costing you one card and
using up your draw phase
like one of the Mirage tutors, it costs you two cards.
Is it worth two cards
guarantee you draw the one card you want? Or three cards
to eventually draw
the two you want? It depends on your deck obviously but
I have a sneaking
suspicion that the answer for most decks is going to be
"no its not worth
it". Tutoring for two cards might be okay but if
you are depending on just
drawing the card in your regular draw phase, how do you
know what you need
three turns or more into the future? Not to mention that
there's absolutely
no immediate benefit from playing this Dream. The only
real synergy I see
with any card is with Fact or Fiction. Use Insidious
Dreams to put 5
flashback cards, for example, on top of your deck, take
the three card split
and cast the rest from the graveyard. Of course you have
to successfully
resolve the Dream and then the Fact or Fiction and
remember like all the
Dreams, you lose the discarded cards whether the Dream
resolves or not.
Laquatus's Champion R, Creature - Nightmare Horror,
4BB, 6/3 When Laquatus's
Champion comes into play, target player loses 6 life.
When Laquatus's
Champion leaves play, that player gains 6 life. B:
Regenerate Laquatus's
Champion.
I dream of Buried Alive followed up by Living Death.
The six power is very
nice but the cheap regeneration is what makes the card
shine. Probably this
is the most difficult nightmare to remove from play
which makes the
nightmare ability that much stronger. But the Champion
is expensive and I
wouldn't recommend tapping out of black mana to cast it.
Last Laugh R, Enchantment , 2BB Whenever a permanent
other than Last Laugh
is put into a graveyard from play, Last Laugh deals 1
damage to each
creature and each player. When no creatures are in play,
sacrifice Last
Laugh.
Look its a Pestilence that you can't control. If your
opponent is playing
sac lands or other permanents he can sacrifice, he might
have more control
to use this to his advantage than you do. How strong is
that? I can't think
of why I'd be desperate enough to play this. The real
advantage of this card
is that if you manage to trade it away for another rare,
you still have the
last laugh.
Mesmeric Fiend C, Creature - Nightmare Horror, 1B,
1/1 When Mesmeric Fiend
comes into play, target opponent reveals his or her hand
and you choose a
nonland card from it. Remove that card from the game.
When Mesmeric Fiend
leaves play, return the removed card to its owner's
hand.
This card suffers from too many lines of text. Other
than that its an OK
card. It can be a Duress or an Ostracize and its
attached to a 1/1 creature.
I could see it being used in block constructed since
neither of those other
two cards are available. In a B/U type 2 deck 4 Duress
and 4 Mesmeric Fiend
to let you look at your opponent's hand so you know
exactly which cards you
need to counter of the ones he has left. OK nothings
that easy but a guy can
dream, can't he?
Mind Sludge U, Sorcery , 4B Target player discards a
card from his or her
hand for each swamp you control.
How do you know your opponent is going to have enough
cards left in hand by
the time you get to 5 mana to make playing this
worthwhile? Mind Burst isn't
all that good but at least for its two mana you can play
it in the early
game to be pretty sure to nail some card and do it
before your opponent
draws into a hand full of counters.
Mortal Combat R, Enchantment , 2BB At the beginning
of your upkeep, if
twenty or more creature cards are in your graveyard, you
win the game.
I think WotC needs to do a cycle of old video game
cards: Mortal Combat,
Centipede, Galaga, Pac-Man. Anyway, its rough getting 20
creature cards into
the graveyard since most decks don't run more creatures
than that total.
Somebody in the R&D Future Future league put
together a Mortal
Combat/Traumatize/Battle of Wits deck. Normal sized
decks can't play enough
creatures to make Mortal Combat work. If you are playing
an oversized deck,
its going to have Battle of Wits in it. Traumatize is
the fastest way in
type 2 to fill your graveyard. The theme is so obvious
they might as well
have made this into one of the Torment pre-constructed
decks.
Mortiphobia U, Enchantment , 1BB 1B, Discard a card
from your hand: Remove
target card in a graveyard from the game. 1B, Sacrifice
Mortiphobia: Remove
target card in a graveyard from the game.
You pay five mana and two cards to remove one of your
opponent's cards from
his graveyard. Yes this is the beginning of the UberDeck!
Uh-huh. Compare
this to Steamclaw. The same casting cost. Steamclaw
costs one more mana to
activate but you don't have to discard to use it. Would
you rather pay one
more mana each turn or discard one more card each turn?
Yeah, me too. Then
consider that no one plays with Steamclaw which appears
to be a better card
than Mortiphobia.
