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Deadline is 5/16/2010

MDV Featured Article:
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MDV Featured Article - Casually Alternate: Morningtide - Blue (First Impressions). - by Luthervamplord - posted 2/5/08 - discuss here

Welcome readers, the next part in my First Impressions series aimed at all you casual players and fans of the alternate formats. I am your eternal host, Luthervamplord and this series is a serious change of pace with me; here’s hoping you’re enjoying it so far.

But enough talk, you came for a set review and that’s what you’re going to get.

Morningtide: Blue (Casually Alternate)

Declaration of Naught - UU
Enchantment (Rare)
As Declaration of Naught comes into play, name a card.
{U}: Counter target spell with the same name as the named card.

Casual: Alright, there are well over fourteen thousand cards printed in the history of MTG – can you name them all? However, as a mid-range play it wouldn’t be too bad and would hose recursion decks. GRADE: C-

2HG: Twice as many chances to name a useful card, twice as many chances that the opponent is holding an answer to this card. GRADE: D+

Tribal: It is easier to call a name in a tribal game; Wizards will run Azami, Goblins are sure to have an Lackey stored away in their deck and Soldier’s have a few new cards that will make for good bets. GRADE: C+

Highlander: It will hose one card, which although is a powerful effect in Highlander is both very hard to pull and not worth trading a spot in your deck for one in theirs for, interesting though. GRADE: C-

Dewdrop Spy - 1UU
Creature - Faerie Rogue (Common)
Flash
Flying
When Dewdrop Spy comes into play, look at the top card of target player's library.
2/2

Casual: Flash makes for nice uses and combos, as does the mana cost. A solid body with flying makes it a respectable blocker and it even helps out some mechanics and other cards; I like it. GRADE: B+

2HG: When there are two decks to choose from it becomes important to call the right one as a mistake can be costly. Still, it is worth consideration though; if for nothing else than it’s an instant speed, flying block. GRADE: C+

Tribal: Rogues are an interesting lot in this set, with large amounts of trigger effects and card advantage. The ability to look at either you opponent’s next draw or your own is something that these guys can really use to their advantage. GRADE: B-

Highlander: A flash blocker to stop a beastly creature and ensuring that you either have a solution coming in your turn or at least another stall is appealing, and when you add the advantage of flying then it makes for a good choice on the whole. GRADE: C+

Disperse - 1U
Instant (Common)
Return target nonland permanent to its owner's hand.

Casual: Boomerang mark 2 – Got to love it. In fact, this might actually replace it as it’s easier to splash into multi-coloured decks; sure it can’t target lands but still it’s an answer for any hybrid deck for those annoying turn one wonders. GRADE: B+

2HG: Twice as many nonland permanents for you to use; more so if you use bounce as a defensive measure, this card could be quite useful all-round. GRADE: B+

Tribal: Since it still targets creatures, that helps its case and with the new tribal sub-type which interact so well with their class or race it seems this card is a good choice for any Fairy or Merfolk player, not to mention Wizards. GRADE: B+

Highlander: Bounce isn’t usually the first choice tactic for this game – you want to deprive them of their one copy of a spell, not allow them to get it back into their hand. Although it could be helpful to you, I’m not convinced it will see that much play in this format; but definitely more then Boomerang. GRADE: C-

Distant Melody - 3U
Sorcery (Common)
Choose a creature type. Draw a card for each permanent you control of that type.

Casual: This card is one of those cards that you either build a deck to or just out-right ignore in casual as it’s not often you will run multiples of the same creature type by design save in the case of Rats and Foxes. GRADE: C-

2HG: Potentially better, it’s common to see a mirror in logic and card choices between opposing sides so there’s more chance this card will achieve a higher value here; more so if you and your ally run linked decks. GRADE: C+

Tribal: It’s built for it really, anyone can see that. The issue I have is that it could work against you if you have too many creatures on the field or worse your opponent is running the same tribe. GRADE: B

Highlander: Anyone who has read my first article will know what I’m about to say but for those who only read the colours that interest them: Dependency sucks for this format – Period. GRADE: E+

Fencer Clique - 2UU
Creature - Faerie Soldier (Common)
Flying
{U}: Put Fencer Clique on top of its owner's library.
3/2

