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MDV Featured Article - First Impressions: Morningtide - Casually Alternate: Artifacts and Lands. - by Luthervamplord - posted 1/25/08 - discuss here

Welcome folks to the first edition of First Impressions: Casually Alternate; the first impressions of a player who values the added flavour of alternate formats. As ever I am your eternal host, Luthervamplord. Today we’re going to take it easy and be reviewing the smallest of sections in the Morningtide Set – its artifacts and lands.

As some of you will realize; I’m not a tournament going player – the last time I went to an organized and sanctioned event was the pre-release of Time Spiral. I always thought this would ever keep me from being able to contribute anything to this series and until now I haven’t really pursued the issue.

But then I realized that while I might not be a big tournament player, I sure do play casual and alternate formats; surely I’m not the only one!? In fact, I know I’m not; I’m constantly able to find someone to play with in a 2HG game, to face off against in a Tribal game and even Vanguard is starting to become a regular part of my play cycle.

So here I am to give all you pro-Casual players and alternate format junkies the lowdown on this new set and what it means for your choice of flavor. Now obviously I cannot cover all the alternate formats in the history of MTG – for one thing the editors would chew me out for giving them too much work, and secondly there simply isn’t enough time to get such a volume of work out there, so I’m going to have to settle for those formats I feel are the most relevant.

For the purposes of this article, I will be reviewing each card's affect on Casual, 2HG, Tribal and Highlander – but should you want to know my opinion on a card in any alternate format I’m more than happy to talk it up afterwards in the provided thread or via email if you aren’t a forum member.

But all this talk isn’t getting us anywhere – one of each artifact and land, coming right up! Be warned guys, this is a long read so I won’t be offended if you tackle it a bit at a time.

As a quick point; the fact I collect lands doesn’t make me a soft touch to them, but rather a harsher judge. I’ve seen them all and own most of them so I know the rough from the smooth. I ask you to bare this in mind as I review these cards; the problem with reading someone’s opinion is that they are always biased in some way.

Anyhow, with that all said and done, let’s crack on with the review:

Morningtide: Artifacts (Casually Alternate)

Cloak and Dagger - 2
Tribal Artifact - Rogue Equipment (U)
Equipped creature gets +2/+0 and has shroud.
Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it.
Equip 3

Casual: Whilst the shroud aspect is nice and an increase in attack power is always the primary function of Equipment; this card is a tad slow for my liking. Besides, as any Phage player will tell you, there are better options for shroud out there.
GRADE: C-

2HG: Still rather slow, but the concept of shroud in a match with twice as many people to target your creatures becomes a whole different ball-game. If played right and used in certain ways I could indeed see this making some headway in this format.
GRADE: C+

Tribal: Rogue fan-boys everywhere rejoice at this card; deliberately built to facilitate the prowl mechanic that Morningtide has gifted the Rogue tribe with, this plays an excellent role in the newer style decks – shame the weapon can still be targeted. GRADE: B

Highlander: The ability to protect your one copy of a creature from damage effects, spells and activated abilities is an appealing one - one that many people may decide upon - but the issues here are speed and the chance of pulling this card. It might see play in some decks but I can’t say I would put much faith in its use.
GRADE: C+

Diviner's Wand - 3
Tribal Artifact - Wizard Equipment (U)
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "4: Draw a card."
Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it.
Equip 3

Casual: Whilst paying four to draw a card could be considered expensive, the issue here is that it has a colorless value, meaning open-ended card draw is now within the grasp of any deck with enough mana. That is an incredibly appealing idea to decks that otherwise have to rely on splashing colors or cantrip effects to thin their deck.
GRADE: B

2HG: Now in this circumstance the speed to benefit ratio is just too poor; by the time you could normally make use of this card the creature it was equipped to would most likely have died. Go for more guaranteed methods of draw.
GRADE: C-

Tribal: This just seems like another way in a long list for Wizards to draw cards to me. Granted, that is important, but we’ve got enough cards to do this already – how about some different effects for a change? Despite my rant, the added combat aspect and free equip ability cannot be ignored, especially with all the Wizards with flash flying around the game these days.
GRADE: C+

Highlander: Ponderously slow in this format; almost certainly a miss for any serious players of the game. Continual draw is nice, but combos are flimsy and one effect could ruin it all.
GRADE: E+

Door of Destinies - 4
Artifact (R)
As Door of Destinies comes into play, choose a creature type.
Whenever you play a spell of that type, put a charge counter on Door of Destinies.
Creatures you control of that type get +1/+1 for each charge counter on Door of Destinies.