Mutilate R, Sorcery , 2BB All creatures get -1/-1
until end of turn for each
swamp you control.
A very powerful card. You have two options for using
Mutilate: the typical
Wrath of God strategy of not overextending so your
opponent loses more or
you can play fat creatures and just depend on Mutilate
to remove weenies.
That's more flexible than Wrath of God but, since it
isn't the guaranteed
kill of a Wrath, its a little weaker also. Since the
kill depends on the
number of swamps, I expect the fat creature strategy to
pop up a lot in
rogue multi-color decks.
Nantuko Shade R, Creature - Insect Shade, BB, 2/1 B:
Nantuko Shade gets
+1/+1 until end of turn.
Its not a Knight of Stromgald but it is one of the
better weenies printed
recently and its type 2 legal which is more than you can
say of the star
black cards of yesteryear. With all these insects in
Odyssey block, I keep
expecting an insect lord to show up.
Organ Grinder C, Creature - Zombie, 2B, 3/1 T, Remove
three cards in your
graveyard from the game: Target player loses 3 life.
An absolute beating in limited. At the very least it
receives the first
removal spell your opponent can find. No one wants to be
on the wrong end of
an active Grinder which has a full graveyard to work
with. But I did expect
the picture to be more...obscene. I can't believe this
card name made it
into print.
Psychotic Haze C, Instant , 2BB Psychotic Haze deals
1 damage to each
creature and each player. Madness 1B
Notice it has madness for 1B and not flashback for
1B. Playing between
rounds at the pre-release, I killed my opponent by
flashing this back out of
the graveyard. We were half way through the next game
before I realized what
I'd done. Its a good card in limited but it'd be much
better with flashback.
:-)
Putrid Imp C, Creature - Zombie Imp, B, 1/1 Discard a
card from your hand:
Putrid Imp gains flying until end of turn. Threshold -
Putrid Imp gets +1/+1
and can't block.
Anyone remember Flying Men? Cloud Sprite? Flesh
Reaver? (Just seeing if you
were still paying attention). I'm not going to pay a
card to get a 1/1
creature to fly for one turn. I've seen people take
Magic cards and glue
them together to make funny hats. This card is a prime
candidate for that
because you are never going to use it in a deck.
Rancid Earth C, Sorcery , 1BB Destroy target land.
Threshold - Instead
destroy that land and Rancid Earth deals 1 damage to
each creature and each
player.
A very solid land destruction card. Is land
destruction viable in limited?
In Invasion block, people spread out across colors so a
little land
destruction could work wonders to color screw a deck.
Odyssey so far looks
like the Land of Boring Two Color Decks which makes land
destruction much
less effective. A perfect example of a good card in a
bad environment.
Restless Dreams C, Sorcery , B As an additional cost
to play Restless
Dreams, discard X cards from your hand. Return X target
creature cards from
your graveyard to your hand.
A strong effect with a cheap casting cost. Play it in
limited. For
constructed, maybe a weenie deck with flashback cards.
Your opponent tries
to stabilize by killing off a few attackers. You
Restless Dreams them out of
the graveyard discarding madness and flashback cards.
Nice potential.
Sengir Vampire R, Creature - Vampire, 3BB, 4/4 Flying
Whenever a creature
dealt damage by Sengir Vampire this turn is put into a
graveyard, put a
+1/+1 counter on Sengir Vampire.
A sentimental favorite. In my first or second
sanctioned tournament I used
Sacred Mesa tokens to chump block a pair of Sengir
Vampires. They got up to
24/24 and 25/25 before I drew a Wrath of God to reset
the board. I still
remember wishing I had a couple of 25/25 creatures for
*my* deck. Its
dominating in limited and will probably make a showing
in block. I don't
expect to see it much in type 2. Almost everyone used to
agree that Serra
Angel was stronger than a Sengir and Serra can't break
into type 2.
Shade's Form C, Enchant Creature , 1BB Enchanted
creature has "B: This
creature gets +1/+1 until end of turn." When
enchanted creature is put into
a graveyard, return that creature to play under your
control.
Its a creature enchantment that cost three mana and
has no effect unless you
pump in even more mana, and only black mana, into it.
You'll never see it in
constructed. Inexperienced players are going to maindeck
it in limited. If
they are lucky, they'll realize the card is a dud due to
the lack of black
mana and sideboard it out every match. If they are
unlucky, it will be
useful in an early match and they'll spend the rest of
the day trying to
play it and get lucky again.
