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Hey.
You. Yes, you with the Magic cards, come here. What are you doing? Morningtide
is out, have you figured out what colors you're going to run? How are you
feeling about White? What...don't leave, come back. I think I will be able to
change your mind. Oh, excuse me, I haven't introduced myself..

Hello. I am L. My colors are mainly Blue/Red with
Black/White leading behind, but don't let that cover you up with bias. Today I'm
going to show you why White is playable again. Even I am realizing how powerful
White is becoming. Let me quote the last person who did FI: White.
"White seemed to get the short end of the stick, never
anything too powerful." These words were expressed by death by aggro on the last
First Impressions: White. As DBA seemed to change his mind, I can safely say
that Kithkin was more than White could have bargained for. Even now, a
lookout has come for reinforcements. Let's see what reinforcements have come for
White.
Ballyrush Banneret - 1W
Creature - Kithkin Soldier (Common)
Kithkin spells and Soldier spells you play cost 1 less to play.
2/1
This card is purely insane. Since White has ways to boost
and prevent damage, this card will see play in Kithkin decks.
Grade:
A+
Battletide Alchemist - 3WW
Creature - Kithkin Cleric (Rare)
If a source would deal damage to a player, you may prevent X of that damage,
where X is the number of Clerics you control.
3/4
Here we go, a Cleric, 3/4 for 5 with double White and a
rare. This card doesn't seem that amazing. I'm sure Clerics can do better, even
Kithkin Healer is better, because he also can prevent damage from creatures, and
is only a CMC of 3.
Grade: D
Burrenton Bombardier - 2W
Creature - Kithkin Soldier (Common)
Flying
Reinforce 2 - 2W
2/2
I like reinforce. You know what else I like? A 2/2 flier
for 3, those always get to me.
Grade: B
Burrenton Shield-Bearers - 4W
Creature - Kithkin Soldier (Common)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until
end of turn.
3/3
I think it's too expensive, Kithkin have better options,
and so do Soldiers. It's simply not worth playing.
Grade: C+
Cenn's Tactician - W
Creature - Kithkin Soldier (Common)
W, T: Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional
creature.
1/1
It increases power and allows them to fight two creatures
to chump block...and only costs W? This is pretty good, another great common.
Grade:
B
Changeling Sentinel - 3W
Creature - Shapeshifter (Common)
Changeling
Vigilance
3/2
Another changeling, but a 3/2 for 4 isn't that good,
vigilance doesn't make it playable for me.
Grade: C
Coordinated Barrage - W
Instant (Common)
Choose a creature type. Coordinated Barrage deals damage to target attacking
or blocking creature equal to the number of permanents of that type.
I read this as. "Say Kithkin. Destroy target attacking or
blocking creature."
Hmm, it's another common costing less then 3 CMC who will
be used in Kithkin decks. White surely has friends in high places.
Grade: B
Daily Regimen - W
Enchantment - Aura (Uncommon)
Enchant creature
1W: Put a +1/+1 counter on enchanted creature.
Too slow, on some creatures this will be nice. It's nice in
limited, but not in constructed.
Grade: C.
Feudkiller's Verdict - 4WW
Tribal Sorcery - Giant (Rare)
You gain 10 life. Then if you have more life than an opponent, put a 5/5
white Giant Warrior creature token into play.
Giant decks are slow, understandably. This really is an
amazing card, in Limited it's great. A 5/5 vanilla for 6 isn't bad, but add 10
life? Than you have some great potential.
Grade:
B-
Forfend - 1W
Instant (Uncommon)
Prevent all damage that would be dealt to creatures this turn.
This card prevents any mass-damage, pyroclasm effects, or
combat gone wrong. Good.
Grade: B-
Graceful Reprieve - 1W
Instant (Uncommon)
When target creature is put into a graveyard this turn, return that card to
play under its owner's control.
Sakki...no this isn't sakki...this is secret-sakki. This is
Sakki 5-8. This is ridiculous, and I like it.
Grade: A-
Idyllic Tutor - 2W
Sorcery (Rare)
Search your library for an enchantment card, reveal it, and put it into your
hand. Then shuffle your library.
Enchantment tutor for 3, I see potential. Do you?
Grade: B-
Indomitable Ancients - 2WW
Creature - Treefolk Warrior (Rare)
"Odum and Broadbark were the only beings mighty enough to challenge the
giant Moran the Destroyer. Their battle lasted a hundred dawns, until Moran
became so exhausted that he fell into namesleep. He awoke as Moran the
Gardener."
-The tale of Odum and Broadbark
2/10
This is boring, I feel like yawning. This is just another
friend of Doran. I don't care for Doran or decks sporting him. Mal I don't like
yours either. I will not play that deck of yours for MONTHS.
Grade:
C
Kinsbaile Borderguard - 1WW
Creature - Kithkin Soldier (Rare)
Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each
other Kithkin you control.
When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1
white Kithkin Soldier creature token into play for each counter on it.
1/1
Really? This card and graceful reprieve are reasons I don't
sleep at night...and I don't like sleeping. I would rather stay up and stare at
this cards for hours, thinking...just thinking. As a Johnny I would compile a
deck based around this, and tweak it until I couldn't keep my eyes open.
Grade: A
Kinsbaile Cavalier - 3W
Creature - Kithkin Knight (Rare)
Knight creatures you control have double strike.
