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MDV Featured Article - First Impressions: Shadowmoor – Hybrid. - by Cashew - posted 4/26/08 - discuss here

Today we'll be looking at all the hybrid cards and there are quite lot. I'll try to keep it to a minimum so you don't get bored as there are quite a lot to cover. Each allied color represents something entirely different. Blue-White focuses a lot on defense; Blue-Black focuses on direct player damage from creatures, Black-Red on pure destructive power, Red-Green on a very chaotic cycle of life and death, and Green-White on life preservation. One of the cool things about the hybrids is all the fun cycles in it. I'll go ahead and name them for you first so you can see that each color combo is almost equally loved and hated on by the designers.

"The Common Enemy Hunters" Cycle
A common cycle of 3/3 for four mana cost that can't be blocked by their common enemy color. It's very bad sadly.

"The Dynamic Duo" Cycle
A common cycle of creatures that get abilities until end of turn when spells of matching colors are played. All are 2/2 creatures for three, and not very good.

"The God's Raiment" Cycle
A common cycle of enchant creature auras that gives an ability and +1/+1 for each color that matches between the enchantment and creature. They are generally very powerful.

"The Triple Crown Winner" Cycle
An uncommon cycle of three mana cost creatures that all have a relatively high power level.

"The Dastardly Witches" Cycle
An uncommon cycle of shaman/wizards that have meager bodies, but powerful abilities requiring no tap and often affecting multiple things.

"The Neo-Entwine Cycle"
An uncommon cycle of spells that can have one or two effects depending on what mana is used to play it.

"The Liege" Cycle
A rare cycle of four mana cost creatures that give both their colors +1/+1. Each has a unique form, but the same shared bolster ability.

"The God" Cycle
A rare cycle of five mana cost creatures that have insanely high power levels. Each has unique abilities and none are to be trifled with. The equivalent of the Greater Elementals from Lorwyn.

So now that we've identified some of the major cycles to look out for, let's jump into the cards, because we have a lot to cover. No I'm not talking like thirty a lot, or even fifty a lot, we even got one hundred beat, and we’re talking one hundred and ten whopping hybrid cards. Obviously that means I need to keep the reading to a minimum.

Shadowmoor: White-Blue Hybrid Cards

Æthertow - 3(W/U)
Instant (C)
Put target attacking or blocking creature on top of its owner's library.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

I really liked the artwork on this one, seemed like two evil Kithkin dragging some kind of Æther-Net and dropping a creature into it. My main qualm is that this seems over-costed to me, I mean we have cards that throw any card back onto the deck for less cost, and cards that obliterate completely attacking creatures. Sure we can hit two, but that requires two blockers be ready. It's just too bulky.

Grade: D. Cool, but poorly costed and powered.

Augury Adept - 1(W/U)(W/U)
Creature - Kithkin Wizard (R)
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.
2/2

Judging this card is simple because it's almost a reverse version of Dimir Cutpurse. 2/2 body for three, that provides card draw and an effect from combat damage to a player. It looks amazing on paper, but just doesn't perform in the field. With no evasion and a low casting cost it's more or less fodder. It could be played in mono-Blue though unlike the Cutpurse, which means it might be okay.

Grade: C. It's good, but with no evasion, it's just fodder and I'll stick to my Shadowmage Infilitrator.

Barrenton Cragheads - 2(W/U)(W/U)
Creature - Kithkin Scout (C)
Barrenton Cragheads cannot be blocked by red creatures.
3/3

"The Common Enemy Hunters" Cycle. While this is easily a good late pick in constructed drafts, I don't quite see the potential for use outside of draft. Slightly more offensive oriented than your average White/Blue common, it lacks the oomph you want for four mana.

Grade: D. A protection from red would have gone a long way to up this guy's performance.

Curse of Chains - 1(W/U)
Enchantment - Aura (C)
Enchant creature
At the beginning of each upkeep, tap enchanted creature.

Here we go, Pacify V. 50.2. Yawn, yet another White or Blue enchantment that keeps a creature from attacking. Hold on, wait a second..... lets take a look again. Instead of merely keeping it from untapping or attacking or doing X, it taps it...hmmm. Okay, while slightly different this is much better than many other variants. For one, it dominates vigilance creatures that just never tap anyway. It also helps prevents the cheese that is Seedborn Muse. I'm torn.

