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MDV Featured Article - First Impressions: Lorwyn - Part 2. (WHITE) - by Death By Aggro - posted 10/15/07 - discuss here

It is my opinion that White has been getting the short end of the stick for quite a while in Standard, or Type Two, as others know it. Looking back, we see that Blue has been among the top of all Constructed decks, due to its Control aspects and quality creatures, making it indisputably the best color in Standard in the eyes of many. Black, Blue's longtime buddy in hardcore Control builds, has also seen its share of the limelight. Red always has enough burn to roast a hemisphere, and now even Green is getting a piece of the action, something that hasn't been seen since the days of Ravenous Baloth.

Where has this left White? It has seen plenty of Limited play and has had some good cards, but never enough to hack it against the other colors. Sure, there was MartyrTron and Boros Aggro, but both of those were short-lived and had to be heavily backed by a second color just to compete. If you've seen a Boros Aggro list, it now has almost as much burn as creatures, and most of the creatures are Red anyway! White began to see play in Solar Flare and Angelfire, but it was always the smallest of the three colors in those decks, and even today decks supporting White only do so for a couple of cards and maybe some sideboard options.


OH YEAH!

Now White's not one to be mean; it's a pacifist by nature (hence the card Pacifism, duh). So what happened? White decided that the only way it could come back from this spell of tournament-level worthlessness was to amass its forces until the time was right. So, throughout Mirrodin, Kamigawa, Ravnica, Coldsnap, and even in Time Spiral, White chilled out in the background, making a tournament appearance every now and then just so Spikes would remember a fifth color existed. Finally, Wizards of the Coast announced that Lorwyn would be coming out soon.

It's go time.

The effect was devastating. Blue, for the first time in the history of new card borders, had been knocked off its megalomaniacal pedestal. Black had to sprint just to get out of the way and save itself. Red and Green could only watch on in awe at the power that had once been theirs. At long last, with five of the eight tribes in Lorwyn being in its arsenal and more bombs than you can shake a scepter at, White has risen up to become potentially the strongest color in Standard. This is something it hasn't done for a very long time. And let me tell you, I couldn't be happier. For a long time I looked at all the cool White rares in my trade binder and wished I could play them, but knowing sadly that they didn't have the support to see competitive play. Now things are different – not only can I play White, I'm going to play White. Tourney players are going to have to rearrange their entire way of thinking just to handle White. Seriously, Lorwyn is bringing a lot of changes, and this is going to be a big one in my opinion.

I chose to evaluate White for the First Impressions series (which I believe is a great idea and that Tynion, the creator, deserves props for) because it's my favorite color in Lorwyn and I plan to use it frequently in Friday Night Magic (FNM) events to come. Now, enough with the jabbering: on to the goodies!

Lorwyn: White

Ajani Goldmane 2WW
Planeswalker - Ajani (R)
+1: You gain 2 life.
-1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
-6: Put a white Avatar creature token into play with "This creature's power and toughness are each equal to your life total."
4

First card off the bat and it's a planeswalker; man, I got my work cut out for me. For those who don't know, planeswalkers start out with a set number of loyalty counters (the “4” at the bottom is Ajani's beginning number). You can use one ability of a planeswalker’s each turn at sorcery speed, the cost being either a gain or a loss in loyalty counters. For example, a cost of “+1” means your planeswalker gains one loyalty counter to activate that ability, and -1 means he/she loses a counter. The cycle of planeswalkers in Lorwyn each have three abilities: a small ability that gives you loyalty, a small ability that removes loyalty, and a really big ability that takes some work to use. Creatures can attack your planeswalker instead of you and burn that would target you can be redirected towards it if it would resolve. Any damage your planeswalker takes causes it to lose that many counters, and when it’s out of counters, it dies, so to speak. Keep in mind that they are not creatures, but any spell or ability that affects a permanent can affect them, like Vindicate, Temporal Adept, and of course, Counterspell. And for those of you who like knowing this stuff, yes, your Tarmogoyf can now be as big as possible. Congratulations.

Moving on to Ajani himself, I like him a lot. The synergy between his life gain effect and big Elemental creation is a nice touch. In a format that looks like it'll be dominated by Aggro, these kinds of effects help give you an edge over your opponent. I definitely expect him to see some play, and at the very least he's Limited gold. Besides all of this, his art is just kicking.

Grade: A- He will see play, and he will be good.