Casual: Has some interesting combo potential and indeed a huge number of cards it will match well with, especially those with Kinship: but I’d still much rather it went back to my hand instead. GRADE: C+

2HG: A little slow for this format, the creature does make a respectable blocker or even an attacker but the ability won’t be of much use to this format’s style of play – thing’s are killed too quickly and decks are milled to excess. GRADE: D+

Tribal: Much better here though, Kinship will love it and Fairies don’t mind having a guaranteed top-deck action but the cost seems a little excessive. GRADE: B-

Highlander: A creature that can keep itself out of harm’s way is incredibly helpful to this format; it can force players to use what limited creature remove resources they have just to handle one card; brilliant. GRADE: B+

Floodchaser - 5U
Creature - Elemental (Common)
Floodchaser comes into play with six +1/+1 counters on it.
Floodchaser can't attack unless defending player controls an Island.
{U}, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.
0/0

Casual: The counters are easy to replace and I can see some people using this guy to ‘flood-out’ the player across from them. But I’m not taken on this card, it has some use but it just seems the values are all set too high. GRADE: D-

2HG: By turn six a blue player had better have dominated the field of player or is most likely dead by then in my experience. The support needed to make this guy useful is not worth the effort. GRADE: E

Tribal: Elementals have ways of doing things fast, but this guy goes against the grain and I feel Elemental players will have a rough time making use of him so they will probably skip over this one. GRADE: D-

Highlander: Usually a game of multiple colours, the format does provide some space for this guy but he’s a one shot deal in this case more times then not. My advice, invest in another creature, there are far better options. GRADE: E+

Grimoire Thief - UU
Creature - Merfolk Rogue (Rare)
Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent's library from the game face down.
You may look at cards removed from the game with Grimoire Thief.
{U}, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names.
2/2

Casual: He is the answer to Storm cards and any deck that relies on a set number of given cards to function. He’s cheap if intensive mana-wise and is sporting a 2/2 body so all-round he’s a great card and will be the subject of many a deck. GRADE: A+

2HG: He potential could ruing two players actions in one go so what’s not to like about him here? Although, the fact he’s a 2/2 body is a bit of a shame here as you are twice as likely to run up against a suitable burn/kill spell. GRADE: A

Tribal: The tribes this guy belong to can easily make use of his ability; as I have previously stated, Merfolk love to do stuff with tapping themselves. GRADE: A+

Highlander: He’ll see play, often – I can almost promise that. The reason I say almost is that he’s also potentially a mill engine and in this format losing cards is a nasty thing to happen. GRADE: B+

Ink Dissolver - 1U
Creature - Merfolk Wizard (Common)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard.
2/1

Casual: Plenty of ways to use this guy in the format, many a combo player out there will run him but I’m intrigued to see how they will get around the low toughness issue. GRADE: B-

2HG: If it works it effects both half of the opposing team, so he’s more powerful here but it comes down to the fact that he’s so easy to kill and now there are two people after he’s blood. GRADE: C-

Tribal: An early threat for both tribes which can offer this guy the suitable protection and support he needs I won’t be surprised to see this guy again and again over the new few months; I’m even running him myself! GRADE: A

Highlander: I have an issue here as I’ve been hammering on about how dependency is bad in this format but my god if I’m not about to make a small turnabout here. Yes, dependency is bad but mill is good; very, very good in fact. He’ll see play and he’ll change the face of the deck he’s run in quite drastically. GRADE: B

Inspired Sprite - 3U
Creature - Faerie Wizard (Uncommon)
Flash
Flying
Whenever you play a Wizard spell, you may untap Inspired Sprite.
{T}: Draw a card, then discard a card.
2/2

Casual: Dredge, Madness and Flashback love this little busy body. I see big plays involving this guy unraveling before my eyes and I’m quite impressed BUT he’s easily dealt with once the opponent wakes up to what you’re doing. GRADE: B-

2HG: A prime target for burn, but also the potential for a great deck concept he’ll see some play here and there among the Timmy players out there. GRADE: C

Tribal: The amount of draw this guy can help Wizard’s achieve is quite sickening and they’ll be able to defend him. Fairies might not be able to protect him as well but they’ll be able to use him as an EOT draw function, which can be rather helpful for them. GRADE: B

Highlander: And I can go back to my usual stance – Dependency sucks, and there are better cards with which to draw cards then this guy. GRADE: D-

Knowledge Exploitation - 5UU
Tribal Sorcery - Rogue (Rare)
Prowl {3}{U}
Search target opponent's library for an instant or sorcery card. You may play this card without paying its mana cost. Then that player shuffles his or her library.

