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MDV Featured Article - Casually Alternate: Morningtide - White (First Impressions). - by Luthervamplord - posted 1/31/08 - discuss here

Æ

Hi there, my name is Luthervamplord and welcome to the fourth edition of First Impressions: Casually Alternate. This series strives to bring the news and value of the new cards to those players who enjoy Casual, 2HG, Tribal and Highlander games.

This review is rather long so my advice is either to tackle it in bite-sized junks or to settle down with a large cup of coffee and something to snack on.

All set? Ok then, let’s plunge headlong in! (Since I’m from England the cards will be graded from ‘A’ through to ‘E’; I hope that the American readers weren’t too put out by this in my earlier editions.)

Morningtide: White (Casually Alternate)

Ballyrush Banneret - 1W
Creature - Kithkin Soldier (C)
Kithkin spells and Soldier spells you play cost 1 less to play.
2/1

Casual: When I see this card, I can’t help but think back to the days of such cards as Dragonspeaker Shaman. Comparatively, I prefer this card more; he’s cheaper, but still has a respectable ability to attack. He also affects two types of creatures, to both of which he belongs, and he’s a common. I can see him seeing play, but he’s a chancy card with only one toughness.
GRADE: B-

2HG: He doesn’t help your partner out much, but he does allow you to build up a creature base quickly and soak up the damage for a combo. For a Control player he’s of some use, but don’t expect him to win games for you.
GRADE: C

Tribal: He’s built for it. He can work in either tribe easily and makes your deck run smoother and quicker. If that isn’t enough, he enters play fairly quickly making him ideal – grab a play set if you play either tribe.
GRADE: A

Highlander: This format imposes an interesting question upon the card; beyond its ability, is it of any use? He’s easy to play and has a respectable body so he’s not a bad choice, but without backing him up with other Soldiers he’s not a solid choice.
GRADE: D

Battletide Alchemist - 3WW
Creature - Kithkin Cleric (R)
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

Casual: Clerics were always up to dirty tricks in the past and this lady just adds more power to those tricks. Her ability is both universal and optional, which opens up a wide variety of combo avenues to explore; topped off with a solid body at a reasonably high cost, she’s a fair card at best.
GRADE: C+

2HG: Her ability is made for 2HG as a perfect answer to burn decks and ping effects – on her own she invalidates most pinging creatures. But she’s slow for 2HG at five mana; by this time you’ve probably taken a sizable chunk of damage.
GRADE: B

Tribal: Kithkin have proven to be a solid combatant in Lorwyn and the existing aid for Clerics in the older sets is some of the best out there – but again that mana cost seems to hold me back from praising this card; it’s reasonable for the card but hard to work around.
GRADE: B+

Highlander: Two words for you: too dependant. In Highlander this gal is pure junk; she takes too long to play and requires a huge commitment to Clerics to make her worth playing. Skip this one, guys.
GRADE: E

Burrenton Bombardier - 2W
Creature - Kithkin Soldier (C)
Flying
Reinforce 2 - 2W
2/2

Casual: Solid frame at 2/2 for just three mana, and without being too intensive color-wise to play. The fact I can use him to pump another creature doesn’t hurt either, making him a reasonable common; a nice little utility spell and a fair beatstick.
GRADE: B+

2HG: Since reinforce doesn’t care who owns the target creature, you can play off of one another’s abilities and strengths to suit the situation – should you get masses of little creatures or concentrate the attack on the evasive beasts?
GRADE: B

Tribal: A flying 2/2 beatstick for Soldiers isn’t something to sniff at, especially with the reprint of Mobilization. He’ll see play alright, but I feel he’ll become somewhat of an afterthought to fill space as a blocker.
GRADE: C+

Highlander: A cheap, self-reliant creature that could function as a beatstick, blocker or a replacement to Giant Growth at a push – ideal for Highlander!
GRADE: B+

Burrenton Shield-Bearers - 4W
Creature - Kithkin Soldier (C)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.
3/3

Casual: I’ve never been able to get behind the thinking on such an ability; sure it keeps weak toughness creatures in play during combat, but why not just settle for a regenerating creature or something not so weak to damage itself? Having said that, a 3/3 creature for 4W is bad, but a 3/6 creature for 4W is very good.
GRADE: C+

2HG: Well, you do attack as a group and your ally might be running creatures with low toughness, so it has some uses but nothing really to build upon.
GRADE: C-

Tribal: As far as I can find, there is no direct benefit to either Kithkin or Soldiers in having an increased toughness beyond staying alive, and even then the ability triggers before blockers are declared so it’s a fairly weak defense in truth.
GRADE: C-

