Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum

MDV RSS Feed  
 

  Super Games Inc - Free Shipping on orders over $30.   


M:TG BLUE BOOK: What MTG Cards are worth.



Winner for June'08:
by Niv_Mizzet_Rulez!

[CotM FAQ]
[Submit Your Entry for July!]



HOME 

ABOUT MDV 

SEARCH MDV 

LINKS   
ADVERTISE
CONTACT  


  NEW DECKS! 
 Updated!
  ABOUT THE DATABASEUpdated!
  DECKS BY TYPE
Updated!
  DECKS BY COLOR
Updated!


  NEW ARTICLES 
Updated!
  ARCHIVES MAIN 
  >2008 ARCHIVES Updated!
  >WRITE FOR MDV. 


   Shadowmoor #1  Updated!
   Evil Combos 2008  
   Recent Combos  
   
Combo Archives  
   Infinity Combos   Updated!


  BANNED/RESTRICTED Updated!
  CREATURE LISTS  
 Updated!
 
EXPANSION SETS
      Shadowmoor   
      Eventide   Updated!
      Shards of Alara   
  LAND SPOILER 
 Updated!
 
RESERVED LIST  
  VANGUARD  


  DECK OF THE DAY  Updated! 
  COMBO OF THE DAY  Updated!
  MDV CONTESTS
 Updated!
  CELIXIA   

     Celixia Visual Spoiler
  POLLS  Updated!


  ART CATACOMBS 
Updated!
  ARTIST LINKS   

  NEW ART! 
Updated!


  Main MDV Forums 
 Join the Forums!! 

(U/C) = Under Construction

Magic Deck Vortex MySpace!
If you're on MySpace and want to know the latest on MDV via MySpace, Befriend yourself here!

MDV Featured Article:
Back ] Home ] Up ] Next ]

MDV Featured Article - Casually Alternate: Morningtide - Red (First Impressions). - by Luthervamplord - posted 1/30/08 - discuss here

Welcome, readers, to the third installment of the first impressions for players who shy away from T2 and its restricted card pool.

In case you missed the first two articles, I’m going to be giving you my initial impressions on how the Red cards in Morningtide will affect the Casual, 2HG (Two-Headed Giant), Tribal and Highlander formats.

Now, like the previous one, this is going to be a rather long read, so I won’t object if you tackle it in blocks and I’ll be seriously impressed if you can read the whole thing in one go.

Morningtide: Red (Casually Alternate)

Boldwyr Heavyweights - 2RR
Creature - Giant Warrior (R)
Trample
When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it.
8/8

Casual: Right off the bat, Red delivers a bomb straight into the lap of Aggro players. Compare this to its predecessor, Hunted Wumpus – for a slight increase of the color concentration we get +4/+4 and trample! Who cares that your opponent pulls a creature for free? Just make sure you run some heavy burn.
GRADE: A-

2HG: Excuse this outburst, but WTF? This card will be run with four copies, main deck in most Red-based Aggro decks for this format. Consider that it’s essentially a five turn clock if unblocked, and usually a six to seven turn clock when blocked, and that’s only if you play one copy of it.
GRADE: B+

Tribal: Fast for a Giant at only four mana and allows you to start mounting on the pain whilst you build up into the other Giants with useful abilities. Now if only there were more Giants like this, the tribe would become playable.
GRADE: B-

Highlander: B-E-A-UTIFUL! This card is a great choice, a solid beatstick which will be more than capable of putting the fear of god into the more tactical of players. I’m actually able to picture the scene – turn five you drop this Giant and all your opponent can think to grab is the Treefolk Legend Doran to hold it off; fantastic!
GRADE: B-

Boldwyr Intimidator - 5RR
Creature - Giant Warrior (U)
Cowards can't block Warriors.
R: Target creature becomes a Coward until end of turn.
2R: Target creature becomes a Warrior until end of turn.
5/5

Casual: I’m not too sure about the concept of a Coward creature type; it’s neither a race nor class but nevertheless the ability is interesting. I’d like to have seen this on a weaker creature, in truth, the unwieldy cost and restricted use doesn’t really entice me.
GRADE: C-

