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Door slams open to reveal some scrappy looking guy with a wrinkled t-shirt, pronouncing his love for something called ‘the Fett’, and pants that have never seen an iron. His hair is flattened straight up on one side; looks like they just got out of bed. "Does this guy even own a razor?" His shoes - beat up, brown sketchers - are untied, the one shoe that is on that is. “I’m here!” This… thing proclaims. Sorry he says in a whisper, looking around the room, noticing that the meeting had already started. Everyone in their nice Christmas tie watches as he slides into the chair. The boss man clears his throat and starts again. Welcome to the story of my life. I’m the Joker in Exile, fairly new here at MDV. I want to bring to you a unique look at the new series Morningtide Blue. I play casual. I love kicking it with the guy’s playing cards and talking about how late we all run in life. That’s my idea of fun. So I’m going to talk about my experience with casual and how these new set of cards will interact within my casual group. I’ve played in some tourneys and had minor league success but casual is where the heart is and …well… whatever. My goal is to make you think. Just because a card interacts with my casual play one way does not mean it will interact the same way with another’s casual play. I want you guys to disagree with what I think because if you do, that means you like to think for yourself instead of just going off of what everyone else thinks; which is a good thing. Play your own game. But first you've got to know what I think. So without any further ado… Morningtide Blue from the Joker perspective.
Editor's Note: B = Blue (or U as it is traditionally shown...) ~Streetz~
If this had flash it might be a little better. Grade: C
I like this card. A 2/2 flying rogue (rogue creatures are the only ones that count. I mean, really, who’s going to rock a faerie deck? Seriously) with flash for only 3 mana. Not too bad. You can use Dewdrop Spy for the Prowl effect or the flash allows for an unexpected blocker. *ok, I've got to take the whole faerie thing back. I've got a buddy with a faerie lockdown deck in the works and it’s looking good.* Grade: C
This is actually a good card. A lot of people will look at this and say they've got options but for the cost, the ability to choose a nonland permanent they don’t. Anything for the same mana cost will only return a creature to owner’s hand. To return a permanent to the owner’s hand you've got to pay three mana to four mana. This sounds like a deal to me and its one mana less and has more options. Personally I would have just countered the spell in the first place but if one does get through, then this is defiantly a good option to have.
To me, this costs too much. Hear me out. The cost is a little high for the beginning of the game where your mana is either going towards attack type spells (creatures) or counter attack (counter spell) spells. You probably don’t have too many creatures out unless you are playing a weenie deck so you're not going to draw many cards. If you use Distant Melody towards the end of the game, do you really need to draw more cards? Unless you just are not getting what you want, you most likely already have got to your win condition anyway. Wasted space in a deck. Grade: D
You may as well try to swat a faerie- Flamekin expression meaning “that’s impossible” Before I go any further let me say one thing. When I go to build a deck if the card has a mana cost five or more it gets cut unless its part of my win condition. If you've got lots of cards that cost five or more you're just way to slow. A little high but you’re paying for the flying evasion and the three damage. The only way I see this ever making a deck is for a faerie deck where you need to cycle faeries in and out of play. Let’s make a point, you attack with Fencer Clique. Your opponent plays Shock. You tap an Island and put Fencer Clique back on top of you library. Now, you wasted a draw saving Fencer Clique where you could draw better cards and you've got to spend that four mana again. Not a good deal to me.
Not bad as a beatdown creature but it’s not quite as good as it seems. When I read this card I was like, ‘Where’s the Islandwalk?’ True you get a 6/6 for six mana, which is not that bad, but then you've got to tap one Island just to attack and even then it drops a counter. This card might go well with Streambed Aquitects and Aquitect’s Will but I still don’t see a lot play unless this is your main idea. Grade: C. just because of the 6/6 for 6 mana.
This will get plenty of game time. When you tap Grimoire Thief, have it be to attack or need to tap a creature for another card’s effect, you mill your opponents deck. Then to top it all off you can counter spells for one Island. Tap ‘em a couple of times, get a good amount a cards off to the side and just wait to counter. The best part is your opponent doesn’t know what’s over there. Grade: A
This is a great card in a control or mill type deck. It’s cheap, recurring, and you get to see what your next card. I would like to see a little more on the power and toughness but the trade off is good.