Ambidexterity is common
among kithkin. The thoughtweft links the minds of the left- and
right-handed, giving each the knack of the other.
2/2
I can think that some changeling deck will abuse this. I'm
all right with him as being sub-par.
Grade: C+
Kithkin Zephyrnaut - 2W
Creature - Kithkin Soldier (Common)
Kinship - At the beginning of your upkeep, you may look at the top card of
your library. If it shares a creature type with Kithkin Zephyrnaut, you may
reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and
vigilance until end of turn.
2/2
A 4/4 Flying Vig every Kithkin draw? Well that shouldn't be
hard. Not bad, and at a common it'll be cheap.
Grade: C+
Meadowboon - 2WW
Creature - Elemental (Uncommon)
When Meadowboon leaves play, put a +1/+1 counter on each creature target
player controls.
Evoke 3W
3/3
An uncommon with little use, when it dies, it spreads
little power. I see a poor creature. Think about it, a 3/3 for 4 isn't that bad
sure, but the "leave play" abilities are harder to maintain than "come into
play" abilities. A +1/+1 counter on each creature? In a token deck you would
overwhelm them before this card became useful; it would waste a nice slot.
 Grade:
D
Mosquito Guard - W
Creature - Kithkin Soldier (Common)
First strike
Reinforce 1 - 1W (1W, Discard this card: Put a +1/+1 counter on target
creature.)
1/1
Boros recruit turned Kithkin. Now with reinforce for combat
shenanigans.
Grade: B
Order of the Golden Cricket - 1W
Creature - Kithkin Knight (Common)
Whenever Order of the Golden Cricket attacks, you may pay W. If you do, it
gains flying until end of turn.
2/2
Cheap White evasion is always useful. Always.
Grade: B
Preeminent Captain - 2W
Creature - Kithkin Soldier (Rare)
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card
from your hand into play tapped and attacking.
"If you need an example to lead others to the front lines, consider the
precedent set."
2/2
Free Soldiers, with a 2/2 body to boost, amazing, simply
amazing. A Captain having first strike itself is flavorful. He leads them into
the fray, with the first strike. When he attacks he rallies his troops, he gives
them morale! He inspires others for the cause, for victory! The flavor here
bleeds out, every time I attack with him, I will imagine him shouting, "For
Sparta!" I know you'll have fun with him too.
Grade: A
Redeem the Lost - 1W
Instant (Uncommon)
Target creature you control gains protection from the color of your choice
until end of turn. Clash with an opponent. If you win, return Redeem the
Lost to its owner's hand.
We have a Pulse mixed with bathe in life. Protection from
colors is good to have, but having a chance to continuously protect colors is
awesome.
Grade: B
Reveillark - 4W
Creature - Elemental (Rare)
Flying
When Reveillark leaves play, return up to two target creature cards with
power 2 or less from your graveyard to play.
Evoke 5W
4/3
This card is too situational and odd to use it effectively.
The art displeases me as well.
Grade: D
Shinewend - 1W
Creature - Elemental (Common)
Flying
Shinewend comes into play with a +1/+1 counter on it.
1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
0/0
It's a 1/1 flier for 2, that can destroy an enchantment,
that's pretty cool.
Grade: C+
Stonehewer Giant - 3WW
Creature - Giant Warrior (Rare)
Vigilance
1W, T: Search your library for an Equipment card and put it into play.
Attach it to a creature you control. Then shuffle your library.
"No matter how strong, an unarmed fighter is no more than a fool."
4/4
Equipment aren't played that much, but I'm sure a 4/4 Vig
for 5 will find another job.
Grade:
C+
Stonybrook Schoolmaster - 2W
Creature - Merfolk Wizard (Common)
Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue
Merfolk Wizard creature token into play.
Merrow schools rarely form by design. They come together naturally as eager
learners surround the wisest teachers.
1/2
Merfolk have plenty of ways to tap, he will be a great
playset for most Merfolk decks.
Grade: B
Swell of Courage - 3WW
Instant (Uncommon)
Creatures you control get +2/+2 until end of turn.
Reinforce X - XWW (XWW, Discard this card: Put X +1/+1 counters on target
creature.)
White weenie has done fine without a finisher, and it's a
little high costing. I don't like it and won't play it.
Grade: D
Wandering Graybeard - 3WW
Creature - Giant Wizard (Uncommon)
Kinship - At the beginning of your upkeep, you may look at the top card of
your library. If it shares a creature type with Wandering Graybeard, you may
reveal it. If you do, you gain 4 life.
His tales are as tall as he is, and only a giant's life is long enough to
listen to them all.
4/4
Eh I'm not too sure about him, but potential is there
possibly limited.
Grade: C-
Weight of Conscience - 1W
Enchantment - Aura (Common)
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Remove
enchanted creature from the game.
Half a Pacifism, some weird situational removal? This card
is weird...like Tekk weird...maybe not that weird but still weird. It's not too
bad, but it's not the best.
Grade: B-
Let’s
see the total of the scores.
A - 4
B - 11
C - 9
D - 4
F - 0
Average Score: B
White has outdone itself here. I think White has returned,
so watch out for White guys, reinforcements really have arrived. See, I told you
I would change your mind. See you around.
L out.
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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. Sarpadian Empires, Vol VII: Foreword. More Evil Than Evil. Pauper Chronicles: Top O' the Morningtide to You! Words from the Streetz: Uncommon and Common Magical Treasures. The Writers Guild: The Inside Scoop.
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