Shambling Swarm R, Creature - Horror, 1BBB, 3/3 When
Shambling Swarm is put
into a graveyard from play, distribute three -1/-1
counters among one, two,
or three target creatures. Remove those counters at end
of turn.
This doesn't look like much but I ended up taking a
lot of damage from these
over the pre-release weekend since blocking it often
wasn't a viable option.
It can also stall out a weenie attack better than any
one creature has a
right to. Barely average in constructed.
Sickening Dreams U, Sorcery , 1B As an additional
cost to play Sickening
Dreams, discard X cards from your hand. Sickening Dreams
deals X damage to
each creature and each player.
How many Dream cards does black get? Sheesh! Black
gets a
Pestilence/Firestorm card. The damage isn't targeted
which is a major plus
which also means it affects your own creatures which is
a major drawback. I
expect to see a lot of these in constructed.
Slithery Stalker U, Creature - Nightmare Horror, 1BB,
1/1 Swampwalk. When
Slithery Stalker comes into play, remove target green or
white creature an
opponent controls from the game. When Slithery Stalker
leaves play, return
the removed card to play under its owner's control.
A strong creature in limited. Swampwalk is very nice
when most decks seem to
be playing black and the anti-green or white ability
makes it strong against
most of the rest of the decks. It might see some play in
constructed against
white or green decks which can't access much removal.
Soul Scourge C, Creature - Nightmare Horror, 4B, 3/2
Flying. When Soul
Scourge comes into play, target player loses 3 life.
When Soul Scourge
leaves play, that player gains 3 life.
Play it in limited. You have better things to do with
5 mana in constructed.
If you don't, contact me to sell you some cards so that
you have something
better to do with 5 mana in constructed.
Strength of Lunacy U, Enchant Creature , 1B Enchanted
creature gets +2/+1
and has protection from white. Madness B
Its Unholy Strength with protection vs white. Its
playable in limited which
isn't something I say often about creature enchantments.
Its going to see
constructed play also for anyone who thinks a suicide
black deck is viable.
Unhinge C, Sorcery , 2B Target player discards a card
from his or her hand.
Draw a card.
This used to be called Mind Ravel and no one played
it. Now its called
Unhinge and no one will play it.
Waste Away C, Instant , 4B As an additional cost to
play Waste Away, discard
a card from your hand. Target creature gets -5/-5 until
end of turn.
I've grown to love this card. I don't think its
viable in constructed due to
the cost but the sheer removal power is going to make it
a force in limited.
Zombie Trailblazer U, Creature - Zombie, BBB, 2/2 Tap
an untapped Zombie you
control: Target land becomes a swamp until end of turn.
Tap an untapped
Zombie you control: Target creature gains swampwalk
until end of turn.
Why isn't there a Zombie lord in Odyssey block since
that's where all the
zombies seem to be hanging out? ZTrailblazer is a
beating in limited and
will have a place in every constructed zombie theme
deck. You might even see
rogue black land destruction decks with zombies to
provide color screw.
Personally, I'm putting it into my Blazing Saddles deck:
Blaze, Blazing
Salvo, Blazing Specter, Zombie Trailblazer, and Chainer,
Dementia Master
(hey, someone has to play Mel Brooks).
RED
Accelerate C, Instant , 1R Target creature gains
haste until end of turn.
Draw a card.
Accelerate is no Reckless Charge so I'd be surprised
to see it in
constructed. Since its a cantrip its not going to cost
you a card but
finding a good target for it is going to iffy. Reckless
Charge pumps up the
power of the hasted creature which makes your opponent
often reluctant to
block. With Accelerate, the creature is going to have to
stand solely on its
own merits. I'd expect Accelerate to be cycled for the
cantrip as often as
played for its effect and frankly that's not what I'm
looking for in red
cards.
Balthor the Stout R, Creature - Dwarf Legend, 1RR,
2/2 All Barbarians get
+1/+1. R: Target Barbarian gets +1/+0 until end of turn.
The barbarians finally get a "lord". I
don't think there's enough depth of
barbarians to make as effective of a theme deck as
zombies or goblins not to
mention that Balthor being a legend keeps him from being
played in
multiples. But still this is a sentimental favorite. How
well he works in
limited is going to depend on how many barbarians you
get. I've never
noticed a huge demand for barbarians in draft so if you
get Balthor early
you might be able to pick up several.
Barbarian Outcast C, Creature - Barbarian Beast, 1R,
2/2 When you control no
swamps, sacrifice Barbarian Outcast.
If you are playing B/R, its not much of a drawback
and red is always short
on bears. No special ability but begger colors can't be
choosy.