Casual: This card could be very mean; imagine grabbing a copy of Cranial Extraction from your opponent’s deck and using it to remove the other copies. But to make it playable you will need to be running some Rogue creatures and I’m not overly a fan of cards that force another one upon me. GRADE: C+

2HG: More creatures to stop you from getting through but if you do there’s two decks to choose from, but still you would never play this for it original cost by choice, and that cost makes it slow for this format. GRADE: C-

Tribal: One of the blue bombs of the set, Rogues will pull this card off consistently and they will almost never pay the full cost. It is card advantage, selective mill and deck hate in one fell swoop – grab these guys at drafts. GRADE: A+

Highlander: Not that many Instants and Sorceries to take advantage of here, but the few that are around are usually helpful to anyone – cards such as Commune with Nature and Time of Need so it isn’t completely inconceivable but the rogue-reliance part will stop most people. GRADE: D

Latchkey Faerie - 3U
Creature - Faerie Rogue (Common)
Flying
Prowl {2}{U} (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card.
3/1

Casual: This card is one part good and one part bad – 3U for a 3/1 Flyer is poor, but 2U for a 3/1 Flyer and a free card is amazing but it relies upon having another Fairy or Rogue about to get you that sweet deal so the card draw is kind of equated out – you have to have another card to get a card is a poor trade. GRADE: C+

2HG: Easily killed in this format, the only good thing would be the draw and this relies upon another card being in your deck; too much hassle for most people in this fast paced format. GRADE: D

Tribal: Better, much better in fact – you’re guaranteed to have at least one more card of the correct type so it’s not a big issue anymore so looking at the cost for outcome I’d say it’s good for play. GRADE: B

Highlander: Alright guys; read for it – Dependency is bad, avoid it at all costs. GRADE: E

Merrow Witsniper - U
Creature - Merfolk Rogue (Common)
When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard.
1/1

Casual: Flicker, bounce and recursion decks will have a field day with this little guy; especially UB decks. I know because I’ve already rebuilt a few of my existing decks to include this little guy. GRADE: B+

2HG: I can still see this guy getting used because he’ll draw hate and he’ll shift the flow of the game very quickly in the right deck, but the format runs faster so he might not have that much time to make an effect. GRADE: B-

Tribal: Between the two tribes there aren’t that many effects that will return this guy to your hand from play but Rogues do a good job with the graveyard so he might be better suited there. GRADE: C+

Highlander: This card is mean, even if only used once it can completely ruin a deck and the players game plan before it’s even started – run this guy. GRADE: A-

Mind Spring - XUU
Sorcery (Rare)
Draw X cards.

Casual: I believe I explained this quite well in the forum – “They only going to be of any use to high band mana bases; just follow the maths: 1UU: Draw one card (Bad), 2UU: Draw two cards (Slightly better), 3UU: Draw three cards (Average), 4UU: Draw four cards (Better), 5UU: Draw five cards (Nice return), etc.
It'll see play in deck built around it – it simply need more support than is useful to appear simply as a utility spell.” GRADE: C+

2HG: Slow, not the best card drawer out there and it’s not even able to help your ally out – junk. GRADE: E+

Tribal: Some tribes are better at getting high amounts of mana going and some are able to hold the game up for quite some time but in the end it’s still far to slow. GRADE: D+

Highlander: As a last ditch effort, but beyond that it’s like running Mogg Fanatic – flashy, but pointless. GRADE: E-

Mothdust Changeling - U
Creature - Shapeshifter (Common)
Changeling
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.
1/1

Casual: There are much better 1/1 Flyers out there that don’t have the draw-back this guy does. The changeling mechanic does open up some options but not enough that I would run this over Cloud Sprite or Flying Men or a myriad of other first drops. GRADE: C-

2HG: No better here, in fact in most respects worse as if you aren’t running the good first drops and the opponents are you have placed yourself on bad footing to begin with. GRADE: D-

Tribal: As a support creature to fill in for a tribe’s lack of flyers only; never could I conceive that a Shapeshifter deck would run this guy. GRADE: E+

Highlander: This game is ruled by cards such as Kird Ape who this guy in no way measures up to. GRADE: E-

Negate - 1U
Instant (Common)
Counter target noncreature spell.