I think I’ll pass. It’s like they said, what can we do because we are short one card for Blue and this is what they came up with. Sure, you can draw a card. Sure it’s got flying. Sure, it’s got flash for a unexpected blocker but it still costs 4 mana for a 2/2 bland faerie wizard. Unless you've got a faerie and/or wizard deck. Skip this one too. Grade: D
Even though this card is expensive, this would be a good example. Nothing would make me happier than to play this card and have my opponent watch me pull out his Wrath of God, Darksteel Colossus, Extirpate, Time Warp, Restore Balance or anything that allows you to search their library or take an extra turn. I’m getting all giddy just thinking about it. Grade: A
If your rockin’ a rogue/prowl deck and need an extra creature or two or just some filler then this would be good. Otherwise, there are better options for drawing cards. Grade: C
Cheap, fast, and mills cards. Just like I like it. The only down side is that you can only do it once unless you cycle this card back to you hand and replay it again; Which is not a bad option since it is so cheap.
Braingeyser all over again. If your going old school just do Ancestral Recall if you can get your hands on one. It would be just as hard to find a Braingeyser. There are other draw cards to pick from that will give you more or less the same option. Maybe in a pinch but otherwise, I’m skipping it and I suggest you do too. Grade: C.
Really? A shifter with flying that cost one? I don’t know which way to go. One side says," I like this, it is cool. NOT!!" But on the other hand if you’re playing, say en elf deck, you can pump him up and give him flying. Something rare in a elf deck. But when are going to play Islands in a Green and/or Black elf deck. Right. Moving along.
Almost every block’s got them. Cheap counter spells. Got to love them. There are a lot of counter spells that are the same or do a little more than this one but you can never have too many counter spells in a control deck. This just gives you four more. Plus I like the flavor text. Grade: B
I had to re-check the card to make sure of its’ evoke cost. I’m kind of humdrum about this one. A 2/3 with flying for four mana. Ok. Not bad but I’ve seen better. If it dies you can get it back the next round. You can do the same to the creature that killed it. This is assuming it’s already in play. I wouldn’t pay the evoke cost. It’s the same if you just played it. You might as well get a little more use out of it. You’re paying for it either way. Grade: D
Really expensive but just might be worth it for rogue deck. I tell you, another place where it might be worth it is if you and your opponent are coming down to the wire and he’s got you by a few life. Do damage to even it up or to coax him out of his counter spells and then play this for another turn for the win.
I’m skipping this one. Ok. You draw a card. Ok. You might get to put that card back into your hand. Ok. It only costs two mana to play. I’m still skipping it. It might see some play. Grade: C
Only works in a wizard deck. Otherwise, it’s a 2/2 for 3. I’ll pass. Grade: D
I’d stick with regular counter spells unless you’re playing a wizard deck where you can take advantage of the draw bonus. Making your opponent tap three mana to force the spell through is good too. Grade: B
Good if you’re rockin’ the wizard deck. If you’re not it’s just a 2/2 for 3 mana. I’ll pass. Thank you very much. Editor's Note: Deja Vu ~Streetz~ Grade: C
Good card. The cost is a little high for my liking but not too bad where I wouldn’t play it but elementals are a little high anyway. I even like the evoke cost. It’s got good potential to be a strong card. Block or attack and kill it to draw cards would be my route. Grade: B
Good way to speed up a deck. Merfolks will benefit from this as would wizards but it still feels a little bland for me. Grade: C
Perfect in a wizard deck. Kill a big creature and draw a card at the same time. I like it more and more as I look at it. -4/-4 for one mana and it’s a common card. This will be seeing a lot in play. ~ Editor Note: Originally, Joker had this card reading, '-4/-4'. HECK YA that card would get a ton of play if it did that for one Blue mana, but alas...~ Tynion
I would never even look at this card. It costs seven to play. You've got to champion an elemental which already costs you a whole round. I don’t care that it’s a 10/10. I can bring Eater of Days or Leveler in faster to finish my opponent off. I’m skipping it. Grade: D
This is not a bad card if you've got lots of options in your deck and you can roll it. Me, I not so big on putting possible good cards on the bottom of my library. It’s cheap so if you get it early in the game it might be worth it. Grade: B
At first, I thought different but I read it over and over and I’ve seen the light. Drop it as a blocker with flash. It only costs three mana so it’s relatively easy to play on your opponent's turn unless he’s got you on the defensive. The flying makes it an even better blocker. To top it off, you can take a card out of his hand. Pick good, because he gets to draw a card. The down side is low toughness and your opponent draws. Grade: B
The key word here is each. Each creature you control has flying. It's a little expensive, I’ll give you that, but playable. Especially since there is little flying among Merfolks. With Wizards, you've got some options for flying. Grade: B
Not that bad of a spread. I would have liked some more in the A’s and B’s but that’s how it rolls sometimes. Overall I think this is a good series and there’s a lot out there to make some good decks. Rogue tribe definitely looks like a dominant force. I think it could give elves and goblins a run for their money with the prowl. Tell me what you think. If you disagree… let me know. You might even change my mind. Also, let me know how you would play some of these cards and what other cards you would put with them. Till next time, Jokerinexile
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