2HG: There is slow, there is painfully slow, and then there is this – and this format will not forgive you for playing such a slow card. There are better ways to get this kind of effect – Wave of Indifference for example.
GRADE: D

Tribal: One question for you: “Do Giants really need this?” Consider the average strength and power of a Giant, factor in that they usually have trample or merely the raw power needed to get through any number of blockers and you’ll probably come to the same conclusion as I did: this guy is a “Win More” card.
GRADE: D

Highlander: Slow as hell, but should he reach play it will probably result in you winning, as there is just so little removal in this format and even less cards that can handle a creature change.
GRADE: C+

Borderland Behemoth - 5RR
Creature - Giant Warrior (R)
Trample
Borderland Behemoth gets +4/+4 for each other Giant you control.
4/4

Casual: Timmy just fainted and Spike is yelling from the rooftops. This card is just plain wrong on so many levels and I’m glad to see that it has such a high converted mana cost. I see tokens, Conspiracy and lots of Green combos in this guy’s future.
GRADE: C+

2HG: If you can last out to play this guy you deserve to win; sheerly based upon the amount of stall you must have played. It’s a slow, win more card that has no place here, trust me.
GRADE: D-

Tribal: Like so many of his fellow brethren, he’s ponderous and slow, but should he reach combat you will rule the field, at least until the Elves manage to pull an Eyeblight’s Ending or some such kill spell.
GRADE: C-

Highlander: Dependency plus Highlander equals bad game, but you know this already so I’ll leave it at that.
GRADE: E-

Brighthearth Banneret - 1R
Creature - Elemental Warrior (C)
Elemental spells and Warrior spells you play cost 1 less to play.
Reinforce 1 - 1R (1R, Discard this card: Put a +1/+1 counter on target creature)
1/1

Casual: I’m not really taken on by this card. It has uses and it will help Elementals get to the bigger cards, but it feels weak compared to its fellow Bannerets.
GRADE: C-

2HG: Brightearth Banneret has some use here, especially with the reinforce mechanic which can really power up some of the more interesting Elementals out there. Considering the increase in speed as well, you might want to get a few of these.
GRADE: C+

Tribal: Elementals will run these, simply because they need the added speed. But again, I feel that they have been a little cheated, though I suppose it is made up elsewhere.
GRADE: C+

Highlander: Need I say it? This depends upon other creatures, so it’s already at a disadvantage, but that reinforce ability is VERY useful here. Remember that Highlander is a format dominated by a mass of small but effective creatures.
GRADE: B-

Countryside Crusher - 1RR
Creature - Giant Warrior (R)
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.
3/3

Casual: I see Zuran Orb, Crucible of Worlds and self-sacrificing lands in this guy’s future for some time to come. Johnny loves this guy and Timmy will be running him for a long time to come.
GRADE: B-

2HG: The mana-to- power ratio alone puts this guy in good standing, but the fact that he gets bigger against Land Destruction decks makes him even more powerful, assuming he doesn’t get killed.
GRADE: C+

Tribal: Giants are starting to get the cheaper creatures they needed; it is now conceivable to actually run a pure Giant Tribal deck. It would be interesting to see, but I feel there is still some room for improvement.
GRADE: C

Highlander: He’s a great choice if you run a lot - and I mean a lot - of extra land in your deck; otherwise this guy is going to ruin your day and your deck. Great potential as a beatstick and a defender; you really need to consider this one carefully.
GRADE: C+

Fire Juggler - 2R
Creature - Goblin Shaman (C)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it.
2/2

Casual: Clash-based rampage is something that looks really juicy upon first inspection, but in truth is a little unwieldy. Sure I’m basing this upon the fact I hate to give any information to my opponent, but that one piece of knowledge could give your opponent all he needs to take you to the cleaner.
GRADE: C-

2HG: Since more combat and hence more creatures are involved in this format, the clash starts to show some promise, but again we come down to the fact you are giving away free info; only this time two people are there to see it.
GRADE: C