Casual: An easily splashed counterspell which is perfect against other control players and most combo decks, it’s a nice thing to have for sure. GRADE: B+

2HG: Just as powerful here, the main difference is that you will have more things or rather a higher chance at things to counter – the chances both opponents are running pure aggro is very slim. GRADE: B+

Tribal: Without trying to sound overly rude – you’d be a fool to consider any non-creature counterspell in a creature dominated format. GRADE: D-

Highlander: Similar kind of comment here guys, though it could get around those annoying Commune with Natures and Time of Needs that arise once in a while. GRADE: D

Nevermaker - 3U
Creature - Elemental (Uncommon)
Flying
When Nevermaker leaves play, put target nonland permanent on top of its owner's library.
Evoke {3}{U}
2/3

Casual: With the mass of Blink effects out there, there are a number of ways to use and reuse this guy to great effect. The effect not only acts as stall but also as card advantage as you now know at least one card your opponent is holding and that opens many possibilities with it. GRADE: B-

2HG: A sudden reverse of fates or a solid creature that will punish your opponent for killing it, the card is dual functional and that carries a lot of weight in this fast paced format. GRADE: B

Tribal: Now this is something that an Elemental deck might run, beyond this there isn’t a great deal of control for them but a well placed evoke of this guy could really help them out. GRADE: C+

Highlander: Slowing an opponent down, whilst not as helpful as killing something off is still a far better effect than a simple bounce so he’s a reasonable choice for some decks out there. GRADE: C+

Notorious Throng - 3U
Tribal Sorcery - Rogue (Rare)
Prowl {5}{U}
Put X 1/1 black Fairy Rogue creature tokens with flying into play, where X is the damage dealt to opponents this turn. If the prowl cost was paid, take an extra turn after this one.

Casual: Either way you pay for this spell it’s a potential goldmine of token creatures; and flyers to boot. It is also splashable so I can see a few new UR decks turning up in the near future too. GRADE: B+

2HG: Mean as hell, or at least has the potential to be as it only cares that damage is dealt to any opponents – not who dealt it and which opponent. Sure you need to get at least one point in from a Rogue source if you want the cheaper option but still, for the potential outlay I’d say it’s worth it. GRADE: A-

Tribal: Rogue Bomb; that is what this little beast is – it will be the finisher for most decks and a stop-gap for others but either way it’s going to be big. GRADE: .A+

Highlander: Since this is generally a game of water-torture (20 rounds of one point of damage) or as close to it as you can get, this card is not worth playing here – shame though. GRADE: D-

Research the Deep - 1U
Sorcery (Uncommon)
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand.

Casual: Drawing a card for two mana is no new thing but being able to get it back without much assistance is. However, in a format of mass discard and mill, flashing off a card can be a very bad idea indeed. GRADE: C-

2HG: While you can choose who you clash with, you can’t choose who gets to see the revealed card and that makes for some very sticky choices. Still, it has some uses here and there so don’t dismiss it all together. GRADE: C-

Tribal: Clash mixes well with Kinship which due to Morningtide will be in Tribal for some time now but still I don’t like showing anything to my opponent if I can help it. GRADE: C

Highlander: Repeatable card draw could be helpful here and mill is rarely a worry in this format but still – forewarned opponents will search for a solution faster then those who have just been surprised. GRADE: C

Sage of Fables - 2U
Creature - Merfolk Wizard (Uncommon)
Each other Wizard creature you control comes into play with an additional +1/+1 counter on it.
{2}, Remove a +1/+1 counter from a creature you control: Draw a card.
2/2

Casual: Getting counters is easy in this format, and I’m sure there is a way you can tie that in with a mana source somewhere so he could very well see some use but when I can run Azami instead I feel this guy is a tad on the weak side. GRADE: C