Arbiter of Knollridge 6W
Creature - Giant Wizard (R)
Vigilance
When Arbiter of Knollridge comes into play, each player's life total becomes equal to the highest life total among players.
5/5

I like the idea of pushing smart Giants and Giant Wizards, as quite often they're just stereotyped as brutes and meatheads and quite frankly that just hurts poor Hill Giant's feelings. Because of their heavy-Aggro style, Giant decks are probably going to take a beating early game from Weenie rushes via Kithkin and Merfolk. This guy allows you to reset the life count once you've built up a big enough army to stabilize. I like the feel, but even still, seven mana is a lot to pay for in Constructed for something that only helps you into a winning position. I wouldn't mind having him as a nice trick in Limited, though.

Grade: C- Expensive and situational, but played right he practically forces your opponent to concede on the spot.

Austere Command 4WW
Sorcery (R)
Choose two - Destroy all enchantments; or destroy all artifacts; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.

Is it just me, or does White like good rares that begin with an “A”? Anyway, this is part of a cycle of cards with the word “Command” in their titles. Each one gives you four options and you pick two. This one is like Akroma's Vengeance, and has its good sides and bad sides. The bad news is you can't catch everything your opponent has. The good news is that you can manipulate it so you destroy as few of your own permanents as possible while wrecking your opponent. The thing I like about this is its versatility in not just situations but decks: both a Merfolk Control and Giant Aggro deck would be equally happy to use this, and it would likely be a four-of in both.

Grade: B- It's no Akroma's Vengeance, but it can do some nasty things in the right hands.

Avian Changeling 2W
Creature - Shapeshifter (C)
Flying, Changeling (This card is every creature type even if this card isn't in play.)
2/2

Finally, something we can expect to see commonly in a draft. Changeling is the new wording for Mistform Ultimus' ability. Basically, a card with changeling is all creature types, and I say "card" because it isn't just creatures that have it (mull that over for a while, and when your head stops spinning, get back to me). Overall it's a solid common, and if Wild Griffin sees play in Xth Edition Limited, I see no reason this won't in Lorwyn Limited. As for Constructed play, yeah, not so hot. But hey, it's a common, what are you going to do?

Grade: C- A solid common for anyone going White in draft.

Battle Mastery 2W
Enchantment - Aura (U)
Enchant Creature
Enchanted creature has double strike.

Nothing too flashy here. It may see Constructed play as a nice option in G/W Kithkin/Goyf Aggro, and double strike is always powerful in Limited, but it's still asking for a two-for-one.

Grade: C- A good Aura, but still an Aura.

Brigid, Hero of Kinsbaile 2WW
Legendary Creature - Kithkin Warrior (R)
First Strike
Tap: Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature.
2/3

Our first look at the Kithkin tribe, and it's a doozy. If this thing had vigilance I'd be terrified right now (but wait; there's Ajani… oh crap). The ability to control battle in such a widespread way is not to be underestimated. Despite this, I'm sad because this will likely die to the first Red deck with burn it comes across. No one's perfect.

Grade: B- Limited bomb, possibly Constructed worthy, but still fragile.

Burrenton Forge-Tender W
Creature - Kithkin Wizard (U)
Protection from red
Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.
1/1

Anyone else reminded of Crimson Acolyte? Just me? Fine then, forget you all. Anyway, this card makes a nice one-drop in White Weenie as Red is about the only color that can match White in a Weenie race. That said, this could easily see tournament play; and it’s another uncommon to be on the lookout for.

Grade: B- You know when you're hyped about a common it has to do something good.

Cenn's Heir 1W
Creature - Kithkin Soldier (C)
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
1/1

Whoa. I mean, seriously, I look at this thing and just have to step back and say, "Whoa.” Even in Limited, you can make this guy ludicrously large for his cost and you've got a good chance of catching him in multiples. In Constructed he'll almost always come down as a 2/2 for two, and combined with a certain card we'll be looking at in a minute (trust me, you'll know it when you see it), this guy could muscle it out against a Giant or Treefolk deck any day. He could even stare down a dedicated Goyf deck given a good draw.

Grade: A- He's got full potential to be one of the best two-drops in Standard.