Casual: Charge counters can be made in other ways and the possibility of a recurring creature is also a high probability in this whimsical format. Still, I can’t help but feel that this rehash of Coat of Arms is a somewhat poor substitute and that for the extra mana I’d happily play the Coat over this.
GRADE: C

2HG: The fact that this can be dropped one turn before the Coat could make this a more serious choice in this format. The added speed and increased attack power could prove useful.
GRADE: C+

Tribal: Open to any class or race, this artifact even gets more powerful with each Tribal card of the chosen type played, as well as any Changeling spells for that matter. Its added speed and ever-improving ability will see Timmy reaching for a few copies of this card every time he plays in this format.
GRADE: B+

Highlander: Chances you will play more than three creatures of the same type in Highlander – slim; the chances you will play seven creatures of the same type in this format – practically zero. Not worth a serious look at; run Equipment with triggered draw effects and shroud over this.
GRADE: D-

Obsidian Battle-Axe - 3
Tribal Artifact - Warrior Equipment (U)
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it.
Equip 3

Casual: I can get haste for far cheaper in this format and I can achieve a better result with the Anthems compared to this card. A heavy casting cost and equip cost don’t help this card out, either.
GRADE: D

2HG: Same kind of response here I’m afraid; a slow card which can be outdone by existing cards – skip over it to Sword of Fire and Ice/Shadow and Light and Loxodon Warhammer.
GRADE: E+

Tribal: Much better; the ability to flick this card around every time you play a new Warrior in order to grant that creature haste for free makes this card worth the drop in speed and tempo to some decks; though play it with caution and exercise a good amount of deck reading when playing against Control players.
GRADE: B+

Highlander: Dependency on a tribe hurts in this format, but the ability of haste is still an appealing one to some – though not so much in my case, I’m afraid.
GRADE: C+

Thornbite Staff - 2
Tribal Artifact - Shaman Equipment (U)
Equipped creature has "2, T: This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature."
Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it.
Equip 4

Casual: Now we are talking business; a repeatable ping that doesn’t care whose creatures go into the graveyard has some serious combo potential. I can see Saprolings and Reanimation decks making great use of this little thing.
GRADE: B

2HG: On the one hand the speed isn’t great, but in truth you will be able to trigger this thing quite a few times in one turn if you play your cards right.
GRADE: B-

Tribal: The ability to get around the rather high equip cost and the fact it can shoot for the head again and again or act as board control to some extent is something that makes me want to play a Shaman deck.
GRADE: A-

Highlander: If only that equip cost wasn’t so high, I could see this card doing well here, but the truth is that it will be dealt with before it ever becomes an issue unless you have a major defensive suite of cards up your sleeves.
GRADE: C

Veteran's Armaments - 2
Tribal Artifact - Soldier Equipment (U)
Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."
Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it.
Equip 2

Casual: Rampage was never a huge thing when it was around; some of the oldies like Tynion can back me up on that one. What makes this card slightly better is that the bonus works in defense as well, though a shrewd opponent will work around that with relative ease.
GRADE: C

2HG: Two people could be attacking you, so that potentially means a fair few creatures swinging across the board each turn, but if you can only block one of them then what’s the point?
GRADE: C+

Tribal: Instant-speed Soldier equip is nice and this could see play very early; but again the issue is that unless you have a means to block multiple enemies or force multiple enemies to block you, this card is just plain old junk.
GRADE: C+

Highlander: When it comes to Highlander, numbers in all respects are usually low – low number of attackers, low number of defenders and low number of creatures of a given type. Miss this one and use generic Equipment instead.
GRADE: D-

Morningtide: Lands (Casually Alternate)

Murmuring Bosk
Land - Forest (R)
(T: Add G to your mana pool.)
As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped.
T: Add W or B to your mana pool. Murmuring Bosk deals 1 damage to you.

Casual: The fact that it’s a Forest means it can easily be searched for. The fact that it produces three types of mana (two on the Painland model) is great. The fact I need a Treefolk card to use it straight off is not so great, but this still seems like a new knish that R&D has never explored before.
GRADE: B

2HG: Sets you up for a three-colored deck nicely, and as a first turn drop it wouldn’t be too bad if it came into play tapped. It’s any turn after that when you need to be worried; speed is needed to survive this format.
GRADE: C+

Tribal: As previously mentioned in the forum, the Treefolk’s own Harbinger can fetch this land pretty quickly and it does support all colors involved in the tribe, but outside of this it loses its luster and becomes slightly weaker in some respects to Ravnica’s Shock-lands.
GRADE: B+

Highlander: This format allows you to take a certain amount more time, allowing you to play this card without any Treefolk to support it. The three-colored aspect makes this a certain avenue for Highlander players to explore.
GRADE: A-