Tribal: Goblins have been in need of some form of creature removal, yet somehow this just doesn’t really fit the bill. The simple reason is that people will either not block it – a few blows with a 2/2 creature isn’t that bad in the grand scheme of things – or they’ll burn it out or kill it with spells.
GRADE: C-

Highlander: Fewer creatures, less blocking, less chance this guy will ever activate. This format simply does not credit the use of this creature to that great a degree. However, when you consider that not many people will block it, then you could consider it as a sort of forced clock.
GRADE: C-

Hostile Realm - 2R
Enchantment - Aura (C)
Enchant land.
Enchanted land has "T: Target creature can't block this turn."

Casual: Not worth the card it is printed on; seriously, what the hell was R&D thinking!? Junk; pure, grade ‘A’ junk. Wave of Indifference, look it up.
GRADE: E-

2HG: I can’t get away with saying “See above,” so instead I’ll say this – DON’T PLAY IT! IT IS RUBBISH!
GRADE: E-

Tribal: Maybe, just maybe Giants and Elementals would run this to aid combat, but if they need this in their deck they need to reconsider their design.
GRADE: E

Highlander: Considerably more playable here, since you will need to attack consistently with smaller creatures and that can take a long of time if the enemy insists upon blocking. But that’s not saying much.
GRADE: D-

Kindled Fury - R
Instant (C)
Target creature get +1/+0 and gains first strike until end of turn.

Casual: An improved Fit of Rage, and you know that it works. This card matches up beautifully with some of the early drops for Goblins and Elementals.
GRADE: B

2HG: The unexpected first strike could be a great little defensive tactic, but in a format with so many creatures flying around it seems a little weak.
GRADE: C-

Tribal: Elementals, Goblins and Giants will be running this simply to buffer their combat ability and give them a little bit of a kick-start in their defense.
GRADE: C+

Highlander: As a one-shot card it’s pretty pointless; there is very little use for this card as you could get better results from Equipment as they hang around for a long time.
GRADE: D

Lightning Crafter - 3R
Creature - Goblin Shaman (R)
Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.)
T: Lightning Crafter deals 3 damage to target creature or player.
3/3

Casual: Lightning Bolt is reborn; burn players rejoice! A solid body, respectable mana cost, and the fact that it’s a creature means there are so many ways to untap him for reuse and abuse.
GRADE: B+

2HG: The fact that you don’t get an additional creature for playing this card since you have to champion an existing creature is bad, but the fact you gain some fairly decent creature removal and a seven turn clock cannot be ignored.
GRADE: B

Tribal: Goblins will benefit from the creature removal and the ability to deal that amount of direct damage is very rare for them, but Shamans will view this as a “Win More” card and will probably not run it quite as often.
GRADE: B

Highlander: Dependency is a bad thing in this format; you all know this by now. But the issue that arises here is that three points of direct damage could potentially kill around 80% of the creatures that regularly appear in this format.
GRADE: C-

Lunk Errant - 5R
Creature - Giant Warrior (C)
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.
4/4

Casual: So I only get the improved combat skill if I attack alone? Well that is just wrong; I’d be better off running multiple smaller creatures than one big creature that only gets bigger when attacking alone.
GRADE: D-

2HG: Far too slow for this format; by this time you should be winning by a severe degree or losing so badly that there is no way to claw yourself back to victory.
GRADE: E

Tribal: Giants will run this guy, simply on the basis that it’s entirely possible this guy could be the only one on the field as the cost of Giants generally means that you only get to play one a turn.
GRADE: C-

Highlander: He’s actually a good choice for this format since he is fairly strong, and has a high chance of being the only attacking creature since the format allows for rather slow play.
GRADE: C+

Mudbutton Clanger - R
Creature - Goblin Warrior (C)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn.
1/1

Casual: For a first drop card, this guy is a fairly decent play – after all, who can argue with a creature that potentially has a P/T equal to the turn number? Having said that, you are giving away a lot of free information right from the start and that’s not a good idea.
GRADE: C+