Grade: C+. Yet another in a long line of attack/ability prevention auras. Shame it doesn't help against, Untap creatures....then again....it could help them on your side.

Enchanted Evening - 3(W/U)(W/U)
Enchantment (R)
All permanents are enchantments in addition to their other types.

Ever since Mycosynth Lattice came out, I have been waiting for this card to see print. It only made sense that it would hit. While not quite as potent as the artifacts potential, this will be a classic combo deck card to play with. You can turn Tranquility into a power wipe, feed your Enchantress decks into monsters, or and countless other shenanigans.

Grade: A. The Auratog says "For me?!"

Glamer Spinners - 4(W/U)
Creature - Faerie Wizard (U)
Flash
Flying
When Glamer Weaver comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.
2/4

While this has potential for shenanigans, the cost is simply too much. Perhaps this was an attempt to help alleviate the pain of losing auras by putting them on something else, but with the cost it's too much. I also really wish that it had the ability to take them from your opponent and put them on yours.

Grade: D. A gimmick combo card that's simply too over-costed for anything else.

Godhead of Awe - (W/U)(W/U)(W/U)(W/U)(W/U)
Creature - Spirit Avatar (R)
Flying
Other creatures are 1/1.
4/4

"The God" Cycle. No doubt, a bomb in drafts and a power drop in all formats. Picking this card up in a sealed or draft and getting it into play is almost assuredly a win. A 4/4 flier for five isn't shabby, but packing half the power of humility as well? Yeah, she's pretty - like your cousin with all her teeth pretty - what am I the only one from the South here? Expect to see plenty of her played against you by every control player in the game, whether they be pure White, pure Blue, or some variant there of. Has play potential outside of Standard.

Grade: A+ How could it not be, it's fierce – What? Am I the only one who watched Project Runway?

Mirrorweave - 2(W/U)(W/U)
Instant (R)
Each other creature becomes a copy of target nonlegendary creature until end of turn.

Shenanigans. Need I say more? Call it a super token finish or a power combo finish. I see Johnnies doing things like casting Leviathan then Mirrorweaving it to create finishers. However, it's reliance on having creatures in play makes it not quite the ideal finisher. Although, there is near limitless potential for the shenanigans it could create.

Grade: C. Too dependent on actually having creatures in play, while making for a very interesting finisher.

Mistmeadow Witch - 1(W/U)
Creature - Kithkin Wizard (U)
(2)(W)(U): Remove target creature from the game. Return that card to play under its owner's control at end of turn.
1/1

"The Dastardly Witches" Cycle. The first of this cycle is probably my favorite. I love coming into and going out of play tricks or shenanigans (have I said shenanigans too much yet...nah can never have enough shenanigans). While it's too heavy cost to do things such as bounce the Fallen Butcher as it comes into play, the fact that a Blink on a stick for bouncing my Duplicates and such is fun. Other cool fact, Mistmeadow Witch with four available mana is one of the hardest to kill creatures in the game able to block anything and bounce and survive WoG's.

Grade: A. Removing from the game and coming back is nothing to sneeze at. I already plan on adding two or three to my bounce deck in replace of Whitemane Lion's.

Plumeveil - (W/U)(W/U)(W/U)
Creature - Elemental (U)
Flash
Flying, defender
4/4

"The Triple Crown Winner" Cycle. Defender makes me want to pass, but then I notice something else, it's a surprise defender. Could this be a good wall? Yeah it could. A 4/4 for three mana, expect to see this pop out when playing against control decks. With play on the fly, it gives the control player the option to block or counter on their own whim. Once it plays, there are very few early game creatures including the powerful Serra Avenger that can overcome it.

Grade: A-. Going out on a limb, but I sense in a world where zoo and aggro seeming to be roaring back into view, this is the control player's ultimate answer.