Changeling Hero 4W
Creature - Shapeshifter (U)
Changeling (This card is every creature type even if this card isn't in play.)
Champion a Creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.)
Lifelink (Whenever this creature deals damage, you gain that much life.)
4/4

Not too shabby, I must say, but not too great either. White has always needed something with Lifelink that came down big to start with. I like the champion ability and the potential it has, but not on this card. Don't get me wrong; this card may not be very complex (despite what all that reminder text would imply), but it has very solid stats. I just can't think of a deck that truly needs him. G/W Kithkin and U/W Merfolk would rather play more aggressive fast drops and he's a little too small to be seen hanging around a R/W Giant deck. I don't know, maybe he'll find his place in Elementals.dec. Until then, color me unimpressed.

Grade: D- He might see play in Limited, but even then I'd want him smaller.

Cloudgoat Ranger-3WW
Creature - Giant Warrior (U)
When Cloudgoat Ranger comes into play, put three 1/1 white Kithkin Soldier creature tokens into play.
Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn.
3/3

Cloudgoat Ranger is part of a cycle of creatures that make tokens of other creature types and have abilities to abuse them. This one can either fly overhead for five a turn, or when the board's clear, him and his little men can go in for six. Even still, wouldn't you rather just do five damage outright? Seriously, unless you built a dedicated Giant/Kithkin hybrid, all it takes is a single 1/1 to die for him to become a 3/3 for five. Not good.

Grade: D- That's a long walk for what could be a very short drink of water.

Crib Swap 2W
Tribal Instant - Shapeshifter (U)
Changeling
Remove target creature from the game. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling into play.

Remember what I said earlier about changeling? That's right; this guy counts towards any ability that specifies a creature type, such as "All Kithkin spells cost 1 less to play". (Note: they didn't make a card that says that, so stop drooling all over yourself.) This is some good removal, even if you're opponent gets a creature. I mean come on, how much can you do when at the end of your turn your best creature just became a french vanilla 1/1? Very nice indeed. Expect this to see play.

Grade: A- Yeah, I'll Crib Swap your Goyf, thank you.

Dawnfluke 3W
Creature - Elemental (C)
Flash
When Dawnfluke comes into play, prevent the next 3 damage that would be dealt to target creature or player this turn.
Evoke W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
0/3

Evoke is a new ability given to non-Flamekin Elementals (and a few exeptions). The ability itself I believe will see tremendous abuse. Now as for this card, it is a Limited filler at best. Really, a Healing Salve on a creature that doesn't let me gain life? I'll pass on that.

Grade: D- They can't all be amazing.

Entangling Trap 1W
Enchantment (U)
Whenever you clash, tap target creature an opponent controls. If you win, that creature doesn't untap during its controller's next untap step. (This ability triggers after the clash ends).

Oh boy, another thing I have to explain (sigh). Clash is another new ability that I think will go over quite well with the Casual crowd and may see some Constructed action. Basically, you and your opponent each reveal the top card of your library, and then put that card on the top or bottom of your library. If your card’s converted mana cost is bigger, you win the clash and get whatever effect comes with it. This card could be very good for a deck built to abuse clash. Will there be such a deck, and will it be White? I'm not sure, but for now I'll say that this card needs work. The total effect is good, but not when your chances may be less than 50/50 to get it. At least you’ll get to tap stuff.

Grade: D- Don't you just wish we had Sensei's Divining Top again?

Favor the Mighty 1W
Tribal Enchantment - Giant (R)
Each creature with the highest converted mana cost among creatures has protection from all colors.

This doesn't even need to be in a Giant deck, but that's where it's best abused. The ability to make your biggest guy almost indestructible and unblockable is something too good not to try out. If you read Death By Beebles' Raiding the Dollar Bins articles, you are sure to know of a little card called Hamletback Goliath. I think you see where I'm going with this.

Grade: B- An unstoppable six+ power creature? Sign me up!

Galepowder Mage 3W
Creature - Kithkin Wizard (R)
Flying
Whenever Galepowder Mage attacks, remove another target creature from the game. Return that card to play under its owner's control at end of turn.
3/3

This card is sickeningly good. A flying Hill Giant is never bad, but with that added effect this guy can go nuts. You can either take out your opponent's best blocker for a turn, or if you're clever and don’t have much better to do, you can remove one of your own creatures with a comes-into-play effect. In Limited this thing will dominate any battle and put your opponent on the back pedal very quickly. Just be cautious of those strong Lorwyn crosswinds….

Grade: A- He's big, he's bad, and he's guaranteed to see play.