Mutavault
Land (R)
T: Add 1 to your mana pool.
1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Casual: Creature lands have immense play value and are subject to so many combos out there that I can’t see any way this card wouldn't be considered a bomb rare – I’ll be hunting around for a play set, that’s for sure. The main benefit to this one over others is the Changeling aspect – it allows a more astute player to take advantage of that fact.
GRADE: A

2HG: A 2/2 on turn two or even turn one in some cases is always a great bonus, as it sometimes follows that the team to score the first strike will most likely win the game in this format.
GRADE: A-

Tribal: Any and all tribes can find a use for this land; the part I find scary is that this card will take advantage of Slivers as well. *Shudder*
GRADE: A+

Highlander: It has some ups and some downs here. An additional creature every now and then to add to the attack is nice, but the chance of losing a land is not a healthy prospect here.
GRADE: C+

Primal Beyond
Land (R)
As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped.
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.

Casual: Golden lands have certain benefits to them, but casual players have always accepted that there is some kind of downside to them as well. The problem is that the downside to this one is that it is far too narrow in its approach to be of much use to the average deck; Forbidden Orchard is far more useful.
GRADE: D+

2HG: Speed is needed in this format, which this land doesn’t have. An overall helpful factor to all types of decks is required by this format. This card fails to deliver.
GRADE: E+

Tribal: Beyond an Elemental player, you won’t see this card in many decks. But within those Elemental decks you will see four if the guy can afford it. Other than that, it’s too narrow to make a huge effect overall I feel.
GRADE: C+

Highlander: If this turned up in a Highlander game I would be hard pressed not to laugh at my opponent. To each his own, I know, but I still feel this would be worse than One With Nothing in this format.
GRADE: E-

Rustic Clachan
Land (R)
As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped.
T: Add W to your mana pool.
Reinforce 1 - 1W (1W, Discard this card: Put a +1/+1 counter on target creature.)

Casual: A slow land without the support; the nice part about this land is that it can act like a utility spell and buff up one of your creatures against damage or generally just to make them stronger. Whilst the concept is not all that new as we have had discard effects for quite some time, the counter angle interests me on this one.
GRADE: B-

2HG: It can act as mana, or help yourself or your partner’s creatures to beat down upon your enemy – sounds like a perfect use of space in a deck to me.
GRADE: B

Tribal: Kithin won’t really suffer for having this to use as a mainstream land, but the added counters really play into their combat orientated theme.
GRADE: B+

Highlander: Spells that do more than one thing go a long way in this format, but a land that can do it is something all Highlander players would like from their cards.
GRADE: A-

Now unlike my other articles, due to the relative few cards reviewed here I want to take a more general and open approach to a closing assessment.

When you boil it down, the artifacts that have arisen from this new set are generally a let-down, though I am particularly drawn to the Shaman Staff equipment card Thornbite Staff. The chance to abuse that card plays on my mind and sparks off my creative nature. But beyond this it seems to me that R&D needed to fill some gaps and plugged artifacts in there; and whilst all the artifacts make sense for the theme, they don’t bring much to the table in my mind.

The lands however are a different matter; beyond Primal Beyond I can safely say that all of these lands are of a standard that we haven’t seen from R&D for some time now; though I’m going to put my word on the line and say that I wouldn’t be surprised to see Mutavault on a few restricted or even banned lists before long.


Alright guys, I’m going to head off now and let you all get down to debating and expressing your views. But before I do I want to ask your opinions on a few things:

“Did you like my approach to the series?”
“Do reviews of cards for alternate formats interest you?”
“Would you like to see more or less of this style of work from me?”

Feel free to contact me through any of the following methods:

MSN Handle: LutherAD@hotmail.co.uk
Email Address:
LutherMDV@yahoo.co.uk
Skype Handle:
Luthervamplord
The Article Thread – Found Here

All comments and opinions expressed would be greatly appreciated and I will always answer any questions you have for me. As always I’m also happy to talk through my thoughts and views on this or any other article with you.

As always this is Luthervamplord, Signing Off.

You can discuss this article in the MDV forums here.
Find other articles by this author here.
Find other articles from this series here.

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Articles Spotlights from 2008:
A Fresh Perspective: Stasis - Part One.
The Apprentice Magician - Part Six.
Design on a Dime: The Lunch Meat Edition!
Fit the Flavor 2008 - FINALE!
The Games People Play - Market & EDH.
More Evil Than Evil.
Pauper Chronicles: Top O' the Morningtide to You!
Sarpadian Empires, Vol VII: Foreword.
Words from the Streetz: Uncommon and Common Magical Treasures.
The Writers Guild: The Inside Scoop.

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