Highlander: Highlander is a game of effects and triggers which generally entail a weaker trend in toughness; but that still doesn’t make this card that important.
GRADE: C+

Cenn's Tactician - W
Creature - Kithkin Soldier (C)
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

Casual: Early +1/+1 counters have their benefits, and they don’t get much quicker than this guy. But it is a creature, making it easier for your opponent(s) to deal with compared to equipment and artifacts. The counters stay around after he dies, though, so it’s not all bad news.
GRADE: C

2HG: Unless you’re both going to be running Soldier decks, it doesn’t really benefit you any more than a Casual player; but you have twice as many chances to lose him. There are better ways to get this effect for you.
GRADE: C-

Tribal: Quick, effective pumper that fits nicely into the Tribal scene, so we can ignore the restriction within the ability. But he still is a little bit on the soft side so you’d best pack a good protective suite of cards if you intend to use this guy a lot.
GRADE: B-

Highlander: Far too soft, dependant and restrictive in nature to even consider. However, Highlander doesn’t generally have that many direct damage effects running around, so he might last awhile if you do use him.
GRADE: E+

Changeling Sentinel - 3W
Creature - Shapeshifter (C)
Changeling
Vigilance
3/2

Casual: Vigilance backed up by such a body is worth a look at for a deck, and the fact he’s sporting changeling does open up some interesting combo and synergy aspects as well; shame he can be Shocked though.
GRADE: C+

2HG: He has no real benefit in 2HG save if someone is playing Slivers, but even then it’s not that big of a deal. He’s a solid creature for blocking and attacking, but beyond that there’s not much to this guy.
GRADE: C

Tribal: Shapeshifters as a tribe aren’t too bad, but they don’t have that much support out there. Though as an added flavor to your main tribe they can be rather helpful, and the changeling mechanic on this card does make it a good support creature to any tribe that lacks in the combat department.
GRADE: C+

Highlander: Type is fairly negligible in Highlander, so changeling loses much of its panache. As a base creature, he’s a solid investment but not incredibly useful in a format that relies on effects and tutoring.
GRADE: C-

Coordinated Barrage - W
Instant (C)
Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents of that type.

Casual: Whilst this forces you to build up on one creature type, there are ways around that in Casual – a lot of ways in fact. Sure, it’s not Swords to Plowshares, but it is a common and it’s got some potential.
GRADE: B

2HG: If your partner, or even your opponents are doing better at pulling creatures, then you can make use of their good fortune to your advantage. Whilst not as powerful as it will be in Tribal, it’s not uncommon to see a blending of creature types across opponents and allies in a 2HG game.
GRADE: B-

Tribal: White Tribal just stepped up a gear; this is something it’s been desperate for some time now – dependable removal spells. It covers the combat weakness of Clerics, gives Kithkin a solution to the bigger beasts of Magic and allows Soldiers to really start taking down the Dragons of legend.
GRADE: A

Highlander: This card stinks for Highlander; it’s too dependent upon something the format really doesn’t support – multiple cards of the same type. It might happen, as the format does promote the use of weaker but more creative creatures and it will handle shadow creatures, so it might be helpful now and then.
GRADE: D+

Daily Regimen - W
Enchantment - Aura (U)
Enchant creature
1W: Put a +1/+1 counter on enchanted creature.

Casual: Weenie, Beatdown and Combo players around the world rejoice; we have a new way to abuse +1/+1 counters. The best part of all - even if the aura dies the counters stay around, meaning we don’t lose out quite so badly.
GRADE: B

2HG: Help your mate pull off that beastly creature punch with this bad boy; add benefits to those newfangled abilities based upon +1/+1 counters and let the beats begin. The only issue is that the creature now has twice as many people targeting it.
GRADE: B

Tribal: Beyond the functions it fills in a casual game, this card brings nothing extra to the table here. But chances are it will see a fair amount of play.
GRADE: B

Highlander: In a game that has little burn and a large number of small creatures it could yield some uses, but having only one copy and not much enchantment-tutoring it’s a 50/50 thing here.
GRADE: C

Feudkiller's Verdict - 4WW
Tribal Sorcery - Giant (R)
You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

Casual: 10 life and a shot at a 5/5 beatstick is nothing to sniff at. With all the land searching and mana accelerating cards open in Casual, he’ll crop up for quite awhile until people lose interest in life gain decks.
GRADE: B-