Goldmeadow Dodger W
Creature - Kithkin Rouge (C)
Goldmeadow Dodger can't be blocked by creatures with power 4 or greater.
1/1

The anti-Giant Kithkin. Cute, I'll give it that much. Rarely will he be of any significance by the time his ability would take affect. The only thing I see this being used for is if in Limited you need another one-drop or need some Kithkin filler.

Grade- D- There are better one-drops, and much better Kithkin.

Goldmeadow Harrier W
Creature - Kithkin Soldier (C)
W, T: Tap target creature.
Chocolate Rain; It's the fear your leaders call control.
1/1

Speaking of better one-drops and Kithkin, hello Ms. Harrier! This is one of those few cards that function as well in Constructed as they do in Limited, and for Goldmeadow Harrier the grass is greenest on both sides. In the early game she can act as a quick beater, then as the turns pass she can go Control-ish and help your bigger guys swing through for more damage, thus maximizing your threats at any given time. In Limited the ability to tap down creatures makes this guy a good draw even on turn nine+. In Constructed she's my first choice for a one-drop in White Weenie…

Grade: B- Master Decoy needs to take a few lessons from this guy.

Goldmeadow Stalwart W
Creature - Kithkin Soldier (U)
As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay 3.
2/2

…And then I saw this guy. Back when Boros Aggro was still big, one of its best openings was Sacred Forge into Isamaru, Hound of Konda. For those who aren't familiar with Kamigawa cards, Isamaru is a Legendary creature and a 2/2 for W. Call it as you like, but I say this guy is better than Isamaru. With no Legendary clause holding back multiples and at uncommon, this little guy is a solid beater that'll definitely see some tournament play. The "drawback" isn't even important because Kithkin make ideal counterparts to play with this guy anyway. I mean, what else were you going to play him with? Boggarts?

Grade: A- A solid package, no explanation needed.

Harpoon Sniper 2W
Creature - Merfolk Sniper (U)
W, T: Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
2/2

Not bad at all as a nice Grey Ogre in Limited. I don't think Merfolk really need this guy for Constructed, though. At least he handles those pesky Kithkin!

Grade: C- For Limited use only.

Hillcomber Giant 2WW
Creature - Giant Scout (C)
Mountainwalk
3/3

Hill Giant's White brother from another planet. I'd give Hill Giant a D, and I don't see why this shouldn't get the same.

Grade: D- In a land of fast Weenies followed by ridiculously large Giants and Treefolk, this guy just can't find a home.

Hoofprints of the Stag 1W
Tribal Enchantment - Elemental (R)
Whenever you draw a card, you may put a hoofprint counter on Hoofprint of the Stag.
2W, Remove four hoofprint counters from Hoofprint of the Stag: Put a 4/4 white Elemental creature token with flying into play. Play this ability only during your turn.

Great, it is official: U/W Control doesn't even need creatures anymore, and it can beat me as quickly as turn 8-9. I thought Wizards was pushing Aggro?!? Well, way to go Wizards! You ruined my day… OK, so maybe this card is just as good in Aggro too. And Combo…

Grade: A- …And Aggro-Control, and Control-Combo, and Aggro-Combo….

Judge of Currents 1W
Creature - Merfolk Wizard (C)
Whenever a Merfolk you control becomes tapped you may gain 1 life.

This doesn't seem like much, but don't be fooled. There was another card very similar to this that was once underestimated. That is, until it lead to multiple Pro Tour Top 8s and Championships. The card? Wellwisher. [Image of Wellwisher to the right] To use this guy best, though, you need to tap all of your Merfolk. Which is why we have Summon the School. And Merrow Commerce (more on that in a later article).

Grade: B- No. Never again.

Kinsbaile Balloonist 3W
Creature - Kithkin Soldier (C)
Flying
Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn.
2/2

Limited filler at best. The ability to give evasion should never be ignored, but with such restricting conditions it isn't hard for your opponent to work around your overpriced flyer. Still, it will be funny to see some guy at a tournament lose to a Kithkin on a balloon.

Grade: D- Bad, but in a funny way.

Kinsbaile Skirmisher 1W
Creature - Kithkin Soldier (C)
When Kinsbaile Skirmisher comes into play, target creature gets +1/+1 until end of turn.
2/2

Better than a Grizzly Bear, but worse than most Kithkin of equivalent cost. I might actually play this if it weren't for the ten or more better two-drop Kithkin in Lorwyn.

Grade: C- Better luck in 11th Edition.

