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While over the course of Magic’s history, you may have noticed that four of the colors have slowly shifted from a stiff, rigid personality into the personality of today. Blue slowly went from the color of water to the color of time; Black went from playing with dead things to making everything around it dead; White went from friendly Angels to the wrath of justice and purity; Green went from fuzzy bunnies, bears, and Scrub Sprites to nasty Trees, horrid beasts, and ever growing monsters; all the while, Red remained fairly consistent. For the most part, Red threw fire in your face, shocked you with lightning bolts and rained fire and molten lava down on your lands, leaving you with a thick pile of dead creatures, pillaged lands, and singed whiskers. In a world where things change on an almost daily basis, it is nice to know that one thing remains unchanged. Red still hates everyone.
There has to be something really special about a wall to make it any good. First, that wall needs to be able to block the most popular creatures in its environment, AND survive. So, it must have flying or able to block fliers. Next, it must have a special ability beyond blocking. A special ability would be something along the lines of drawing cards, instant speed discard, blocking multiple creatures, killing a creature at instant speed, being able to attack, etc. This wall does have the ability to block flying creatures, and it does have a special ability of making creatures return to their owner’s hand, going through summoning sickness all over again. This is a good wall for Limited, where Akroma doesn’t see play all that often, and most creatures probably won’t be killing this thing without using an inflation card to do so. If you can draw a Giant Growth to make a normal creature kill a wall, then that wall was worth its trouble. Grade: B- Limited use. Question, why is it called Æther and does not block shadow creatures?
Grreeeeaaat. Another big fat flying woman that hates men. While upon first inspection, the uncounterable ability might make her seem to be better than the original version. I always found that I had the hardest time dealing with White Akroma when I was playing Black. Taking away the safety from Black, and allowing me to not only Dark Banish, Sudden Death, Last Gasp, and Nekrataal her, now I can double bolt, Shivan Meteor, Inferno (by Jaya), or even simply Fireball her. I am not so certain that this version is better or even equal to the original version. However, it is superior to all other killer creatures in Standard and Limited, which makes this a stand out creature. Grade: A …for Akroma (what else could it be for?)
I don’t want to see another Sliver ever. One more color and one more entire freaking set. Grade: C Give me a call when you make another Necrotic Sliver.
Silver Knight dipped in Blood eh? I like this creature, except for one thing: Wrath of God doesn’t care if it has protection from white. Furthermore, the only reason that Silver Knight was really good was that it couldn’t be bolted to death, and it walked around slaying Goblins like it was its job, and it was. Blood Knight can slay his fair share of Goblins, and Savannah Lions for that matter, but the problem still lies in the fact that the same Mountains that made it come into being are its worst enemy. Grade: B+ Its evasion is barely evasion at all.
Wowsers. Control decks didn’t want to see this card. The first part allows for me to kill your first land on my second turn, which is an important thing because typically, a player will play the best land of his opening hand first. Late game, this card becomes an over-costed Armageddon. Enough said. With the acceleration of Green, and even the mana boost of Seething Song, an Ernie-geddon style deck becomes feasible again, and it makes my heart sing. Grade: A+
If it is fair that Green gets haste from Red, then Red can steal Giant Growth, right? I don’t think it feels right here, though. Grade: C
Shock // Unsummon would be a good name for this card. The main differences between what this card really is compared to the suggested cards are that I can’t deal the damage to a player and can’t save one of my own creatures. This card is surprisingly limited, and I don’t understand why. It is very versatile for sure, but its fangs have been removed. Grade: C Limited in its abilities; however, still quite usable in Limited play.
This becomes even more apparent if you remember something that I had said in the past regarding current Standard deck construction. Each deck is minimally two colors. So to start off your deck’s mana base, you grab the Rav Dual land for your two colors (4), then grab the 9th Edition Pain Land (8), and then further, you might play Gemstone Mine, Flagstones of Trokair, Ghost Quarters, Terramorphic Expanse, Urza Lands, or even crappy Bounce Lands. Regardless, if you take a look at common deck lists, you will see at least 60-80% non-basic lands. Why more people don’t run Blood Moon is beyond me, but this guy really becomes punishing, as this is an ability, not a spell, and therefore, hard to counter. It does not end there. The other guys of this cycle are tenfold better while they are suspended, and I would encourage you to get two to three suspended at the same time for tremendous effect. However, this guy does the dirty work, and then jumps into being like a Magnivore and attacks as a 7/7 or more. Grade: A+ I imagine more people starting to play basic lands again.