2HG: There’s a bigger chance of a swing in health here as 10 life means a lot less in 2HG than a straight match. Then again, you might be playing a stall deck so it could just work; provided your ally isn’t playing Black suicide, that is.
GRADE: C+

Tribal: I haven’t really felt much love for Giants and in truth this card doesn’t do much for them either – it’s far too ponderous and slow like the Giants themselves to make much of an impact in this format.
GRADE: D+

Highlander: In my experience, life goes very slowly in Highlander but life gain hardly ever shows up because in truth it’s not needed. Sure a 5/5 token is a nice freebie if you can pull it off, but there are better uses of the space out there.
GRADE: C-

Forfend - 1W
Instant (U)
Prevent all damage that would be dealt to creatures this turn.

Casual: I’m glad to see they finally broke the pattern and made a reasonable anti-burn spell. It’s more costly then Holy Day but that’s to be expected. Nothing flashy, but a reasonable card nonetheless.
GRADE: C-

2HG: Alright, 1W to save two people's creatures is alright, but 1W to save four people’s creatures can be a bad thing as well as a good thing. The thought that needs to go behind the use of this card is more extensive here, but it now potentially can yield better results when used right.
GRADE: C

Tribal: In a format predicated by creatures, this card makes itself fairly useful but no more than any other of its ilk would.
GRADE: C

Highlander: Quick question – why pay more for an added ability that you won’t need? Burn is rare and Holy Day is cheaper.
GRADE: E

Graceful Reprieve - 1W
Instant (U)
When target creature is put into a graveyard this turn, return that card to play under its owner's control.

Casual: Warning, warning – mass combo alert, mass combo alert! “Comes Into Play” (CIP) creatures, the Legendary Dragons of Kamigawa and even mana creatures will love this card – never be without your Birds of Paradise again! It even gets around the “cannot be regenerated” clause on cards such as Wrath of God.
GRADE: A

2HG: If success hangs on just one creature in your allies’ army, this card is your new best friend. It is the perfect card against Ponza, Solar Flare and just plain old Burn Decks, so run a few, even if only in the sideboard.
GRADE: A+

Tribal: Creatures are your bread and butter here, so anything that can save them from the “sin bin” is a blessing in true form. It’s cheap, easy to cast and universal to all creatures, so what’s not to like here?
GRADE: A+

Highlander: The chance to get back your biggest, meanest creature in this format is an excellent reason to grab this card for your deck. Sure, you only get the one copy, but that still equates to having two copies of every creature in your library!
GRADE: A+

Idyllic Tutor - 2W
Sorcery (R)
Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.

Casual: We have a better version in Enlightened Tutor, but enchantments aren’t the easiest things to get a hold of. Nevertheless, we can’t really praise this card – it’s slow in all respects and it costs more than most other options out there.
GRADE: E+

2HG: Slow, ponderous and somewhat pointless in this format; chances are you’ll have a better way of getting that enchantment card and are running it anyway.
GRADE: E

Tribal: Same here really; why have milk when you can have cream?
GRADE: E

Highlander: Whilst the speed is still an issue here, we need to consider that this would allows us to field another card to do the same job, and if you really need that enchantment it’s worth a second glance; barely.
GRADE: D-

Indomitable Ancients - 2WW
Creature - Treefolk Warrior (R)
2/10

Casual: Take a moment and think here; sure he’s got a huge defensive capability and he combos with Doran, but there’s more scope for spells that will kill this guy in this format. He’s impressive, but he’s not got enough style to consider seriously.
GRADE: C

2HG: If you’ve got a way to make him block more creatures, great – else give this guy a miss.
GRADE: D

Tribal: Now here’s where you take notice of this guy. He and Doran were built in one happy union somewhere in the twisted labs of R&D. Treefolk decks will run this guy main deck; at least two copies would be my guess.
GRADE: A

Highlander: Potentially this format's greatest blocker; he’s cheap and effective as he’ll stop pretty much anything. He’s also a good card to fish out one of the few destruction spells your opponent is probably running.
GRADE: A-

Kinsbaile Borderguard - 1WW
Creature - Kithkin Soldier (R)
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

Casual: This has combo and abuse written all over it; not to mention token factory. He has the potential to be a great beatstick and in the unlikely event someone kills him off, you are given a fair number of token creatures for your loss.
GRADE: B

2HG: Afraid it gets no better here, but it’s still a solid card built to function as a wall or curtain for your fellow player.
GRADE: B

Tribal: Kithkin like numbers and this guy will certainly give them to you. He’s cheap and is sporting the Soldier type which seems to be running hand in hand with Kithkin right now. I already see some nice interactions for this guy.
GRADE: B+

Highlander: Dependency is a weakness in Highlander, but this guy still has potential as there are other ways to get +1/+1 counters on him. All the same, it’s a lot of work for subpar results in truth.
GRADE: D

Kinsbaile Cavalier - 3W
Creature - Kithkin Knight (R)
Knight creatures you control have double strike.
2/2

Casual: Type abilities aren’t that big of a deal in this format, but the interaction between changeling and such abilities is a route of exploration.
GRADE: C+

2HG: Double strike is a nice ability to have in this format, but it’s a pretty selfish card here.
GRADE: C

Tribal: Pre-Lorwyn there are 93 White Knight cards and this guy is potentially the deciding factor in building such a deck. Knights have some great abilities which could make them better at combat than Soldiers. Just take a look sometime and you’ll soon see what I mean.
GRADE: B-

Highlander: I’ve said it plenty of times, but, “Here comes dependency to ruin the day!” Skip past him and look for a creature with double strike just for itself.
GRADE: D

Kithkin Zephyrnaut - 2W
Creature - Kithkin Soldier (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 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

Casual: A respectable body and an interesting ability, but not one that I’d really consider building a deck around – more of a nicety, really.
GRADE: C

2HG: Again, he’s a once in awhile nice pitch that could win the occasional game or save you from a sticky situation, but nothing amazing.
GRADE: C-

Tribal: This guy now gets a chance to shine as in a well constructed deck I can’t see why this guy won’t be swinging across the field for four every turn, essentially making him a five turn clock.
GRADE: B+

Highlander: Do I really need to say much here? It’s restricted out of this format before it’s even considered.
GRADE: D-

Meadowboon - 2WW
Creature - Elemental (U)
When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.
Evoke 3W
3/3

Casual: Thanks to the wide-spread knowledge of the blink trick involving the evoke mechanic, I expect to see this guy turning up from time to time. A respectable creature with an abusable ability – the stuff of Casual.
GRADE: B+

2HG: Why save all the love for yourself? This guy will let you help out your ally for not that big of an outlay. He’ll feature in quite a few decks I’m sure.
GRADE: B+

Tribal: Elementals have some nice, solid creatures, but no real flavor, so it’s rare to see them as the mainstream creature in a deck; but as a support card goes he’s not bad. I won’t be surprised to see a copy or two of him in a Soldier or Kithkin deck every now and then.
GRADE: C+

Highlander: Low-powered creatures are the bread and butter of this format, so the ability has potential. He’s also got a respectable body on him so he might become somewhat of a staple here.
GRADE: C+

Mosquito Guard - W
Creature - Kithkin Soldier (C)
First strike
Reinforce 1 - 1W (1W, Discard this card: Put a +1/+1 counter on target creature.)
1/1

Casual: A nice first drop and a useful utility creature, he’s got just enough character and versatility to make him worth playing consistently.
GRADE: C+

2HG: The first strike part helps in this format, but the counter ability is far more helpful here. Spells that can serve for two purposes are always worth a bit more consideration in this format.
GRADE: C+

Tribal: Whilst he’s small now, the Kithkin decks I’ve seen being played won’t let that stand for very long, so the first strike aspect becomes more important here. He’s likely to become the Kithkin player’s first drop of choice.
GRADE: B

Highlander: The format is riddled with one toughness creatures, so first strike is gold here. Add the fact that he’s so quick to play and then you come to realize he’s ideal for this format.
GRADE: B+

Order of the Golden Cricket - 1W
Creature - Kithkin Knight (C)
Whenever Order of the Golden Cricket attacks, you may pay W. If you do, it gains flying until end of turn.
2/2

Casual: Well it’s alright I guess; I mean a 2/2 body for two mana is great but I think I’d rather pay 2W and get my 2/2 flier instead.
GRADE: D+

2HG: It’s a solid creature but it feels like a waste when a better version exists within this set in the form of Burrenton Bombardier.
GRADE: D

Tribal: Pretty much the same issue, only this time there are even more cards that would be better use of this space; this feels like a padding card to me.
GRADE: E

Highlander: A slightly different aspect to consider here as for a one-of he’s a reasonable play, but there are better creatures to fill the two drop spot in your mana curve, both within this set and outside it.
GRADE: D+

Preeminent Captain - 2W
Creature - Kithkin Soldier (R)
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.
2/2

Casual: This guy is a bomb; he’s essentially the Soldiers’ version of Goblin Lackey, and all the older players know how nasty that little guy was. Granted it’s slower but for the two turn wait you get a creature that can actually fight well, and he isn’t required to damage the opponent.
GRADE: A

2HG: Whether you are the defensive or combat-driven side of your tag-team this guy helps you pull out all the works – and he’s not even Legendary!
GRADE: A

Tribal: This guy is the new auto choice for Soldiers, I promise you; if you got one of these at the Pre-Release, you should hold on to this guy because he will shoot up in value.
GRADE: A+

Highlander: Here’s where he loses some of that shiny aspect he has elsewhere; dependency abilities are not all that helpful in Highlander. However with the string of decent Soldiers out there you might just find a home for him.
GRADE: C+

Redeem the Lost - 1W
Instant (U)
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.

Casual: Clash has its pros and cons, but luckily Casual has plenty of options with which to skirt around these issues. Having said all of that; there are better options than this in the vast number of protection cards, so it comes down to an issue of deck construction.
GRADE: C

2HG: Clash actually gets better in this format as chances are you have seen some form of deck manipulation carried out by one of your opponents, so it’s possible to gauge when it’s safe to rely on it, though I prefer a dead certainty to chance.
GRADE: C+

Tribal: Depending upon what race or class you are using, this card can either be really good or incredibly poor – and based upon Kithkin and Soldier converted mana costs (CMC’s) I’m leaning towards the latter event.
GRADE: D

Highlander: The chance to get something back in Highlander is an appealing one as it’s a game of one-shots, but unless the deck is particularly well constructed with a balanced mana curve it’s not worth the space.
GRADE: D-

Reveillark - 4W
Creature - Elemental (R)
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

Casual: He got potential with a great body at 4/3 with flying and the ability to score back those BoP’s and Elves you lost earlier, but that mana cost is steep to reach and the evoke almost seems pointless, as if you need to grab creatures that badly you must be in end game.
GRADE: C+

2HG: These games as a rule last longer and when grouped with the right deck(s) this guy could be of some help, but I feel prevention is always better than a cure.
GRADE: C+

Tribal: If you look at the Elemental creatures there are some nice, key creatures with power two or less, but the fact that most of them are Red and this guy is White pushes you towards a type of deck you might not wish to play.
GRADE: C

Highlander: “Regain creatures? Sure, I’ll take that. But wait, why so late in the game?” It will see play in Highlander but most people won’t put much stock in it and it will be replaced long before it rotates out.
GRADE: C-

Shinewend - 1W
Creature - Elemental (C)
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

Casual: I can think of at least seven decks right now that would be able to benefit and abuse this card. It’s an interesting twist to an old concept and has some real potential. Guaranteed it will turn up in plenty of GW decks over the coming months.
GRADE: B-

2HG: A quick means to fill the two functions of blocking and killing off pesky enchantments, it will be interesting to see how many people will be willing to take the +1/+1 aspect of this card.
GRADE: B-

Tribal: An interesting turn two drop for the Elementals, it has some potential but I feel it’s more likely to be relegated to the sideboard in favor of more aggressive cards.
GRADE: C+

Highlander: I can, hand on my heart, say that this guy will not see much play if any in this format. You need easily repeatable effects in Highlander and not one-shots such as this guy.
GRADE: D-

Stonehewer Giant - 3WW
Creature - Giant Warrior (R)
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.
4/4

Casual: Many of you forum members will already know what I feel this guy means for Casual - a return to the dark ages of Jitte! Some people will field it with the Kaldra tools; but in truth, fear the guys running the swords (Fire/Ice, Light/Shadow).
GRADE: B

2HG: Too slow to be taken seriously here; he’ll be burnt out, rendered or even removed before he considers moving. However some people might realize the advantage of this and use him as a “fish” card – though an expensive one at that.
GRADE: D+

Tribal: I’m not a fan of Giants as a whole; they take too long to get going and their effects don’t really match up amazingly well. However in a Warrior deck he might actually prove to be quite useful as they all seem to like equipment.
GRADE: C

Highlander: In the many games I have played of Highlander I’ve seen maybe two or three equipment cards played, but this guy could change that. He’s a great fighter and gets you through your deck to find the key creatures you need through thinning; sounds like a good trade to me.
GRADE: B

Stonybrook Schoolmaster - 2W
Creature - Merfolk Wizard (C)
Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.
1/2

Casual: I love this style of ability; it basically adds its effect onto any other effect that you can use to tap the creature, and in Casual there are a few. Married up in a WU deck this guy will do sick things, I promise you.
GRADE: B

2HG: Extra creatures always helps when you have two opponents to contend with, and when you consider the power/toughness values to cost ratio this is a nice card with great potential. It's a shame that he’s still within the range of Shock.
GRADE: C+

Tribal: Three words for you: “I’ll take four.” Merfolk ask to be tapped, scream for you to do it and then reward you for it. To top it all off, the little devils have their own enchantment to untap all of them and do it all again in the form of Merrow Commerce.
GRADE: A+

Highlander: Now this one's a tough call. Tokens are helpful and he’s got a respectable power/toughness rating but I honestly can’t see him being that helpful in this format unless you intend to run many Wizard and/or Merfolk cards.
GRADE: C-

Swell of Courage - 3WW
Instant (U)
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.)

Casual: On the one hand it’s very slow, but on the other it can be useful in dumping those counters onto a key creature. Combo players will love it, Aggro players will hate it and Vorthos will probably try to run it for comedic value.
GRADE: C-

2HG: Way too slow, better to invest in solid creatures and Wrath of Gods over this. Granted with the new under-current of “+1/+1 matters” Morningtide brings to the table it could be helpful, but there are better options out there.
GRADE: C-

Tribal: Kithkin don’t need it, they play in numbers and they do it well; Soldiers don’t need it, they deal with skilled combat and this doesn’t help; Clerics just work around damage through prevention and life gain. Who else will need it? Granted the heavy end reinforce is nice, but it’s a little off-color for the Elementals to make much use of it.
GRADE: E

Highlander: Whilst this might see more play here, it’s not really going to be that big of a deal to these guys as they're playing with style not power.
GRADE: C

Wandering Graybeard - 3WW
Creature - Giant Wizard (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 Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
4/4

Casual: Looking at the top card of your library is a helpful ability in a format that sees many a player calling for a “top-deck miracle” and the life gain is a respectable amount, but it’s a little ponderous. The 4/4 body is a nice bonus as well.
GRADE: C+

2HG: In a game where damage is regularly in the double figures, a life gain of this value is a nice idea, but in practicality this guy will be a weak choice since he’ll draw fire, and by the time he comes out it’s probably too late.
GRADE: D

Tribal: He’s a Giant so there is some bias here on my behalf, but he’s also a Wizard and they may be able to pull some use out of him thanks to the controlling nature of the class.
GRADE: C

Highlander: You’ve heard me say this many times now, but to clarify: type dependency in Highlander is bad and should be steered clear of.
GRADE: E

Weight of Conscience - 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game.

Casual: A weak card, easily bested by such cards as Cage of Hands and Arrest. The only thing going for this card is it’s cheap and easy to play; beyond that it’s not especially useful.
GRADE: D

2HG: Helps to stock up on the number of anti-attack cards you can run, but in fairness you’re better off with many other cards over this.
GRADE: D+

Tribal: Usable and relevant to this format, it will see play but I’d still prefer to run such cards as Coordinated Barrage over this.
GRADE: C-

Highlander: Do I really need to say it again? Alright, just for you – dependency is bad, bad, bad.
GRADE: E-

Overall Review Morningtide: White (Casually Alternate)

Casual – Average Grade: C
With only a few choice cards and a fair few poorly designed ones, White fails to set off my Casual taste buds in this set. Graceful Reprieve however is a card you all should really track down.

2HG – Average Grade: C-
The majority of the White cards are rather slow and that is something you can little afford in a format of fast burn and rapid creature attacks.

Tribal – Average Grade: C
Kithkin saw a lot of good cards in Lorwyn, but it appears that this was not the case in Morningtide. Having said that, the number of A grade cards cannot be ignored here; White will play a very predominant role in the future of Tribal.

Highlander – Average Grade: D
It is to be expected, really; a set driven towards Tribal which celebrates dependency between types is bound to fall well short of the mark when it is used in a set that desires stand-alone articles.


Alright then guys, I’ll be back tomorrow with another review. I hope that this article has entertained you but if you have any thoughts, questions or queries please don’t hesitate to contact me – I like a good, healthy debate and am more than willing to hear your views regardless of how long you’ve been playing or which formats you play; everyone’s view is valid and worth a listen to in my book.

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

“Are these formats you play in your own gaming group?”
“Is the material detailed enough or do you find it lacking?”
“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

All comments and opinions expressed would be greatly appreciated and I will always answer any questions you have for me.

So until next time friends this is Luthervamplord, signing off.

You can discuss this article in the MDV forums here.
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