2HG: Making creatures stronger and more resilient as a side-effect to an intended ability could see this guy getting more play in this format then you might first consider. GRADE: C+

Tribal: As I’ve already mentioned Azami already, you know how I feel about this guy – however he is quicker and could get me closer to my Azami so I guess he’s not a complete waste of a card. Plus, Wizards are flimsy creatures by nature so the counters help him along. GRADE: C+

Highlander: If you include him in your deck you need to be running more wizards in your deck then you may wish to; especially given how often combat takes place in this format. GRADE: D-

Sage's Dousing - 2U
Tribal Instant - Wizard (Uncommon)
Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card.

Casual: Mana Leak is far better, but the ability to run eight copies isn’t to be sniffed at. And if you happen to be running a Wizard or two then that’s just gravy, if not then you’re better off with Convolute. GRADE: C+

2HG: No real benefit or disadvantages to really speak of here – on the one hand card advantage counts for more in this format but on the other speed is of the essence and that extra turn can mean a lot. GRADE: C-

Tribal: Wizards are getting the tools of the trade that they needed, I can see this becoming an ‘Auto’ card for wizards right along the side of Ixidor’s Will. GRADE: B

Highlander: How many times and different ways can I say it – If you are required to have something else to gain an advantage from it, don’t field it in your deck. GRADE: D-

Sigil Tracer - 1UU
Creature - Merfolk Wizard (Rare)
{1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
2/2

Casual: It’s a bomb and people around the globe are probably already figuring ways to make this card unbelievably broken, but first they need to provide suitable protection as he’s easily shocked at this point. GRADE: B-

2HG: More spells to copy; more chances of a burn to kill him – simple logic to follow here really. GRADE: C+

Tribal: Much more powerful and worth a copy or two for certain; imagine running this guy with something like Distant Melody or Bribery in your deck, the potential here is great. GRADE: B+

Highlander: Nope, never going to be seen here because firstly it requires at least another card in your deck and secondly the ability will see little to no use in a format with low numbers of Instants and Sorceries. GRADE: E-

Slithermuse - 2UU
Creature - Elemental (Rare)
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke {3}{U}
3/3

Casual: A cheaper and easier to combo version of Balance of Power, this card could be used to great success is some existing decks out there. The other nice part is a 3/3 for four mana in blue is a respectable card. GRADE: B

2HG: Easier to trigger and with a body capable of surviving the majority of quick burn spells favoured as creature removal, this card could see a fair amount of play in the coming months. GRADE: B+

Tribal: He fills a gap that the existing Elementals just didn’t fill but he goes about it too late to be of much help unless you control the field intensely or stall beyond belief; besides, most Elemental decks run fast so it would be rare to face an opponent with more cards in hand then you. GRADE: C-

Highlander: Usually a game of play a turn, there is (as a general rule) very little difference in hand sizes and no where near enough to make this guy useful to you at any rate. GRADE: E-

Stonybrook Banneret - 1U
Creature - Merfolk Wizard (Common)
Islandwalk
Merfolk spells and Wizard spells you play cost {1} less to play.
1/1

Casual: A new and cheaper ‘Lord’ creature, with the right mix and a Landwalk ability to boot. Since quite a few Merfolk make for decent board control or combo options I could see this popping up on the casual scene now and then though for the same CMC you could run a Medallion. GRADE: C+

2HG: Speed is important and this guy helps that aspect along nicely for some cards; most of which bare heavy on the control side of things which makes this guy potentially better then any other Lord in Morningtide. GRADE: C

Tribal: A Lord worth playing and in potentially the two greatest tribes to come out of the Lorwyn block; this guy will run main deck for the foreseeable future – that I promise you. GRADE: B+

Highlander: Simply put, better options out there guys; ones that don’t need a buddy along to make it worth playing. GRADE: E

Stream of Unconsciousness - U
Tribal Instant - Wizard (Common)
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

Casual: Power altering has its uses but when I can run plenty of burn and ‘Destroy target creature’ spells I’m suitably unimpressed with this card. GRADE: D-

2HG: Could buy you a turn or two and with the proper deck, nab you the cure for your ills but in truth it’s nothing of note. GRADE: D-