2HG: Speed is of the essence and this guy delivers. With a creeping P/T rating and a very cheap cost this guy makes an excellent choice for any player with Red in their deck.
GRADE: B-

Tribal: Goblins and Warriors will most definitely run this guy; the ability to increase in power is greatly increased in this format due to the high volume of cards that share a type with it.
GRADE: B

Highlander: Gold; a bomb for this format. The power creep and the cheap cost just scream out for this card to be used. Sure, you will probably only see it every once in awhile, but when you do it will scare the hell out of your opponent.
GRADE: A

Pyroclast Consul - 3RR
Creature - Elemental Shaman (U)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.
3/3

Casual: Pyroclasm each turn is nice; it could be useful to take down the meanest of clans: Faeries. But again you’re going to be revealing cards and after four or five turns of this your opponent will most likely know your entire deck.
GRADE: C+

2HG: Far, far too slow, and it will die before it makes too much noise. Add in the fact that you might disadvantage your ally and you soon realize that this card is not really worth playing.
GRADE: D

Tribal: Again this feels more like a “Win More” card then anything else. After all, most Red Shamans deal damage themselves without this drawback, and Elementals have bigger creatures than this.
GRADE: D-

Highlander: Dependency is the death of this card in the format; avoid this card and you’ll do fine.
GRADE: E+

Rage Forger - 2R
Creature - Elemental Shaman (U)
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.
2/2

Casual: Pinging based upon combat and counters is just too juicy a technique to pass up. This card has so much potential and combos that could revolve around it, Johnny players rejoice.
GRADE: B

2HG: Speedy burn in creature form is an incredibly powerful technique in this fast-paced format. Short of Wraths and Damnations you should be able to wipe the floor with the opposing team when this guy reaches play.
GRADE: B+

Tribal: Elemental players will utilize this card more than Shamans, simply because Elementals revel in combat and Shamans shy away from it; unable to handle the damage and possibility of losing creatures.
GRADE: B-

Highlander: You know what I’m about to say, right? Well you’d be wrong – since so many Shaman and Elemental creatures have damage- based abilities or use +1/+1 counters, this card could make the game fly past really fast.
GRADE: B

Release the Ants - 1R
Instant (U)
Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand.

Casual: Repeatable, cheap burn is nice, but I’m going to have to bring up the clash issue again – revealing cards to anyone is a bad thing to do.
GRADE: C-

2HG: Revealing cards to one player is bad enough, but to do the same thing to two players is bordering on the dangerous side. Granted, you see what the opponent has coming, but I’m still against the whole revealing cards aspect.
GRADE: D+

Tribal: Good against Faeries, useful against Goblins and Elves, but otherwise pretty useless. Most Elemental creatures are just powerful enough to survive, Merfolk regain numbers quickly and Giants are just too big.
GRADE: C-

Highlander: The chance to replay a card in this format is rare, but should not be casually overlooked. Add in the fact that a majority of creatures in Highlander are X/1 utility creatures such as Birds of Paradise or Llanowar Elves, and this card could see some use.
GRADE: B-

Rivals' Duel - 3R
Sorcery (U)
Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other.

Casual: Arena in spell form; not really that good in all honesty – in fact the land would be a far better use of the space.
GRADE: D-

2HG: I’d still prefer the land, but on the one hand you avoid the Land Destruction threat using this while instead placing yourself in the realm of counterspells – choose which one is the lesser of two evils in your gaming group and roll with it.
GRADE: D

Tribal: Good way to get rid of the annoying Legendary creatures such as Maralen of the Mornsong, but I’m still going to have to vote for the land on this one.
GRADE: D

Highlander: Just as a means to increase the chances you can use this style of ability, it may be worth running a copy in your deck along with the land.
GRADE: C-

Roar of the Crowd - 3R
Sorcery (C)
Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents of that type you control.