Crackling Club C, Enchant Creature , R Enchanted
creature gets +1/+0.
Sacrifice Crackling Club: Crackling Club deals 1 damage
to target creature.
This is a beating in sealed deck. I used it to kill a
creature every single
time I drew it over the pre-release weekend. Sure some
of that was luck but
some of it is that there's a ton of one toughness
creatures out there. I
even got to attack with it still enchanting a creature
once or twice.
Crazed Firecat U, Creature - Cat, 5RR, 4/4 When
Crazed Firecat comes into
play, flip a coin until you lose a flip. Put a +1/+1
counter on Crazed
Firecat for each flip you win.
Seven casting cost for a 4/4 creature with no
evasion. Oh I'm excited now! I
don't think this even qualifies as a warm body in
limited since you aren't
getting it into play. Woodland Druid is a beating
compared to this. Somebody
is going to try it in a Chance Encounter deck just
because its in color and
it flips coins. That person is going to set that deck
aside after a while
and try to win a game or two.
Devastating Dreams R, Sorcery , RR As an additional
cost to play Devastating
Dreams, discard X cards at random from your hand. Each
player sacrifices X
lands. Devastating Dreams deals X damage to each
creature.
I really only get excited about random discard when
it happens to my
opponent. Let's add this up. For example you play
Devasting Dreams and
discard 5 cards costing you a total of 6 cards. You then
sacrifice 5 land
costing you a total of 11 cards. Your opponent
sacrifices 5 land so the
spell so far has cost you 11 cards and him 5 cards.
Unless you come out a
long, long, long way to the good on killing off
creatures, you are handing
your opponent significant card advantage and paying mana
to do it.
Personally, if my opponent wants card advantage, I want
him to have to
accomplish it himself rather than doing it for him. You
can't even pick the
land of his you want sacrificed to make sure he's
color-screwed. A copy of
it is going to show up in every land destruction deck
but I think its a bad
card.
Enslaved Dwarf C, Creature - Dwarf, R, 1/1 R,
Sacrifice Enslaved Dwarf:
Target black creature gets +1/+0 and gains first strike
until end of turn.
This was very solid in my first B/R pre-release
sealed deck. Early beats for
a couple of points of damage then hold it back as a
combat trick to make my
opponent reluctant to block my black creatures. Usually
black doesn't have
access to first strike so I was hoping to catch someone
by surprise with it.
I never did but having it in play still turned combat
decisions in my favor.
Fiery Temper C, Instant , 1RR Fiery Temper deals 3
damage to target creature
or player. Madness R
This is Lightning Bolt Mark II if your deck has a
consistent way to discard
(cough**Wild Mongrel**cough). Even without the madness,
three mana for three
damage isn't too bad in the current environment.
Flaming Gambit U, Instant , XR Flaming Gambit deals X
damage to target
player. That player may choose a creature he or she
controls and have
Flaming Gambit deal that damage to it instead. Flashback
XRR
No, this isn't talking about Gambit from the X-Men.
There are better
x-spells in type 2. There aren't in block but still
don't expect to kill
your opponent with this. Blazing Salvo is better than
Flaming Gambit because
at least you get to pick the creature you'd prefer to
kill if the player
chooses not to take damage. Most often FG is going to be
"pay a bunch of
mana to kill your opponent's worst creature" or
"pay a bunch of mana to
force your opponent to regenerate a creature".
Flash of Defiance C, Sorcery , 1R Players can't block
with green and/or
white creatures this turn. Flashback-1R, Pay 3 life.
I brought this in from the sideboard for sealed deck
for a couple of games
but then didn't bother any more. A sealed deck might
have white or green
creatures but not both in the same deck which means the
Flash might hit one
creature or maybe two even when you get to use it in a
good situation. I
don't like situational cards. In constructed its going
to be a great card
just as soon as G/W creature decks become the deck to
beat. I figure that
will be sometime in spring 2012.
Grim Lavamancer R, Creature - Wizard, R, 1/1 R, T,
Remove two cards in your
graveyard from the game: Grim Lavamancer deals 2 damage
to target creature
or player.
This is the best weenie since Wild Mongrel. Gee, that
goes back a long ways,
huh. The new sligh creature, the best thing since Mogg
Fanatic, yeah
whatever. Its still a 1/1 creature and you have to have
two cards in the
graveyard every time you use the special ability. That
alone limits its
usefulness in the early game when a sligh deck is
wanting to put the other
player on the ropes. Everyone in red is going to want to
play it and I'm
going to make a ton selling them on ebay. But people are
going to drop them
into play then spend more time watching them sit there
and do nothing than
they would have guessed.