Tribal: More useful then you think but still superseded by existing cards and methods though an anti-attack and card draw for this tribe is helpful. GRADE: C

Highlander: The Wizard part works against it but in a game where there are few creatures in the field; anything that can render a creature useless for one turn has its benefits to say the least. GRADE: C+

Supreme Exemplar - 6U
Creature - Elemental (Rare)
Flying
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)
10/10

Casual: A novelty; a blue beatstick with some interesting interactions. The champion part has its ups and downs but there are existing methods of playing this mechanic to your advantage beyond simply getting the creature. But the high cost makes this card unwieldy at best. GRADE: C-

2HG: Far to slow, but where it to hit play it would soon cause a few people to shuffle around uncomfortably. However the likelihood is that it will either be removed from play or worse yet stolen so not worth the space in truth. GRADE: D-

Tribal: As a one-off encase the game runs on for too long this card could save a struggling Elemental deck but it’s still to slow for much use. GRADE: D

Highlander: More likely to see play here, but again we come back to the fact that you need two cards to make it work and in this format you could easily lose the other card; effectively putting you at a 2-card disadvantage. GRADE: E

Thieves' Fortune - 2U
Tribal Instant - Rogue (Uncommon)
Prowl {U} (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.

Casual: There are so many easier ways and indeed cheaper ways to go about this effect that I don’t see much serious play in this card’s future. GRADE: D-

2HG: More targets to hit does improve the quality of this card and the added speed that the reduced cost gifts is helpful in this format. GRADE: C-

Tribal: Similar to a Rogue tutor card, it has some definite play value in this tribe, but it does depend on the overall goal involved. GRADE: C+

Highlander: Whilst there is cheaper ways to do this the fact that you can squeeze the same ability into the deck more then once is a nice prospect in a format of one-shot wonders. GRADE: C+

Vendilion Clique - 1UU
Legendary Creature - Faerie Wizard (Rare)
Flash
Flying
When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.
3/1

Casual: An anti-tutor card and a reasonable beatstick for blue, this card has already received some kind remarks from tournament and casual players alike. The only real downside is the ease at which you lose it even if you don’t attack with it. GRADE: B

2HG: A little harder to judge where this card should be aimed in this format, so it will see sporadic play among the players until they can settle on its use. GRADE: C+

Tribal: An Instant speed, 3/1 Flying beatstick that can ruin the opponent’s game plans is a card worth running, especially in a Fairy deck. GRADE: B+

Highlander: Unbelievably powerful here, this could undo several turns of deck manipulation and draw effects in one instant and since there is little to no burn if this format it makes for a great beatstick afterwards. GRADE: A-

Waterspout Weavers - 3UU
Creature - Merfolk Wizard (Uncommon)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
3/3

Casual: Whilst group flying on such a tough frame is a nice concept, the simple fact is I can get the same effect for definite at roughly the same cost so why would I run this? GRADE: E+

2HG: Flashing cards is a bad idea in general when there’s only one person to see it but when there is two it becomes a really bad idea. GRADE: E

Tribal: Both these tribes could indeed benefit from the Flying aspect and the frame is quite sizable when compared to others found in these tribes but I can still get this effect elsewhere on a sure deal. GRADE: D

Highlander: You guys are going to be sick of this by the end of this series in all likelihood – Avoid this style of ability at all costs. GRADE: E-

Overall Review Morningtide: Blue (Casually Alternate)

Casual – Average Grade: C
A fair few choice cards mingled in among the pitiful cards. As a Pro-Blue player I feel that there's the usual mix of rough and smooth here and I'll probably pick up a couple of cards from Morningtide in the near future.

2HG – Average Grade: C
Blue manages to balance itself out, it will pass into 2HG games almost seamlessly and won't really cause much of a shift in the format.

Tribal – Average Grade: B
Faeries win the day; they simply have so much going for them that it would be impossible to go to a tournament or store event and NOT see them being played by at least a third of the players fielding them.

Highlander – Average Grade: D
No surprises, no real power cards and no real effect on Highlander - A trend we should expect from a Tribal driven set.


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 with my peers.

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

“What formats would you review the cards for?”
“Is the material detailed enough or do you find it lacking?”
“Have a graded everything fairly?”

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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