Eh, it’s not good, but not terrible either. Slightly inflating a creature and not allowing flying creatures to block is all right. It is more usable in Limited, as a 3/3 becomes a 5/3. However, the problem with Creature Enchantments remains that one removal spell sends two of your cards to the graveyard. Two-for-one trades are good, if you are on the one side.
Did you know that this card used to be on the Restricted List, and was a very hard card to get? Berserk used to end a game immediately, out of nowhere, and usually with a dose of aspirin needed afterwards. Now granted to Red, and renamed Fatal Frenzy, I anticipate this spell retaining its brutal game finishing effects. I am willing to wager that Extended opponents are glad this cost 3, so that it cannot be Imprinted on a Scepter and reused over and over. Grade: A+ I can’t wait until I can Berserk the Wild Pair-fetched Groundbreaker and attack for 12.
Discard engine, not much more. I guess giving a Goblin fear is not so bad… …Anyways, I don’t think it looks so cool to have fear on Red creatures. Grade: C
Charm alert! Destroy an artifact, +1/+1 and trample, or remove two time counters. I like it, mainly for the last ability, but a built in Shatter is not so bad either. More on removing the counters in a moment. Grade: B+
There are a plethora of good flying creatures that don’t want this guy resolving. Grade: C+ Overcosted if there are no flying creatures in play.
This is a damn good creature. Upon resolution, he is automatically two damage for two mana. He then has a temporary 3/3 body that can hold off a Lion until you get your mana base under your feet, or can attack and become a five point Incinerate. Grade: B+
This creature makes me take a deep breath and think. I can only cast him if I have a creature in play that can get through for a point of damage, as if this does not happen, I sacrifice this guy during my next Upkeep. So, it is imperative that I have a plan in place before squandering three mana on a creature that is a one-turn wall. Grade: D Reminds me of a certain Black creature that could
have been really good at a cheap cost for a 5/3 that never really panned out.
What? Was Elephant Graveyard already taken? Why would you make a Magus of a Land that you just reprinted? Let me do some research for you… Dust Bowl? Keldon Necropolis? How about since you took Dark Ritual from Black, you also give Red Lake of the Dead? Rath’s Edge? Rishadan Port? Shivan Gorge? Strip Mine? Wasteland? Grade: F This was completely a waste of time. I don’t understand it. Couldn’t it at least make my Red Legends band with other Legends or something?
I love the creature type Phoenix. It really demonstrates the resiliency of fire. This creature, while a steal of Ivory Gargoyle, is a great fit in Red. Even when the controller does not want the creature to return, the darn thing keeps coming back. I like it. Grade: A
I never liked Spiders in Green (outside of Silklash Spider), and I don’t like Spiders in Red. Grade: D- It can kill a Serra Sphinx in Limited.
This is like the third incarnation of Prodigal Sorcerer in Red. I don’t understand why it took this many incarnations to just print it correctly. R3 is not a good cost for this creature, no matter what or how many times you try to force it on me. This is the right creature, at long last. Grade: C+ Only usable in Limited.
Are you ready for Red to have Pestilence? This could turn out to be a really bad card in both Constructed and Limited, due to the number of creatures with Protection from Red in the formats. The best examples that I can provide are Paladin en-Vec and White Akroma. Both of them have protection from Red and have board-sticking power. Grade: C or B+ It’s either going to be good or bad, no in-between.
Arrogant Wurm makes its return. This time around, it may need some help, as there are not too many quality discard engines like the Wild Mongrel, however, there are some really good-for-their-time discard engines. A likely candidate would be Dreamscape Artist or even Sophic Centaur. The problem with both of these engines is that the cost of activating the ability makes the Wurm’s Madness cost seem more than actually casting it. Thankfully, Thought Courier replaces Merfolk Looter directly, so there is always that engine. Grade: A
Just like Dead // Gone, this card has had limits put on it, for reasons only Wizards could understand. I suppose that making it better than Pyroclasm might be a bad thing, but what about making the card deal the damage to all players as well, which would make this card relate to Earthquake // Hurricane. Grade: C+ I get tired of watered down cards. How can you directly reprint Berserk, but then give me a poor excuse for Hurricane?
