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Each time a new set of cards is released, there is great anticipation. Will there be any cards that I can use in my existing deck? What new and interesting cards will I be able to build a new deck around? What are the new mechanics and how will they work? When a new block is released there is perhaps even more excitement as the flavor and focus of the block is revealed. In the case of Morningtide, the flavor of the block has already been established with Lorwyn and the focus of the set has already been spoiled by the game's head designer; Morningtide is a continuation of the tribal theme but with a focus on class rather than race. What then, is left to be revealed? The cards themselves, of course! Lorwyn brought to Blue mages a host of flying Faeries that can be played at instant speed, a whole new take on the Merfolk tribe, and a number of useful tribal spells. We'll be looking closely to see how the second and final set of this tribal block has rounded out these tribes as well as the classes that represent Blue - Wizard and Rogue! But Lorwyn also brought a few powerhouse cards to the table, such as Guile and Cryptic Command. These are the type of cards that can make it into a Blue deck in a number of different formats, not just Standard. Will there be any new power cards introduced in Morningtide? Let's find out!
For the sole fact that you can call your shot, Declaration of Naught is a cocky player's dream. It could be quite useful in picking apart certain deck archetypes and could be efficient if the named spell is expensive. In a way, playing this card is like pre-countering the named spell, except that you have to keep U open to activate the ability. The up front investment in the enchantment makes the countering cheaper later. With enough Blue mana available, this could work well against storm as well. In practice, I think that the card is a bit narrow. You have to declare your target of denial when it this enchantment comes into play which means that the opponent can play around it, Trickbind it, etc. Depending on number of copies this can become useless. I would imagine this card to be a bad choice in limited formats where you could expect your opponent to have multiple copies of very few cards. Then again, if you counter something that will win the game, the investment may be well worth it. Grade: B
This card is simple but fairly effective. A 2/2 flier for three mana is about par for the course, but with flash this guy becomes particularly attractive. Playing creatures at the end of your opponent's turn is ideal for the Blue-based control deck and looking at your opponent's - or your own - next draw gives you a little touch of inside information. For a common, this is a quality package. Grade: A
Quite simply, this is Boomerang-. It cannot target a land but also does not require two Blue mana making it easier to cast. At common, it seems like a logical addition to the bounce world. If you're using bounce, and never intended to target lands anyway, then Disperse is a better option than Boomerang. Grade: B
Ok, here we go! If I'm playing tribal, I want Blue on my side. Card advantage for the win! Obviously, this card doesn't have much use outside of a tribal build, but is potentially a must for any Blue tribe. Grade: A
Grade: C+
This card is an interesting concept. I have to admit that Wizards is waxing creative lately when it comes to card concepts, regardless of whether the cards play well. In this case, it feels like the Law of Diminishing Returns has crept into a card. Still, it's a 6/6 for six when it comes into play and can block as such. Otherwise, it's kind of like it has a fading/diminishing effect. It would have been fantastic with Islandwalk! As it stands, I think that it would be an interesting Limited card. Grade: C+
To be honest, at first glance I overlooked this card. I got that it removed the top three cards of an opponent's library, but initially missed the fact that it does this each and every time it becomes tapped. What makes a Merfolk Rogue turn sideways? Well, attacking of course, but also...other Merfolk and Rogues. Drowner of Secrets taps other Merfolk and incidentally mills a card in the act. Stonybrook Angler, Summon the School, Mothdust Changeling and Pestermite can all get in on the tapping action as well. Merrow Commerce allows you to untap your Merfolk, so you could easily tap this guy two or more times per turn. That's some good milling action - and the cards are milled right out of the game. Now, the other part of the special ability, of course, is that you can sacrifice the Thief to counter all spells that share a name with the cards that you've milled. Realistically, this is rarely going to result in multiple counters simultaneously. However, it's good against storm and big threats since trading a two-mana threat for something much bigger is a great trade. But take another look. Grimoire Thief is Blue and a 2/2 for two. There's something you don't see everyday! Ultimately, Grimoire Thief is a niche player, but a good one at that. When it comes to Merfolk, Rogues, and milling, Grimoire Thief will definitely get a look. Grade: B+
My first look at Kinship reveals that it is very simply a mechanism for gaining an effect in tribal decks. Ink Dissolver appears to want to be part of either a Merfolk or Wizard mill deck, and I daresay it might be effective. With the likes of Grimoire Thief and Merrow Witsniper around, the Merfolk mill appears to be alive and well. Grade: B