Hell-Bent Raider R, Creature - Barbarian, 1RR, 2/2
First strike, haste
Discard a card at random from your hand: Hell-Bent
Raider gains protection
from white until end of turn.
Bar-bar-bar-barbarian (OK so the song is supposed to
be Barbara Ann. I'm
trying to avoid infringing on a copywrite, folks.) Red
gets a creature with
two useful abilities which isn't particularly overcosted.
Pardon me while I
go check the thermometer to make sure Hell froze
over...yep, Hell, Norway
was way below freezing and the forecast says the same
for tomorrow. I wonder
if this means that red will get another good card?
Kamahl's Sledge C, Sorcery , 5RR Kamahl's Sledge
deals 4 damage to target
creature. Threshold - Instead Kamahl's Sledge deals 4
damage to that
creature and 4 damage to that creature's controller.
I got two in my B/R sealed and never wanted them in
the deck. Can they make
removal bad enough that no one will play it? Probably
not but they can make
it bad enough that *I* won't play with it. What good is
having a removal
card you can't cast? I've won a lot of game with these
sitting dead in my
oppoent's hand.
Longhorn Firebeast C, Creature - Beast, 2R, 3/2 When
Longhorn Firebeast
comes into play, any opponent may have it deal 5 damage
to him or her. If a
player does, sacrifice Longhorn Firebeast.
My favorite creature of the new set. I've playtested
with people using 4 of
these and its amazing how often taking 10 points of
damage to keep Longhorns
out of play looks like a good idea at the start but
turns out to have been a
bad idea later. 4 Longhorn Firebeat with 4 Blazing Salvo
look like the start
of a deck.
Overmaster R, Sorcery , R The next instant or sorcery
spell you play this
turn can't be countered by spells or abilities. Draw a
card.
Its not much in limited except a randomly cast
cantrip. I expect to see them
in the sideboard of constructed decks. How effective
they'll be is up for
debate. With those 4 sideboard slots, you could put in 4
more burn spells
which would be useful in both the blue matchup and in
other matchups. I like
flexible spells in the sideboard unless a particular
card is a major beating
against a deck I expect to see. Light of Day is a major
beating against
black decks. Is Overmaster a major beating against
counter decks? Maybe in a
couple of decks like Rice Snacks but in general I'd
guess not.
Pardic Arsonist U, Creature - Barbarian, 2RR, 3/3
Threshold - When Pardic
Arsonist comes into play, it deals 3 damage to target
creature or player.
Let's compare this to Thermal Blast which costs five
mana for three damage,
can't target players, and doesn't have a 3/3 creature
attatched. That Pardic
Arsonist is comparable at all to a Flametongue Kavu puts
it in good company
but the Arsonist is not going to get stuck in your hand
for lack of a target
like the FTK can. Arsonist is going to be seriously
considered for any deck
which can support the double red casting cost for a
long, long time.
Pardic Collaborator U, Creature - Barbarian, 3R, 2/2
First strike B: Pardic
Collaborator gets +1/+1 until end of turn.
Probably too expensive for constructed and the off
color pump cost limits
its usefulness. But it does have first strike along with
the pump ability
which is a strong combination not often seen on the same
card. A good card
for a B/R limited deck.
Pardic Lancer C, Creature - Barbarian, 4R, 3/2
Discard a card at random from
your hand: Pardic Lancer gets +1/+0 and gains first
strike until end of
turn.
Strictly worse than Dwarven Strike Force, which
doesn't see play in
constructed, for the same mana cost. The loss of one
power between the two
cards is huge. I'd have to be needy for a creature
before I'd play this in
limited. You can play the discard ablity several times
in the same turn for
a slightly bigger Lancer but how often are you going to
do that?
Petradon R, Creature - Nightmare Beast, 6RR, 5/6 When
Petradon comes into
play, remove two target lands from the game. When
Petradon leaves play,
return the removed cards to play under their owners'
control. R: Petradon
gets +1/+0 until end of turn.
By the time you get to 8 mana to cast this, your
opponent is probably going
to have 7-9 mana himself. How useful is removing two of
his land from the
game going to be? Not to mention by the time you get to
8 mana the game will
probably be over.
Petravark C, Creature - Nightmare Beast, 3R, 2/2 When
Petravark comes into
play, remove target land from the game. When Petravark
leaves play, return
the removed card to play under its owner's control.
Its like Suffering but with a 2/2 creature attatched.
Avalanche Rider
destroyed the land and had haste but you had to echo it
the next turn. I
think in comparison that Petravark is costed out to be
playable.