Kithkin Greatheart 1W
Creature - Kithkin Soldier (C)
As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike.
2/1

At the beginning of the game he's nothing special, but if he manages to live until turn five or so, you can lay down a Giant and make this guy a 3/2 first striker. Uh, Yay? Seriously, by turn five I want either a creature that can kill my opponent, or to have set him up to die when I curve out into my big creature, and there are better ways to do that than this guy.

Grade: D- Colors helping creatures of the same color. If only I cared.

Kithkin Harbinger 2W
Creature - Kithkin Wizard (U)
When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.
1/3

This guy is great for Kithkin decks because he provides two things that Kithkin otherwise have very little of on their own: decent blockers and tutoring. It doesn't actually put the card in your hand, but when you're putting your best Kithkin on top of your library instead of a land (keeping in mind it could be a changeling or Tribal card, or both), you won't really care.

Grade: B- Suddenly the aggressive player is given the ability to play smart AND mindlessly smash heads. Very nice.

Kithkin Healer 2W
Creature - Kithkin Wizard (C)
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
2/2

Another Kithkin that'll see no tournament play, but you'll be happy to see it in a draft. There ought to be a name for something like this…

Grade: C- I know there's a word for it somewhere….

Knight of Meadowgrain WW
Creature - Kithkin Knight (U)
First strike
Lifelink
2/2

Simple? Check. Able to kill a Grizzly Bear? Check. Life gain? Check. Quick to play? Check. Weenie powerhouse? Check. Awesome? Big fat check.

Grade: A- Some poor Blue mage is going to see this and cry.

Lairwatch Giant 5W
Creature - Giant Warrior (C)
Lairwatch Giant can block an additional creature.
Whenever Lairwatch Giant blocks two or more creatures, it gains first strike until end of turn.
A giant can pout for decades. Woe to anyone who disturbs them.
5/3

A creature that likes taking out your opponent’s Weenies two at a time and escaping unscathed. I like it as a Limited wall, but at six mana I doubt it'll come down fast enough to save the day every time.

Grade: C- Not much you can do when something's that expensive.

Militia's Pride 1W
Tribal Enchantment - Kithkin (R)
Whenever a nontoken creature you control attacks, you may pay W. If you do, put a 1/1 white Kithkin Soldier creature token into play tapped and attacking.

Remember what I said about Cenn's Heir? Oh yeah, baby. Time to go to town. I think the only reason this saw print as was because during development Mark Rosewater wanted to sneak in another "double" card that wouldn't set off Mark Gottlieb's alarm sensors.

Grade: A- Me likey the Weenie swarm.

Mirror Entity 2W
Creature - Shapeshifter (R)
Changeling (This card is every creature type at all times)
X: Creatures you control become X/X and gain all creature types until end of turn.
Unaware of Lorwyn's diversity, it sees only itself, reflected a thousand times over.
1/1

I'm sorry ladies and gentlemen; I think my computer is broken. After all, Wizards would never make something like this. And they wouldn't cost it at 2W either… wait, they did? It does cost 2W? Oh, my…

Grade: …

Neck Snap 3W
Instant (C)
Destroy target attacking or blocking creature.

Removal in White is always appreciated, though this is very narrow removal. Still, being narrow never stopped Assassinate from seeing play.

Grade: B- Oh, I do enjoy messing with the color pie. It leaves the most interesting taste in your mouth.

Oaken Brawler 3W
Creature - Treefolk Warrior (C)
When Oaken Brawler comes into play, clash with an opponent. If you win, put a +1/+1 counter on Oaken Brawler.
2/4

Let me get this straight; you lose the clash and it's a Foot Soldier. You win the clash… and it's still mediocre. Still, there's something to be said for a big blocker that can actually kill the enemies it blocks.

Grade: C- Pretty much on par as a creature, even if you win the clash.

Oblivion Ring 2W
Enchantment (C)
When Oblivion Ring comes into play, remove another target nonland permanent from the game.
When Oblivion Ring leaves play, return the removed card to play under its owner's control.

Now THAT is removal. This is what quality removal looks like, and in White for that matter. I mean seriously, even Black doesn't have something like this (at least not in Standard, anyway). Keep an eye on this card, as you'll be seeing it a lot. I wouldn't be surprised if Green and White decks started packing sideboard enchantment removal just to fizzle this.

Grade: A- I don't know if White really needs something this good, but it feels so right.