Casual: Conspiracy is a card that will play along side this for a long time to come; though now that I consider it, I wouldn’t be surprised to see a few Sliver decks running this, too. *Shudder*
GRADE: B

2HG: If you can build up your number of creatures, this card could be a very useful tool in a game with forty life, but the issue is actually being able to get numbers that high.
GRADE: C+

Tribal: Goblins have a better version of this in the form of Goblin War Strike, but Elementals and Giants could use it to great effect.
GRADE: B+

Highlander: Dependency is bad; I’m sure I said that somewhere before. But all the same, you should avoid cards like this in the future.
GRADE: E+

Seething Pathblazer - 2R
Creature - Elemental Warrior (C)
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.
2/2

Casual: First strike is a helpful ability in a format with Akroma, Angel of Wrath and Krosan Skyscraper running around, and the inbuilt pump at instant speed is rather handy too. Still, to get much effect out of this card you’d need a lot of Elementals on the field.
GRADE: B-

2HG: This guy could be used to great effect as a finisher, but triggered too early and he’d actually end up stealing your thunder out from under you.
GRADE: B

Tribal: Elemental players will love this card; first strike and pump is the stuff these guys live for: Brutal in combat, deadly on the defense; the card functions well in any context.
GRADE: B+

Highlander: Since you need other Elementals in your deck to get this guy to work, I’d tend to say that he’s not really worth the play; something about dependency should follow this somewhere….
GRADE: D-

Sensation Gorger - 1RR
Creature - Goblin Shaman (R)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger you may reveal it. If you do, each player discards his or her hand and draws four cards.
2/2

Casual: Dragon Mage the second; a Goblin this time and a reasonable one at that. Even though I still don’t like the fact I have to reveal a card, the ability to “reset the world” for every player is a very nice thing to have; especially with cards like Underworld Dreams and Megrim around.
GRADE: B+

2HG: Doubly useful; able to help both players on your team and seriously hamper your opponent’s game plan. The only major issue is that it’s relatively easy to kill off.
GRADE: B

Tribal: Both tribes would actually benefit from this ability, and neither has much in the way of card advantage or tutoring. It also allows you to combat against Control players by getting rid of any answers they’ve been saving.
GRADE: B

Highlander: It would be rather nice if you could activate this from time to time when needed, but in truth you really won’t get to; skip this one guys.
GRADE: D-

Shard Volley - R
Instant (C)
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.

Casual: Lightning Bolt: The Fixed Version. It has some interesting concepts that could arise from the drawback, such as using Flagstones of Trokair and other such lands.
GRADE: B-

2HG: Sacrificing land means sacrificing speed; something you can little afford in this format. Then again, there is very little burn these days that could equal the raw power of this card.
GRADE: C+

Tribal: Giants actually won’t mind this one as they have a creature that can benefit from the drawback, but beyond that some of the other tribes might not be so forthcoming with their lands.
GRADE: C-

Highlander: As burn spells go, for a one mana spell this is actually a great card, but in a slow format like this it might prove to cripple you out of the game if used in haste.
GRADE: C

Shared Animosity - 2R
Enchantment (R)
Whenever a creature you control attacks, it gets +1/+0 until the end of turn for each other attacking creature that shares a creature type with it.

Casual: Mob justice rules; mass creature creation decks, AKA Tokens, will enjoy this deck a lot more than your common Aggro deck.
GRADE: B-

2HG: If you can manage to build up a relevant number of creatures then this card could work out quite nicely for you; else it becomes a wasted space in your deck.
GRADE: B-

Tribal: Major love for this card in Tribal; some decks will probably splash Red in just to run a copy or two of this. But most assuredly, Goblins will be the one to break this.
GRADE: B+

Highlander: No use, or very little at least – the chances you will ever have two creatures out of the same type is slim, and the chance you will have anything more then two is highly improbable.
GRADE: E

Spitebellows - 5R
Creature - Elemental (U)
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke 1RR (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
6/1

Casual: With the right amount of support and deck design this card could prove to be rather useful; but the evoke cost is fairly intense and the fact it can only hurt another creature isn’t very attractive.
GRADE: C-