Pitchstone Wall U, Creature - Wall, 2R, 2/5 Whenever
you discard a card from
your hand, you may sacrifice Pitchstone Wall. If you do,
return the
discarded card from your graveyard to your hand.
Walls are so much better when they have power greater
than zero but even
considering that it's not playable in constructed.
Sacing it when you
discard is really bad in this set in limited but if your
deck needs a big
butt to sit back and play defense, this is the card for
you.
Possessed Barbarian R, Creature - Barbarian Horror,
2RR, 3/3 First strike
Threshold - Possessed Barbarian gets +1/+1, is black,
and has "2B, T:
Destroy target red creature."
Play it if you can in limited. Play it if you use B/R
in constructed and
expect to see lots of red creatures.
Pyromania U, Enchantment , 2R 1R, Discard a card at
random from your hand:
Pyromania deals 1 damage to target creature or player.
1R, Sacrifice
Pyromania: Pyromania deals 1 damage to target creature
or player.
This looks like it'd be better than it is. I've
dropped early then never
used it more often than I've killed something with it.
The randomness of the
discard is a real killer. Of couse you can always pay
five mana and sac the
card to do one damage and not have to worry about the
discard ability.
Radiate R, Instant , 3RR Choose target instant or
sorcery spell that targets
only a single permanent or player. For each other
permanent or player that
spell could target, put a copy of the spell onto the
stack. Each copy
targets a different one of those permanents and players.
Somebody is going to cast this with Prophetic Bolt in
a big tournament to do
4 damage to each creature and player and to impulse 10
times. That story
will become as much of a legend as an Armadillo Cloaked
Rith. By the time
you spend mana to cast the Radiate and whatever spell
you want to radiate,
this is a danged mana expensive card. Of course you can
use it on your
opponent's spells also but there's no guarantee he will
be playing spells
you'd like to Radiate. I've heard people speculating
about using it in Rice
Snacks since it doesn't have the mana limitations of
other decks but I don't
see Radiate particularly speeding up the kill. This is
going to be a
favorite of multi-player decks though.
Skullscorch R, Sorcery , RR Target player discards
two cards at random from
his or her hand unless that player has Skullscorch deal
4 damage to him or
her.
It Hymn to Tourach back for a return engagement. I
wouldn't count on the
damage from this since players might just hold extra
land in hand to discard
or play out their whole hand to make Skullscorch a dead
card. Its a very
good discard spell, nothing more and nothing less.
Sonic Seizure C, Instant , R As an additional cost to
play Sonic Seizure,
discard a card at random from your hand. Sonic Seizure
deals 3 damage to
target creature or player.
Lightning Bolt costs two cards now. Removal is
removal so its going to see
play in limited. The random discard drawback will keep
it out of
constructed.
Temporary Insanity U, Instant , 3R Untap target
creature with power less
than the number of cards in your graveyard and gain
control of it until end
of turn. That creature gains haste until end of turn.
Ray of Command is now red? That's insane. Constructed
decks can be built to
have a way to sac the creature once it is stolen. In
limited its a great way
to break a creature stall. Nice all the way around.
Violent Eruption U, Instant , 1RRR Violent Eruption
deals 4 damage divided
as you choose among any number of target creatures
and/or players. Madness
1RR
That's a heck of a lot of red in the casting cost but
its an opportunity for
a heck of a lot of card advantage too. I'd consider this
for the sideboard
of any heavy red deck...that isn't designed to win
before turn 4.
GREEN
Acorn Harvest C, Sorcery , 3G Put two 1/1 green
Squirrel creature tokens
into play. Flashback-1G, Pay 3 life.
I'm not too impressed with 1/1 creatures with no
special abilities that you
aren't likely to get into play before turn 4. The green
decks I've played
with this used them as chump blockers. I've actually
reminded my opponent
that the Acorn Harvest in their graveyard had flashback
but none of them so
far were willing to pay the three life to get the extra
squirrels. Maybe
someone will play this in an Opposition deck so the 1/1
squirrels would be
of some use.
Anurid Scavenger U, Creature - Beast, 2G, 3/3
Protection from black At the
beginning of your upkeep, sacrifice Anurid Scavenger
unless you put a card
from your graveyard on the bottom of your library.
Its Gaea's Blessing and a creature all in one card. I
like it since black
decks are going to be around. Keeping it in play is
tricky. The deck needs
to not depend on threshold at all, have a limited number
of flashback
spells, and probably not more than 2 of the Scavengers.