Plover Knights 3WW
Creature - Kithkin Knight (C)
Flying
First Strike
3/3

Just two words: Limited filler.

Grade: C- ‘Nuff said.

Pollen Lullaby 1W
Instant (U)
Prevent all combat damage that would be dealt this turn, then clash with an opponent. If you win, creatures target player controls don't untap during his or her next untap step.

Now this is what I call dramatic. Sometimes, all it does is buy you a turn to try and save yourself from your opponent's onslaught (that's right, the entire set of Onslaught). Other times, it leaves your opponent dead in his tracks and gives you two free turns to do with him as you like. Sure the card's random, but come on, watching your opponent's face when he loses to pollen?!? Priceless.

Grade: B- Fog might actually see Constructed play again.

Purity 3WWW
Creature - Elemental Incarnation (R)
Flying
If a spell or ability would deal damage to you, prevent that damage. You gain life equal to the damage prevented this way.
When Purity is put into your graveyard from anywhere, shuffle it into its owner's library.
6/6

Despite its large and very unwieldy mana cost, I believe this card will still see Constructed play. The factor burn can have on a match is much larger than one might think, particularly when combined with an aggressive creature curve. This card can fizzle any burn and take out most creatures it would face in battle, making it an excellent sideboard option for White decks against fast Red decks. Besides that, it's a 6/6 reusable flyer, and last time I checked, 6/6 reusable flyers had this unnerving tendency to win games.

Grade: A- You can laugh, but remember what I said when you see this guy pummeling your face in and you can't kill him.

Sentry Oak 4W
Creature - Treefolk Warrior (U)
Defender
At the beginning of combat on your turn, you may clash with an opponent. If you win, Sentry Oak gets +2/+0 and loses defender until end of turn.
3/5

A nice blocker that can occasionally become a big beater. I must say it's a nice design, and if a White clash deck ever fleshes out into tournament play, you can expect this guy to lead the way. Overall a nice card that I'll almost always include in my Limited decks when I can.

Grade: B- Attack of the Trees! ROOAAAR!!!

Shields of Velis Vel W
Tribal Instant - Shapeshifter (C)
Changeling (This card is every creature type even if this card isn't in play.)
Creatures target player controls get +0/+1 and gain all creature types until end of turn.

Besides being a nice combat trick and a way to help boost your Cenn's Heir, it also makes all those tribe-hosers you've been collecting into everything-hosers. Besides that, nothing too special here.

Grade: C- If it said +1/+1 it would have seen competitive play for sure, but alas….

Soaring Hope 4W
Enchantment - Aura (C)
Enchant creature
When Soaring Hope comes into play, you gain 3 life.
Enchanted creature has flying.
W: Put Soaring Hope on top of its owner's library.

Eeew. Even if it had flash and cost two less, this card is just yuck.

Grade: F- If you plan to use this card, remove your gag reflex first.

Springjack Knight 2W
Creature - Kithkin Knight (C)
Whenever Springjack Knight Attacks, clash with an opponent. If you win, target creature gains double strike until end of turn.
2/1

Well, it's nice and all, though four damage for three is nothing we haven't seen befo- wait, that says "target creature". Oh, well then. I'm now scared.

Grade: B- Double striking Cenn's Heir… **shudders**.

Summon the School 3W
Tribal Sorcery - Merfolk (U)
Put two 1/1 blue Merfolk Wizard creature tokens into play.
Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
”When merrows talk, listeners grow fins."
-Kithkin saying

A self-recurring token generator. Now that's what I call efficiency. Especially given that most Merfolk have abilities that activate only when they tap (I'll leave that to a future First Impressions writer). This thing could set up some ridiculous turns, and even if you can't find other Merfolk, all you need is two of these and you can potentially create Merfolk tokens ad infinitum.

Grade: B- One Merfolk, two Merfolk, White Merfolk, Blue Merfolk.

Surge of Thoughtweft 1W
Tribal Instant - Kithkin (C)
Creatures you control get +1/+1 until end of turn.
If you control a Kithkin, draw a card.

This is part of a cycle of Tribal cards that let you draw more cards if you have a permanent (yes, any permanent, not just a creature) of its type. To me, this one is like a mini-Fortify for Kithkin, and that's not a bad thing considering how fast those little scamps are. Besides, Fortify didn't let you draw a card.

Grade: B- You can now have mind AND matter!