2HG: Three words for you: Far Too Slow. Even played for its evoke, this card is rather costly and really only useful for taking out Legendary creatures such as Maralen of the Mornsong, and there are better cards to do that.
GRADE: D-

Tribal: Creature removal for the Elementals is about the nicest thing I can say for this card. It’s slow, expensive mana-wise and with little to no ability to stay around for more then one combat round.
GRADE: E-

Highlander: Another creature removal card is something this format could always use; the fact that this one actually can function as a creature and as creature removal makes it even better.
GRADE: C+

Stingmoggie - 3R
Creature - Elemental (C)
Stingmoggie comes into play with two +1/+1 counters on it.
3R, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.
0/0

Casual: Abusable for sure, it will be the subject of many infinite combos and reanimation effects for a few weeks before people start to revert back to the staples of instants and sorceries.
GRADE: C+

2HG: Far too slow here to make much effect; your best option really is to use the instants and sorceries that are at your disposal.
GRADE: C

Tribal: Elementals have the reinforce mechanic, so they could make better use of this than any other tribe; but I’m still leaning towards a low grade for this guy simply because it costs so much to activate it.
GRADE: C+

Highlander: This card has no real advantage or disadvantage here, it’s slow as hell but also slows down the enemy a considerable amount too, so it’s a fifty-fifty deal here.
GRADE: C

Stomping Slabs - 2R
Sorcery (U)
Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player.

Casual: With deck manipulation this card could be great, but when you consider the probability that you will reveal another copy of this card, you soon realize it isn’t that great if not unusable.
GRADE: C

2HG: If it works, it’s nice, but chances are that it won’t work or by the time you can manipulate your deck into the correct layout your opponents will have beaten you up already.
GRADE: D+

Tribal: Not really any effect here, the amount of damage involved could deal with the bigger creatures such as Giants and so forth, but that’s really not a good reason to use it.
GRADE: D-

Highlander: Ummm, this is by far the most dependant card in the entire set; not only does it depend upon another card; it depends on another card of the same name. Just about as useful as Mirror Gallery; if you see this card in someone’s deck then feel pity for them.
GRADE: E-

Sunflare Shaman - 1R
Creature - Elemental Shaman (C)
1R, T: Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.
2/1

Casual: Ashes of the Fallen is a card that would work well with this card, and it could be rather useful as some big burn, but beyond that it feels a little off centre.
GRADE: C-

2HG: This format does have a large number of creatures hitting the graveyard, so this card actually could work up to quite high levels. The cheap cost helps this choice along too, possibly making this a replacement for Blaze.
GRADE: C+

Tribal: Elemental players have been in need of some form of direct damage and this guy delivers. If I had but one complaint it would be that it kills itself off, but that’s not really that big of an issue.
GRADE: B

Highlander: Flimsy at best; the chances of multiple creatures of the same type in a Highlander deck are slim to none.
GRADE: D+

Taurean Mauler - 2R
Creature - Shapeshifter (R)
Changeling (This card is every creature type at all times)
Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler.
2/2

Casual: Since it doesn’t have trample itself you might want to give it to this creature; used against a Control player, this card could really force a large amount of damage through – if it hits play.
GRADE: C+

2HG: Two opponents playing spells means this card could get obscenely big very quickly; time to grab those Wildsizes out of storage.
GRADE: B-

Tribal: Shapeshifters as a tribe are rather flimsy; they serve well as a supporting type to another tribe. Giants could make use of this guy and the Elemental tribe could definitely use an extra bit of power to the swing.
GRADE: C+

Highlander: Whilst he may not reach the obscene levels of power he would reach in 2HG games, he would still be worth the play in Highlander as the game does generally follow a style of draw, play and go, so it nearly always ensures an increase every turn.
GRADE: B

Titan's Revenge - XRR
Sorcery (R)
Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand.