Puresight Merrow - (W/U)(W/U)
Creature - Merfolk Wizard (U)
(W/U), Q: Look at the top card of your library. You may remove that card from the game.
2/2

Another no brainer to grade, because we've seen something like it before. Again, another Ravinca mirror from Black Blue to White Blue, who remembers Mr. Fatesealing Lurking Informant? Very similar to him, Puresight allows you to filter your cards and at 2/2 for two has a decent body capable of his ability and attacking. While by no means the best choice for control players, many will eye him as an alternate choice or a decent useful card to flush out the deck

Grade: C. While it has potential, it is still subtle potential at that. Alas subtle is subtle, this will probably make many shortlists for decks, but get cut when trimming the fat, simply because untap means has to be tapped to work.

Repel Intruders - 3(W/U)
Instant (U)
Put two 1/1 white Kithkin Soldier creature tokens into play if (W) was spent to play Repel Intruders.
Counter up to one target creature spell if (U) was spent to play Repel Intruders. (If (WU) is spent, do both).

"The Neo-Entwine Cycle". Awesome, its entwine again, but without the extra costs. Basically what we have here is Raise the Alarm + Remove Soul rolled up in one card for the same basic cost. While not overwhelmingly powerful, it'll see some play especially against heavy creature decks. Definite sideboard potential for serious counter decks, but definitely needs to be a White-Blue deck for it to be feasible to play.

Grade: C+. While seeing two cards in one is cool, it's definitely limited to only useful against creature heavy decks.

Silkbind Faerie - 2(W/U)
Creature - Faerie Rogue (C)
Flying
1(W/U), Q : Tap target creature.
1/3

Yay, yet another single creature untapper, but this one is different. For one, it has flying, for two it costs three mana, but most importantly, it can attack and tap the creature. It may suck your mana dry early game, but generally I see this guy being vastly useful keeping cards like Demigod of Revenge at bay.

Grade: A. This will dominate in Pauper formats giving creature control that is vastly needed. Able to do damage while keeping things like Craw Wurm at bay.

Somnomancer - 1(W/U)
Creature - Kithkin Wizard (C)
When Somnomancer comes into play, you may tap target creature.
2/1

I love mancer's and I'm not ashamed. Ever since things like Necromancers and Geomancers I loved the idea of mancing different things. So now we more or less have a dream-mancer (somno indicating dreams). Shame it couldn't be cooler, it just taps things when it comes into play.

Grade: D+. Simply 100% blah.

Steel of the Godhead - 2(W/U)
Enchantment - Aura (C)
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 and is unblockable.

"The God's Raiment" Cycle. There are very few enchantment auras I use, simply because artifacts just do it just as well if not better and stick around if their controller gets popped. I mean, Loxodon Warhammer is re-attachable if its carrier dies, but Armadillo Cloak goes to the yard if the creature dies. Not to say I never use auras, because I do use cloak in many decks and other simple enchantments are staples for use. This however is not a staple, it's a force. Look at it, a White-Blue creature gets +2/+2, lifelink, and unblockable. This is a step above and beyond cloak, this is lightning in a can for White Blue decks.

Grade: A-. Gets an A- simply because it's really limited to White and Blue creatures for optimal use, but in those decks it'll make a large impact. Creating direct damage and life gain.

Swans of Bryn Argoll - 2(W/U)(W/U)
Creature - Bird Spirit (R)
Flying
If damage would be dealt to Swans of Bryn Argoll, prevent that damage. The controller of the damage's source then draws cards equal to the damage prevented in this way.
4/3

This is tricky, tricky card to judge. On one hand you have a 4/3 flier that is pretty hard to kill. On the other hand, you can use it for all kinds of card draw tricks. Then on the opposite hand, so can your opponent. Which puts it up in that questionable land of either being completely amazing or utter crap. This card could literally be amazing in a draft as an unstoppable flier, or it could end up putting so many cards in your opponent's hand it doesn't matter. And you know what it extends to all games.

Grade: B-. I could be very wrong. If any card could go either way it's this one. I'm sure plenty of people will make a Swans deck that nukes their own birds for card draw.

Thistledown Duo - 2(W/U)
Creature - Kithkin Soldier Wizard (C)
Whenever you play a white spell, Thistledown Duo gets +1/+1 until end of turn.
Whenever you play a blue spell, Thistledown Duo gains flying until end of turn.
2/2

"The Dynamic Duo" Cycle. The first of the second worst cycle in the set. Here's the point, you have plenty of powerful creatures in this set at three mana, here's one that usually just a Gray Ogre and at best is a Phantom Monster. Either way it's not that good.