Thoughtweft Trio 2WW
Creature - Kithkin Soldier (R)
First strike, vigilance
Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.)
Thoughtweft Trio can block any number of creatures.
5/5

The biggest Kithkin of them all, and I mean BIG. This thing does it all; it beats, it blocks, and it protects you post-Wrath. What's not to love?

Grade: A- An auto-inclusion in almost any tournament-worthy Kithkin deck.

Triclopean Sight 1W
Enchantment - Aura (C)
Enchant creature
Flash
When Triclopean Sight comes into play, untap enchanted creature.
Enchanted creature gets +1/+1 and has vigilance.

One of the few Auras I would play that can't protect itself. This card can come down as a nice surprise bonus when your opponent thought he had the OK to charge. The vigilance ensures you get the same goodness every turn. In Limited, this'll look very sexy on a Goldmeadow Stalwart. I still don't believe Auras like this are ready for Constructed, though, but who knows?

Grade: C- I attack with my– whaaaa?!?

Veteran of the Depths 3W
Creature - Merfolk Soldier (U)
Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.
2/2

No one likes a 2/2 for four. Everyone likes a creature that gets bigger every time it attacks. What do you get when you fuse the two? A fragile, yet very awesome creature. Time to break out those Lord of Atlantises. And don't forget the other 3W Merfolk card in Lorwyn **wink**.

Grade: C- From bad, to average, to good, to really good, to "why is my opponent still alive?"

Wellgabber Apothecary 4W
Creature - Merfolk Wizard (C)
1W: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
2/3

In a White world of fast Merfolk and Kithkin Weenies having to face off against large Giants, Treefolk and the occasional Elemental, this is what I would want to curve out with. It may be pricey, but if it means I can keep swinging with my guys without fear on into the late game, I might just be willing to take my chances.

Grade: C- Go on Mr. Giant, block! I dare you!

Whispmare 2W
Creature - Elemental (C)
Flying
When Whispermare comes into play, destroy target enchantment.
Evoke W
1/3

Demystify on legs. Sideboard at best, but with Oblivion Ring running amok, it might be better in the sideboard than you think. Still, I prefer my Disenchants and Naturalizes to this guy. Better luck next time.

Grade: D- There have always been better options, there will always be better options, but at least it blocks.

Wizened Cenn WW
Creature - Kithkin Cleric (U)
Other Kithkin creatures you control get +1/+1.
2/2

Wait, aren't Cenns the elders of Kithkin villages? Dang, that's one tough old guy. Imagine going turn one Goldmeadow Stalwart, turn two Militia's Pride, turn three Cenn's Heir and a token, and turn four Wizened Cenn and two more tokens. That's twenty damage on turn four, and by turn five you could add a Surge of Thoughtweft and 3 more tokens to make it… (whips out a calculator) 32 damage on a single swing and 52 damage total off of five cards. Now that's what I call savage.

Grade: A- I don't know about you, but this old-timer scares me to death.


Well, this is the end of my foray into the White side of Lorwyn. Let's check up our results:

A's-12
B's-13
C's-13
D's-9
F's-1 (!!!)

There you have it, all 48 cards (and Mirror Entity…) systematically graded. As I expected, there are a large amount of B's and C's, though even I didn't expect to see so many A's, and only one F! On average, Lorwyn White receives a 2.46 (the grading is done by adding up the totals (A=1, B=2, C=3, D=4, and F=5) and dividing by the total number of cards – 48) making it a B+ overall. Sounds about right.

Well I must be going now, but fear not fellow Lorwyn lovers; there will be more to come, just not by me. Did you think I did a good job? Are you looking forward to White in Lorwyn? Maybe you're looking forward to a different color or prefer one of the other writers? Whatever your feelings may be, the men behind First Impressions, myself included (and accentuated), would greatly appreciate your feedback.

See you all in another four months (or will I… **dramatic ending music**).

-Death By Aggro

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Articles Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events
Blink And Bounce: Timing is Key
Going Blind: XCB Metagaming - A Prolonged Conclusion.
The Science of Magic: Genetic Engineering, Part Two.
Shifting Lineaments: Casual Metagaming (Pt. 2).
The Dungeon Of Malefict: Pure Evil!
Land Week Introduction & Schedule.
Combofusion: Legends Timeshifted.
One Card to Rule Them All: Coastal Piracy
Irrational Love: Chimeras. The Lego's of Magic.

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