Inspired Sprite has all the trappings of a Faerie but appears to be more at home in a Wizard deck. The secondary ability is ok - it does allow you to filter your cards in search of the right card for the situation but there is no card advantage to be gained. Grade: C
Grade: B
Meh. If you can get everything going on by paying the prowl cost and netting the extra card, then this is a decent addition to a Faerie or Rogue deck. On it's own, the Latchkey Faerie is pretty average. Grade: C
A 1/1 for one that mills one. It all sounds...average Grade: C
Mind Spring is slightly less mana efficient than Tidings, but the flexibility of drawing X cards has some great mid- to late-game potential. I prefer my card drawing at instant speed but this guy has enough flexibility to make me at least want to try it out. It's also an answer to the discard power of cards like Mind Shatter. Overall, I think it's a pretty good card, but somehow I'm still not that excited. Grade: B+
I've seen a lot of birds that are better. Changeling does mean that you can include it in a number of different tribal decks but I think that overall this is a throwaway card. That is, unless you're wanting to tap something... Grade: D
My first thought: Yes! I'll take it! When discussing this with a friend the comment was made that this card is too narrow. I disagree. Negate is a well-costed hard-counter spell that is not so narrow as to be too difficult to include in the right deck type. Cards like Muddle the Mixture were very narrow, but Negate only whiffs against one type of spell: creatures. In a Standard format that is heavily creature-oriented, I can already hear the protestations. After all, some mono-Blue control builds are running Remove Soul! But hear me out. Negate only requires one Blue mana to cast making it an easy addition to U/X control decks. With all of the creature hate in both White and Black, this card is a natural fit. If your deck can handle creatures once they hit the board - something mono-U is not good at which explains why Remove Soul is a good fit for those archetypes - then your counter magic is really reserved for non-creature spells anyway. In that case, 1U for a hard-counter is a very playable card. As a common, Negate won't cost you much either. I know I'll be grabbing a playset. Grade: A
Evoke gets me the bounce effect? For 3U??? Sure, you control your opponent's next draw but I just don't see this as a great card. Grade: C
Ok, THAT'S kind of cool. Faerie Rogues seem to be the way to go, and Notorious Throng allows you to expand the hoard. Taking an extra turn (for only 2 colourless mana) means that I can attack with all of these tokens before my opponent can even untap again. That's a powerful finishing blow. Grade: A
Reusable card draw - great with library manipulation. In extended or earlier environments this will work well with Sensei's Divining Top, of course. Sorcery speed is always the drawback for me. Grade: B
Sage of Fables is obviously pretty good for your tribal Wizards. It is similar in feel to the tribe-fortifying creatures available to racial tribes in Lorwyn, such as Merrow Reejerey and Scion of Oona. However, it does have an interesting and very Wizard-esque ability: you can trade brute force for cards. Grade: B
It's ok. Mana Leak for the Wizard deck and for your extra one mana you get a card, which is nice. It's unplayable outside of a Wizard deck. Grade: C
Still, as with many cards in the Lorwyn block, this is intended for use in a tribal Wizard deck and nowhere else. Grade: C+
Wow! Slithermuse erases your opponent's card advantage for four mana and you don't even need to treat it as a creature. With all of the discard in the Standard format, this card may be a very useful addition. Grade: B
Nice for the Merfolk and/or Wizard deck. You needed me to tell you that? Grade: B
It's not the worst card ever, but only really being useful in a Wizard deck limits the possibilities. The -4/-0 effect is almost incidental: this card replaces itself for U and prevents some damage in the process. Still...average.
Shut...UP! A 10/10 flying Elemental for only seven mana! Champion hardly seems like a drawback here. 10/10 puts your opponent on a short clock. Grade: A
It's a fairly weak card filter to get you what you need. At least it doesn't cost much. Grade: C
Eh? Is this really necessary? 3/1 flash flying for three mana isn't bad though. The ability is a bit random but chances are it will help you remove the greatest threat to you at that moment. Grade: B+
Kinship is a pretty synergistic ability for the tribal deck. I think I like it. And flying Merfolk or Wizards smells like alpha strike... Grade: B
Overall, Morningtide does a good job of reinforcing the tribal approach to deckbuilding but brings very little to the table for the classic Blue mage. What do you think? Do you disagree with my analysis of a particular card? Did I overlook some hidden power? I guarantee that I did, and I invite you to tell me all about it in the forum. Until then, Brad Lohnes, masquerading in the MDV forums as Amadeus, is a casual player from the early days of Magic. After a ten-year hiatus from the game he stumbled upon it once again. This has sparked a passion to fathom the depths of this complicated pass-time while continuing to enjoy it at its most basic level. Originally from Canada and having lived in New York City for several years, Brad now lives in New Zealand with his wife, dog and cat. He is a software engineer and enjoys traveling, hiking, and writing.
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