A lot more thinking
involved than needed for your typical green creature.
Arrogant Wurm U, Creature - Wurm, 3GG, 4/4 Trample
Madness 2G
Five mana for a 4/4 trampler isn't bad. In
constructed, Wild Mongrel are
likely to be in every green deck which makes paying only
the madness cost
more likely.
Basking Rootwalla C, Creature - Lizard, G, 1/1 1G:
Basking Rootwalla gets
+2/+2 until end of turn. Play this ability only once
each turn. Madness 0
Good enough for type 2 constructed or limited and
maybe even Extended once
Winter Orb falls out of vogue.
Centaur Chieftain U, Creature - Centaur, 3G, 3/3
Haste Threshold - When
Centaur Chieftain comes into play, creatures you control
get +1/+1 and gain
trample until end of turn.
Green doesn't get many haste creatures and frankly
I'd rather have trample
most of the time. But you get a mini-Overrun effect
after threshold which I
think makes it work for constructed and a real beating
in limited.
Centaur Veteran C, Creature - Centaur, 5G, 3/3
Trample G, Discard a card
from your hand: Regenerate Centaur Veteran.
Six mana? The Centaur Chieftain only costs four for
its 3/3 creature. And
you have to discard a card for the regeneration effect
rather than the
regular payment of one green mana? Ugh, use it if you
need the warm body in
limited...but hope you don't need it as a warm body in
limited. Honestly,
regeneration is strong enough in limited where you might
need to play it if
you are in green but...<gag>.
Dwell on the Past U, Sorcery , G Target player
shuffles up to four target
cards from his or her graveyard into his or her library.
In limited it can put back in removal cards or
creatures you've lost or your
bombs. I wouldn't pull any really solid cards from a
deck to fit it in but
most decks are scrounging a bit on their 22nd and 23rd
cards anyway. In
constructed its begging to be used in combo decks.
Far Wanderings C, Sorcery , 2G Search your library
for a basic land card and
put that card into play tapped. Then shuffle your
library. Threshold -
Instead search your library for three basic land cards
and put them into
play tapped. Then shuffle your library.
I thought Deep Reconnaisance was pretty sad (8 mana
for 2 land). The
post-threshold on this card, however, makes it more
interesting. If it had
flashback also, I'd even play it.
Gurzigost R, Creature - Beast, 3GG, 6/8 At the
beginning of your upkeep,
sacrifice Gurzigost unless you put two cards from your
graveyard on the
bottom of your library. GG, Discard a card from your
hand: You may have
Gurzigost deal its combat damage to defending player
this turn as though it
weren't blocked.
This is everything Anurid Scavenger isn't. Its big
and cheap, it has
evasion, it has a built-in way to get around its
drawback, and its hard to
pronounce. It could be the finisher in a lot of
constructed green decks.
Insist R, Sorcery , G The next creature spell you
play this turn can't be
countered by spells or abilities. Draw a card.
I like this more than red's Overmaster since Insist
can get a permanent
source of damage onto the board. In type 2 I'd play
Gaea's Herald instead
but there's nothing wrong with it for block.
Invigorating Falls C, Sorcery , 2GG You gain life
equal to the number of
creature cards in all graveyards.
If you are playing lifegain at all, you are generally
on the wrong end of a
beating. To make it worse, this isn't even a very good
lifegain card. Its
situational, expensive, a sorcery....
Krosan Constrictor C, Creature - Snake, 3G, 2/2
Swampwalk T: Target black
creature gets -2/-0 until end of turn.
Swampwalk is going to be good in limited since more
often than not the deck
you face will have swamps. The special ability isn't
very versitile but it
can give a big edge in a matchup vs black.
Krosan Restorer C, Creature - Druid, 2G, 1/2 T: Untap
target land. Threshold
- T: Untap up to three target lands.
The second coming of Ley Druid. Its good with
Squirrel Nest and it can block
1/1 creatures. Whew, I didn't think I could come up with
two nice things to
say about it. Untapping a land is a good effect once in
a while but mostly
the Restorer is a "fast mana" creature which
costs three mana to get into
play. As far as I can see, there's nothing fast about
getting to use your
mana creature for the first time on turn four. A fast
deck needs to be
winning on turn four not ramping up to having adequate
mana.
Nantuko Blightcutter R, Creature - Insect Druid, 2G,
2/2 Protection from
black Threshold - Nantuko Blightcutter gets +1/+1 for
each black permanent
your opponents control.
Protection from black creatures are very nice in
limited and maybe a
sideboard card in type 2 if black decks become popular.
Nantuko Calmer C, Creature - Insect Druid, 2GG, 2/3
G, T, Sacrifice Nantuko
Calmer: Destroy target enchantment. Threshold - Nantuko
Calmer gets +1/+1.
A warm body but nothing special. There's not many
enchantments which need
destroying in block but here's your chance.
Nantuko Cultivator R, Creature - Insect Druid, 3G,
2/2 When Nantuko
Cultivator comes into play, you may discard any number
of land cards from
your hand. Put that many +1/+1 counters on Nantuko
Cultivator and draw that
many cards.
How many land are you likely to have in hand when you
hit 4 mana or how long
do you put off casting this hoping to draw more land?
Oh, well.
Narcissism U, Enchantment , 2G G, Discard a card from
your hand: Target
creature gets +2/+2 until end of turn. G, Sacrifice
Narcissism: Target
creature gets +2/+2 until end of turn.
Every card can become a (not quite) Giant Growth?
Great in limited and it
might be great in constructed also. It gets abusive very
quickly when you
have a hand full of cards.
Nostalgic Dreams R, Sorcery , GG As an additional
cost to play Nostalgic
Dreams, discard X cards from your hand. Return X target
cards from your
graveyard to your hand. Remove Nostalgic Dreams from the
game.
This is my favorite Dream. Recycle bombs and removal
in limited. Combo decks
like Rice Snacks in type 2. Abusive in recycling burn
from R/G decks. If
your deck can produce two green mana, this card needs to
be considered. If
your opponent's deck can produce two green mana, this
card needs to be
feared.
Parallel Evolution R, Sorcery , 3GG For each creature
token in play, its
controller puts a creature token into play that's a copy
of that creature.
Flashback 4GGG
Double your tokens, double your fun. I don't know
that green has enough
token creatures to make this a powerhouse but its going
to be fun trying to
find out. Not very useful in limited since you can't be
guaranteed of
getting any cards which generate token creatures. Of
course if you've
drafted a lot of them and this card comes along in the
last pack, feel free
to take it.
Possessed Centaur R, Creature - Centaur Horror, 2GG,
3/3 Trample Threshold -
Possessed Centaur gets +1/+1, is black, and has
"2B, T: Destroy target green
creature."
If its Posessed, it goes in your deck.
Seton's Scout U, Creature - Centaur Druid, 1G, 2/1
Seton's Scout may block
as though it had flying. Threshold - Seton's Scout gets
+2/+2.
This is a cheap weenie which can sneak in for some
early damage. The average
flier is four mana for a 2/2 so this kills it (or at
least intimidates it)
cheaply. After threshold, its going to shut down almost
every flier in the
block. Not bad for 2 mana.
LAND
Cabal Coffers U, Land 2, T: Add B to your mana pool
for each swamp you
control.
You have to have 4 swamps in play before Cabal
Coffers becomes better than a
basic swamp. Once you get 5 land in play, however,
shouldn't that normally
be enough to cast almost everything in your deck? Why
mess with your mana
base in hopes of producing huge amounts of mana in the
mid to late game? If
you have a good answer to that, Cabal Coffers might be
the card for you. Not
an early game card and really only usable in a
mono-black deck using all
basic swamps.
Tainted Field U, Land T: Add one colorless mana to
your mana pool. T: Add W
or B to your mana pool. Play this ability only if you
control a swamp.
Tainted Isle U, Land T: Add one colorless mana to
your mana pool. T: Add U
or B to your mana pool. Play this ability only if you
control a swamp.
Tainted Peak U, Land T: Add one colorless mana to
your mana pool. T: Add B
or R to your mana pool. Play this ability only if you
control a swamp.
Tainted Wood U, Land T: Add one colorless mana to
your mana pool. T: Add B
or G to your mana pool. Play this ability only if you
control a swamp.
All of the Tainted lands are great for their
respective color of B/x decks.
I wouldn't be at all surprised if many people avoided
painlands in favor of
these especially in defensive decks. You still need the
basic swamp to make
these work so I'm not sure how viable its going to be to
play 4 painland
plus 4 Tainted and short yourself on the swamp count.
If you've made it this far, congratulations you are
at the end. Thanks for
reading. Remember to bookmark this article and go back
to read it in a month
or two. Its always some good laughs to see how badly
mistaken a writer is
about a particular card or to marvel at how accurate the
predictions were.
Lonnie Usery
ATW on IRC and elsewhere on the net
reindeercards@hotmail.com
Direct complaints to webmaster@whitehouse.gov and I'm
sure the president
will given your complaint all of the attention it
deserves.
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