I don’t understand this one either. It seems to me that one of two things is going on here. A.) There is a spell coming in a future set like Binding Agony, where all damage dealt to a creature is also done to its controller, or B.) They were trying to be cute and make a Fireball as big as the biggest creature. Even that doesn’t make the most sense though, because the Autochthon Wurm from Ravnica is a 9/14 and survives it. Yeah, yeah, I am picking at straws here. I guess I just don’t understand why I need a huge Lightning Bolt that kills a big fat creature, but is not usable against players.
I like this creature. This creature saw a good amount of playing time back in the Urza’s Saga days, called then Argothian Wurm. This creature does make more sense to me as a Green creature, but if they can take haste, why can’t we take the Wurm, ey? He should see a good amount of play, especially since Red is very strong in Land Destruction in this environment, and an opponent cannot afford to play the sacrificing game. Grade: A
Well, look what the cat dragged in. Elvish Spirit Guide! How long has it been? Ah, you didn’t get played back in the day, and I cannot imagine you getting played now. Grade: D-
This critter used to be known as Severed Legion back in the Onslaught Block, and was played quite often in Limited, so I anticipate the same thing for this guy. Grade: B-
The long awaited return of Man-o’-War. Unfortunately, this is not an exact replica, and not as good as the original. Why? Because in the old days, we would drop the jellyfish on turn three, which stalls that turn and the following turn due to summoning sickness of the bounced creature, then it blocks that creature the following turn. This creature fails there, because if you bring it into being on turn three, you don’t have it to block on the next turn. This is not to say that this is a bad creature, I am just explaining why this is not as good as Man-o’-War. Grade: B+
Here is an interesting specimen. I had to sit and think about the creature, as I wasn’t certain exactly what Wizards was arming me with. There are Savannah Lions and such, but it didn’t seem to be enough of a threat to justify making this creature. That all changed when I saw the White Suspend Cycle creature who generates 1/1 Soldier tokens. Then it all came into focus, and I clearly understand why they created this creature. Grade: B
Ohh, an interesting card. Actually, I have to admit something to you. As I am attempting to write about this card, I can see the card below, and I am licking my lips in anticipation of thinking about it. So, it is pretty hard for me to respectfully write about this card at this time, but I will give it a go. This card is good in a few situations. First, know that it does not matter when a card with Suspend has its last time counter removed; it is added to the stack immediately. So, if the card is a sorcery, Restore Balance for example, and your opponent ends his turn, you can respond by casting Timecrafting for the remaining counters on Restore Balance, and force the sorcery onto the stack during your opponent’s End Phase. Obviously, he was not expecting to resolve a Balance with five counters left on it during his end phase. Good times. Grade: B-
While Morphling was such a bomberific creature, just like Stingscourger is no Man-o-War, Torchling is no Morphling. It does not have the evasion. It doesn’t have the built-in counter backup. It’s just not able to live up to its predecessor’s hype. Having said all of that, Torchling does have Provoke (for the most part), so it can get at some of those pesky utility creatures like Dark Confidant, yet it doesn’t get the creatures with tapping abilities. The redirecting target ability does not work if there are no other legal targets. If I didn’t know how you guys were, and I didn’t know about Morphling, I think I’d call this a pretty crappy card. Yet I know that you guys dream about playing Morphling, and when you get a chance to get a Torchling, you’re going to throw dollars at it, and you’re going to regret it. Just do yourself a favor. Listen to Uncle Chris, and go out and get yourself a few Detritivores, Molten Firebirds, and Shivan Wumpuses, and you won’t be regretting anything. Grade: C-
I’m not sure what the thought behind this was. It can kill pretty much any creature, yet it whoops you for the same amount. Then, it wants you to pay a pretty steep echo cost. So beyond all of that, it is a 6/5 for 4. Grade: C+ Not sure if it will be played much.
After tallying up the results, we get this breakdown of grades:
…which gives Red an overall score of 2.54. If you have been keeping up, you’d notice that score would put it right on schedule with Black and Blue. I gave Green a boost (since it finally impressed me), but it would have been close to this number as well. I invite you to join me next week as we visit with White, and don’t forget that we will also give the complete comparison of each color’s grades. Thanks again for finding time in your busy life to sit with me and read from the infinite spring of knowledge that gushes uncontrollably from my head each time I open my mouth. Trust me, it is not as cool as it sounds. cpn
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