|
|
Surprised to see me? Yes, I know, the writer’s strike has been a long and drawn out process, but I think that you’ll like what we’ve been cooking up since this whole strike thing was taken care of. Regardless of the past, what is done is done, and we’re back in action here at the Writer’s Guild. We’ve got a lot of fresh material, with most of it based on or focused with your comments as forum members. I’m deeply obliged to all of the people who stuck this one out. It’s good to be back. So, Morningtide. Seems like a pretty interesting set, if I do say so myself. For a brief moment in Magic’s history, the art isn’t so damned depressing (soon to change in the upcoming Shadowmoor), and the card synergies are intelligent and thought provoking. There are some rare cards running about that are certainly going to be high dollar, and it will be interesting to see all the new mechanics and tribal interactions work their way into Standard and Extended formats. Speaking of mechanics and interactions, that's what we are here to discuss this week with the First Impressions: Morningtide Edition articles. Here’s the schedule for the week:
But enough sitting around. Let’s get to the review!
One of the five Tribal Equipment cards; this really shows how good free can be. Free is good. Moreover, a one-mana creature like Prickly Boggart with Cloak and Dagger in play suddenly becomes a 3/1 that can’t be hit with Shock. Cloak and Dagger may not be tournament playable, but if you’re doing the Rogue Tribal thing, don’t pass this card up.
This card is a casual player’s dream. Wizards are an amazing tribe, and with cards out there like Shadowmage Infiltrator, Patron Wizard, and Voidmage Prodigy, you can bet that this will find its place in a deck at someone’s kitchen table. The drawing ability is amazing, letting you use up some extra mana at your opponent’s end of turn, or during a pivotal attack step. Find some copies for your Wizards deck. You won’t be disappointed. Grade: A-
Door of Destinies is like a one-sided Coat of Arms, which is great, because Coat of Arms is expensive, costs too much mana to play, and doesn’t work with cards with the Tribal type (which Door of Destinies does). The down side, if there is one, is that the Door only works for one tribe. Sorry Tribal Mutant Ninja Turtles deck, this one’s not for you. Grade: A
Warriors are an interesting tribe, especially because Warriors span the “conventional” tribes that you normally consider, like Goblins and Elves. This is bad and good; bad, because it makes deck building more difficult, and good, because it makes decks more interesting. In Limited, a fourth turn Lys Alana Huntmaster becomes an Axegrinder Giant with haste. That’s absolutely ridiculous folks. Absolutely. It makes Imperious Perfect make 4/3 hasty tokens. This card is great, and I expect you to see it in a Raiding the Dollar Bins deck soon. Grade: B+
Grade: B
Veteran’s Armaments is the card I like least of the five Tribal Equipment cards. It doesn’t do anything Cenn’s Heir isn’t already doing, and it’s really just icing on the cake. Sure, if you’re attacking with a lot of Soldiers, it’s a nice boost, but I think I’d rather have Equipment like Bonesplitter where I’m guaranteed the bonus. Grade: C+
Grade: A
Reprinting Mishra’s Factory is an idea I like, and adding the Changeling flair makes it great for the block. Man lands have always been good; this is going to see play in Standard. Grade: A
Primal Beyond is something I wanted to see in Lorwyn, but now that it’s here in Morningtide, I’m not sure what I think about it. Sure, it makes any color of mana for Elemental spells and abilities, which is pretty nice, but at the same time you have to be running a dedicated Elemental build to get anything out of it. I like it, but I’m not holding my breath here. I don’t think outside of that Elementals deck it’ll see any play.
Rustic Clachan is an interesting land because of its Reinforce ability. Still, when it comes down to it, I don’t really like Rustic Clachan all that much. It’s a Plains that comes into play tapped if you aren’t playing Kithkin, and Reinforce 1 isn’t going to be an amazing combat trick most of the time. However, I do believe that it’ll see play in Limited. Combat tricks are essential in colors that don’t have large amounts of removal, and this acts as both a trick and a mana source. Grade: C- It’s over so soon? Which card do you think I graded incorrectly? Check out the poll, and then head over to the forums and defend your choice. Have a great weekend, and I’ll see you in the Morningtide. ~Death_By_Beebles~ Alex Hoffman has been parading around with the pseudonym of Death_By_Beebles for three years now. He’s a writer for Magic Deck Vortex, and can often be found tinkering with his latest decks while working on biochemistry homework. He is the author of Raiding the Dollar Bins and Going Blind series at MDV, and the recent startup series Pauper Chronicles. Alex likes kittens, reading, and generally enjoying life. He doesn’t like Brussels sprouts. You can send him deck ideas, combos and suggestions at deathbybeebles@yahoo.com.
You can discuss this article in the MDV forums
here.
Articles
Spotlights from 2008: |
|