Casual: Repeatable burn of any nature is great, but my god if this one doesn’t take the gold home. Sure you reveal a card, but later on this will win the game.
GRADE: A+

2HG: Still the bomb rare card Casual believes it is; the only major issue here is that you reveal the card to two players, but I suspect that by the time you play this card, that won’t really matter.
GRADE: A

Tribal: Any clan that can mass produce mana will love this card, and even some those that can, not will, probably want to run it.
GRADE: A

Highlander: You get it back – or at least get a chance at getting it back. In a format of one-shots, what more could you ask for?
GRADE: A+

Vengeful Firebrand - 3R
Creature - Elemental Warrior (R)
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
R: Vengeful Firebrand gets +1/+0 until end of turn.
5/2

Casual: A 5/2 for four mana is a solid base, the fire breathing ability is rather handy and the possibility of haste is a very appealing option. Overall this card is playable, but nothing to write home about.
GRADE: C+

2HG: A competent fighter, and with a higher degree of lethal damage flying around this card could easily have haste around 80% of the time.
GRADE: C+

Tribal: Both Elementals and Warriors will enjoy this card and more likely than not both will find it equally easy to grant this creature haste.
GRADE: C+

Highlander: There is a dependency issue here; however the chance that a Warrior will be in your graveyard is far higher than the chance that another Elemental will be in there. As such, this card might see some active play among Spikes and Timmy’s.
GRADE: C+

War-Spike Changeling - 3R
Creature - Shapeshifter (C)
Changeling
R: War-Spike Changeling gains first strike until end of turn.
3/3

Casual: There are better creatures out there with first strike; in truth this card should have been at the mana cost of 2RR and simply given the ability, poor effort R&D, poor effort indeed.
GRADE: C-

2HG: Whilst he might outlast Shock, the creature itself is a bit slow for this format and could really use a set first strike ability instead of a costly one.
GRADE: D+

Tribal: Acting purely in a defensive capacity, this creature could perform well as support. Having said all that, I’m still upset that first strike has not been granted permanently.
GRADE: C-

Highlander: This card is capable of dishing out the damage in this format simply because it runs much slower than normal games. More of a filler card than anything else, though.
GRADE: C-

Overall Review Morningtide: Red (Casually Alternate)

Casual – Average Grade: C-
When you take a look at the whole, Red really doesn't do much for the casual player, but there are a few cards that you really should track down.

2HG – Average Grade: D+
Usually the first point of call for the fledging 2HG player, most will pass over the Morningtide cards and write the whole set off as a blip in the history of the format.

Tribal – Average Grade: C-
Giants finally saw the smaller drops they needed and gathered a few more choice beatsticks along the way. But Elementals received little to no real attention; possibly to make up for the over abundance of cards for them in Lorwyn proper.

Highlander – Average Grade: D+
The sad but true fact is that the block as a whole is simply not supported by the format or the format is not supported by the block and this color more then any has shown this.


Alright then lads and ladies, I’ll be back tomorrow with another review. Hopefully you weren't taken back by the amount of reading involved here and will join me for my later editions. As always I'm happy to talk up any aspect of this or any of my other articles with anyone and I personally promise that I will make every attempt to answer every comment and question thrown my way.

A few questions I’d also like to throw your way as well are:

“Based upon your playing experience, what alternate formats would you have written about?”
“Is there enough substance to the review material?”
“Given the same list, how would your review differ from mine?”

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

Until next time friends 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.

Back ] Home ] Up ] Next ]

Articles Spotlights from 2008:
How to Win with Milling: A Guide to a Slow Painful Death
Memories of an Old Magic Player 10: The Outsiders Journal #3.
The Apprentice Magician, Part Three.
Class-Wars Deckbuilding Contest Results!
Tribal Coffee: The Smaller Tribes.
[Mini-Article] Controlling the Game: Without Blue.
Raiding the Dollar Bins: Return of the Vault Ninja.
A Fresh Perspective: Stasis - Part One.
More Evil Than Evil.
Memories of a Jarhead.

DISCLAIMER.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. All art is property of their respective artists and/or Wizards of the Coast. This site is not produced or endorsed by Wizards of the Coast, Inc. 

Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum