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MDV Featured Article:
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MDV Featured Article - First Impressions: Morningtide - Green. - by Michael_Zeora - posted 2/1/08 - discuss here

Then there was Green; Morningtide week ends today. I am a big fan of Green cards, I'm not a big tourney player, so I'm quite lightweight about my gameplay. Also I'm very Johnny/Timmy so I'm constantly looking for combos and synergy. Morningtide is the last set in the Lorwyn block with the new "2 Set Block" design. Once again, Green is a mostly creature color and this set makes no exception to that rule with only eight of 28 cards being non-creature.

Morningtide: Green

Ambassador Oak - 3G
Creature - Treefolk Warrior (C)
When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play.
3/3

Green is known for the 4/4 for four, so when I see a 3/3 for four with the Comes into Play (CIP) of making a friend, I call it a good balance. Elf Warrior is the token set up since Saprolings were in Time Spiral and Wizards of the Coast doesn't want to bog down game play with too much of the same thing. Synergy between any elf counting card would like to have this Treefolk and something to the effect of Flickerform on him to make sure there is an ample supply of Elf Warriors to defend the forest.

Grade - A- - Good creature for the cost with an abusable ability. You'll find something to smile about with this card.

Bosk Banneret - 1G
Creature - Treefolk Shaman (C)
Treefolk spells and Shaman spells you play cost 1 less to play.
1/3

For two mana, you get something that makes it easier to cast other Treefolks (like Ambassador above or even better someone like Verdeloth) and Shaman (almost any Red pinger since 8th is Shaman) cost one colorless mana less and at the 1/3 body his still in Casual Burn range, but still harder to get a set of Lightning Bolts then Shocks.

Grade - A - At Common, this guy is as good as the *scape Familiars from IPA.

Bramblewood Paragon - 1G
Creature - Elf Warrior (U)
Each other Warrior creature you control comes into play with an additional +1/+1 counter. Each creature you control with a +1/+1 counter has trample.
2/2

First abusable idea, is make a lot of Elves via things like Ambassador Oak above, or make all your creatures Warriors with Conspiracy. The second abusable things is that anything that makes +1/+1 counter with him now read "Put a +1/+1 counter on target creature and give it Trample" add a Gruul War Plow (attacking creatures with Trample gain +2/+2) to make a brutal attack force. Oh, and it's an Elf.

Grade - A? - I'm handing out too many of these... at uncommon it's two mana for a 2/2 that can be abused heavily all around.

Chameleon Colossus - 2GG
Creature - Shapeshifter (R)
Changeling (This card is every creature type at all times)
Protection from Black
2GG: Chameleon Colossus gets +X/+X until end of turn, where X is equal to its power.
4/4

Oh wow... this is a 4/4 for four and it has three abilities. First, it's a Changeling, which I have beef with since it's just as good as an Elf basically. Second, it's Protected from Black, which means I can't get rid of it without tossing a well aimed Red spell at it and even then it can boost it's power to save itself from that Red spell.

Grade - S - as in better than A because this guy, even at rare does some very dangerous things, with enough mana this thing can end the game in casual (four mana to boost it, add one good booster then use it's natural ability once or at most twice, then end the game.)

Cream of the Crop - 1G
Enchantment (R)
Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.

Cream of the Crop roughly does EXACTLY what you'd expect it to, every time you play a creature you get to stack your library by tossing all the bad cards you don't need to the bottom of your deck while putting the best of them at the top of your library. I mean short of putting Scry on this card they did a good job, considering I'll be seeing a lot of Magus of the Future / Future Sight and CotC for a quick good draw.

Grade - B - Abusable, check, powerful, check, dependent, check, cheap, check.

Deglamer - 1G
Instant (C)
Choose target artifact or enchantment. Its owner shuffles it into his or her library.

Ok, it's a new Naturalize, but instead of destroying (which would get revived though other means like Tinker Mage and company) it shuffles it back into the library which really messes with tempo a bit better than Naturalize. Also this card helps balance out Cream of the Crop decks by slowing them down... slightly.

Grade - B+/A- - will it replace my Naturalizes, probably, will it work better than Naturalizes, depends the opponents deck.

Earthbrawn - 1G
Instant (C)
Target creature gets +3/+3 until end of turn.
Reinforce 1 - 1G (1G, Discard this card: Put a +1/+1 counter on target creature.)

1G is one over Giant Growth where this card spawns from, but this cards added bonus is if you pay that two mana and decide to discard this card for +1/+1 counters. Now something to consider Bramblewood Paragon + Eternal Witness + Earthbrawn + some type of Recursion for Eternal Witness = smiles for the user, frowns for the opposition.

Grade - B- - Slightly better all around, but the cost makes it hurt for the non-reinforcing effect. Also note that Battle Growth does the +1/+1 for G.

Elvish Warrior - GG
Creature - Elf Warrior (C)
2/3

Reprint. End of story, we in casual already have about 15 of these. Well, at least they changed the art... that might be something worth collecting.

Everbark Shaman - 4G
Creature - Treefolk Shaman (C)
T, Remove a Treefolk card in your graveyard from the game: Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library.
3/5

Five mana for a 3/5 at common is enough to have me saying "Better than most" but this adds dead tree reclamation for mana. The only problem is that Green isn't big on sacrifice, and there isn't many Black Treefolks (which some exceptions) so either team up with Elves like Savra and other things like that, and have a Green to Black converter like Blood Celebrate or Gemstone Array.

Grade - B- - it's a good card don't get me wrong, I'm just not big on the requirements to make the most of it.

Fertilid - 2G
Creature - Elemental (C)
Fertilid comes into play with two +1/+1 counters on it.
1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.
0/0

This card + Witness + Recursion Engine + Earthbrawn = Plenty of lands. Damn shame or thankfully they didn't reprint Witness in this set. on that consideration this is effectively Rampant Growth while weakening the creature.

Grade - A - just keep this thing well "watered" and watch your mana problems fix themselves. Did that just sound like a commercial?

Game-Trail Changeling - 3GG
Creature - Shapeshifter (C)
Changeling
Trample
4/4

At common, this card is powerful. Five mana affords a 4/4 Trampling Elf/Beast/{name any other powerfully synergic Green Tribe} I'd like to have a few of these for the additional help it could afford.

Grade - B+ - I think it speaks for itself.

Gilt-Leaf Archdruid - 3GG
Creature - Elf Druid (Rare)
Whenever you play a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
3/3

First thing that came to mind was "Sacrifice a land," the second thing was "Druid," so in order to make this card worth while, have a few Squirrel Wranglers nearby.

Grade - A+ - Someone needs to scream something about "OMG he forgot to mention Zuran Orb!!!" - Control much?

Greatbow Doyen - 4G
Creature - Elf Archer (R)
Other Archer creatures you control get +1/+1.
Whenever an Archer creature you control deals damage to a creature, that Archer deals that much damage to that creature's controller.
2/4

Venomous Fangs + Any "Ping" Archer would make this guy not only a good friend, if not himself doing all the damage not only are the arrows attacking the opponent, but with Venomous Fangs, it's making everything drop out of the sky.

On another eviler note Fire Whip on Thornweld Archer + this guy = constant death and damage to the opponent.

Grade A - Go have some glory in combat, or just go all Hero (like the movie, in the end where yeah... go watch it if you haven't) on the enemy.

Heritage Druid - G
Creature - Elf Druid (U)
Tap three untapped Elves you control: Add GGG to your mana pool.
1/1

Another card that I could of sworn was lifted right off the MDV forums either Luther, I, or another member did it, but I can't seem to find the post... of course, the post Luther and I swear was about a year and a half ago.

Anyways, onto the card, one mana you get a 1/1 that needs two other friends to get mana flowing, so it's not going to replace Llanowar Elves early game, but might give something for the late/mid game that would be useful if you don't have the Llanos.

Grade - B - not going to replace anything, but might give a bit of a boost where needed.

Hunting Triad - 3G
Tribal Sorcery - Elf (U)
Put three 1/1 green Elf Warrior creature tokens into play.
Reinforce 3 - (3G, Discard this card: put three +1/+1 counters on target creature.)

I'm a fan of this card, for four mana you get either A) numbers or B) strength and defense for a creature you control, if done right this card can turn a battle tide quickly.

Grade - A - Done with recursion this can become a pseudo Decree of Savagery

Leaf-Crowned Elder - 2GG
Creature - Treefolk 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 Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost.
3/5

A 3/5 for four and it has the ability to topdeck into play any Treefolk or Shaman I think that in itself is abusable, add something like Worldly Tutor and good Treefolk and Shaman, then you have a force for free to be reckon with.

Grade - A- - Wishing for Verdeloth the Ancient, and getting Treefolk Seedlings

Luminescent Rain - 2G
Instant (C)
Choose a creature type. You gain 2 life for each permanent you control of that type.

Wow, the second nontribal card so far... Instant Common at three mana to gain a hell of a lot of life... Hunting Triads numbers, Changelings, lots of other Elves...

Grade - A - Lots of other Elves...

Lys Alana Bowmaster - 2G
Creature - Elf Archer (C)
Reach
Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.
2/2

Greatbow Doyen + Venomous Fangs + this friend = two damage ping, kill a flying pest EVERY TIME YOU PLAY AN ELF SPELL!!! Sweetness is the Elf Archers talent.

Grade - B+ - by itself though, it's not bad, with strong backing it's beautiful.

Orchard Warden - 4GG
Creature - Treefolk Shaman (U)
Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness.
4/6

Normally if you play a Treefolk your getting anywhere from a toughness of three or better (which exception of Treefolk Seedlings, where it's variable) so every time you play a Treefolk creature you get three or more life as long as your willing to 6 to play this guy to start with.

Reach of Branches - 4G
Tribal Instant - Treefolk (R)
Put a 2/5 green Treefolk Shaman creature token into play under your control.
Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand.

Self-recurring spells are a big plus, at five mana you get a 2/5 Treefolk Shaman and each time you play a new Forest you get Reach of Branches back to make another one, with mana acceleration and Land fetching you can easily build a defense worth of keeping you around to place a combo together.

Grade - B+ - if they don't find a way to go around...

Recross the Paths - 2G
Sorcery (U)
Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths into its owner's hand

1st nontribal Sorcery, 3rd nontribal card, in summery this is a fetch card for a land, but to find it, it runs though your library in linear fashion, sadly reviling all those cards possible to the opponent. THEN you clash with them to see if you can win the card back to you hand to do it again.

Grade - C - if only they made a Land Fetcher with Buyback so I can compare it too...

Reins of the Vinesteed - 3G
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature.

First nontribal Enchantment, fourth nontribal card, this card is friendly to all Green tribal decks in which it gives that nice +2/+2 boost to one of you creatures, and when/if it dies it transfers over to one of his brothers.

Grade - B+ - but it's no Rancor

Rhys the Exiled - 2G
Legendary Creature - Elf Warrior (R)
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
B, Sacrifice an Elf: Regenerate Rhys the Exiled.
3/2

This card makes my Wellwishers even better, by just attacking this guy affords me life. Keeping him alive will be difficult, but the longer he can attack, the more life you afford.

Grade - B - Blasted right off the field, Wrath of God, Spot Destruction, Shock, Counterspelled, etc etc etc...

Scapeshift - 2GG
Sorcery (R)
Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.

Scrapeshift meet Gilt-Leaf Archdruid, Gilt-Leaf Archdruid meet Scrapeshift, now go and keep me in the good life. Not only could you control the opponent’s lands, but no you can convert them over to your own, and make them so far behind the mana curve they can't get there, and when they get a land, just tap your Druids.

On it's own it's fine, good mana balancing card between multiple colors so other decks that splash enough Green could use this card to get the right numbers and make a potential win.

Grade - B+ or A - Depending on how bad you needed it when it comes.

Unstoppable Ash - 3G
Creature - Treefolk Warrior (R)
Trample
Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior from the game. When this leaves play, that card returns to play.)
Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.
5/5

Save a Tree get a Tree that can become a 5/10 Trampler. For four you get a 5/5 at the expense of saving a tree or a Warrior... worth it to a point, it depends on what you’re saving from what.

Grade - B - it's really nice anti-Wrath policy... of course, the opponent is doing something similar...

Walker of the Grove - 6GG
Creature - Elemental (U)
When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.
Evoke 4G
7/7

Eight mana for a 7/7 that makes a 4/4 when it dies and can Envoke it for 5 and get the 4/4 Elemental, and assuming that Envoke can be at Instant speed, that means for five mana that's an instant 4/4 blocker that could be of some use.

Grade B+ - Worth it? I think so. Add a Blink spell for even more friendliness.

Winnower Patrol - 2G
Creature - Elf 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 Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.
3/2

Alright, each time you find an Elf or a Warrior it gets a +1/+1 boost, once again well placed tutors or Conspiracy would make this card more than worth it's cost, just add some combat stats like Trample or First Strike and you'll be fine.

Grade - A - Oh and it's for only three and at common.

Wolf-Skull Shaman - 1G
Creature - Elf 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 Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play.
A chorus of howls answers his call.
2/2

Where the Patrol made power, this makes numbers, it's nice to have both on the field and find yourself drawing into an Elf spell. the Wolf Token makes only a little impact alone, but give it time and they'll make themselves worth while.

Grade - B+ - Two mana Uncommon 2/2 making other 2/2 when you find an Elf or Shaman, yeah, I can live with that.


Alright time to draw together the entire article, lots of good cards hit the common and rare slots while not being overpowered by themselves they'll get a lot of Johnnies running for boosters due to the easy three card combos that these cards are allowing. On the sadder end, the harder to combo or even weaker cards almost make you want to keep them in a box. Also, Johnnies, don't be sad if your booster isn't an All-Star Line up, most likely you'll pull good commons, two bad uncommons, a good uncommon, and an OK rare. For Timmy looking for a good booster you might find something that will work with your already powerful decks, but don't worry if you come out the same as Johnny. Casual Spikes, sadly I don't know too many of you well enough to fair one way or another, but I wish you guys/gals luck.

Well, looking at the week this has been another classic week for MDV five great colors from the newest set done by great writers (Beebs, Amadeus, Luther, et. al).

Note for the Readers: For those expecting my ranting, I'm saving it for a Podcast coming some time in the near future.

~Michael Zeora~

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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