Grade: D-. I'd expect more from "until end of turn" effects. Look at Wee Dragonauts, they start with flying and turn into damage, these start as crap and turn into flying crap.

Thistledown Liege - 1(W/U)(W/U)(W/U)
Creature - Kithkin Knight (R)
Flash
Other white creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
1/3

"The Liege" Cycle. This is the worst of the Leiges, but even the worst of the Lieges is still pretty darn good. For four mana you get yourself some double Crusade action that should be enough. Unfortunately if you compare this to the others it really is the weakest, with the smallest body a meager 1/3, the only thing you really get beyond the boost is Flash shenanigans. I would have loved to see this at 1/4 instead of 1/3 to keep it out of Incinerate range.

Grade: B-. On it's own it's merely a crappy card. It's bolster effect is what makes it useful.

Thoughtweft Gambit - 4(W/U)(W/U)
Instant (U)
Tap all creatures your opponents control and untap all creatures you control.

Wow, this is White and Blue? This looks more like a Red style - I attack you can't do nothing variant. The second new finisher card that they gave to White and Blue already, it basically opens up the board for a free attack which can easily spell doom.

Grade: C+. A little costly, but it should be the last spell you need to cast to win.

Turn to Mist - 1(U/W)
Instant (C)
Remove target creature from the game. Return it to play at end of turn.

Yet another in a recent line of blink cards. While Otherworldy Journey and Momentary Blink were defensive in nature, this one offers both offensive and defensive capabilities. I'm surprised they didn't give it the comes back into play with a -1/-1 counter on it to mirror Journey. Any-who, it's decent, nothing to write home about, although in White and Blue I'd still much rather play Vanish into Memory

Grade: C. Bland, nothing special. The Vanillia ice cream of blink cards, and no, it's not French Vanillia.

Worldpurge - 4(W/U)(W/U)(W/U)(W/U)
Sorcery (R)
Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty each player's mana pool.

Sweet mamba jamba, this literally does what the name says. World, meet purge, purge meet world. Play nice. After we get all the sheer power aside, take a moment, let it wash over you - is this new? Nope, it's Upheaval v2.0. And you know what; it appears to be an attempt to fix it. Yet it costs more and has far less power. There is no graveyard feed or mana in your pool for shenanigans. Why does it take power away and give you more to cost? Upheaval wasn't that overpowered, oh well.

Grade: D-. A "Fixed" Upheaval misses the mark. At least it has a cool name.

Zealous Guardian - (W/U)
Creature - Kithkin Soldier (C)
Flash
1/1

Cool a 1/1 with Flash and nothing else. Cause that's what we always wanted the ultimate weenie capable of flashing in on a dime. Meh, I guess as far as one drops goes he has the element of surprise, but nothing up to the level of shenanigans that Flash should have. This really isn't even new. White for a long time now has been able to drop 1/1 tokens on the fly, even for a common this thing misses the mark.

Grade: D. Cheap flash, yet no power to do anything. Kinda reminds me of why The Flash was a lame superhero, I mean sure he's fast, but Aquaman could beat him in a fight, that's bad.

Shadowmoor: Blue-Black Hybrid Cards

Cemetery Puca - 1(U/B)(U/B)
Creature - Shapeshifter (R)
Whenever a creature is put into a graveyard from play, you may pay (1). If you do, Cemetery Puca becomes a copy of that creature and gains this ability.
1/2

According to legend, the phooka is an adroit shape changer, capable of assuming a variety of terrifying forms. It may appear as a horse, rabbit, goat, goblin, or dog. No matter what form the phooka takes, its fur is almost always dark. (its name is a cognate of the early Irish 'poc', 'a male goat', and it may lend its name to Puck, the goat-footed satyr made famous in Shakespeare's A Midsummer Night's Dream), but it most commonly takes the form of a sleek black horse with a flowing mane and glowing yellow eyes.

If a human is enticed onto a phooka's back it has been known to give them a wild ride. But unlike a kelpie, which will take its rider and dive into the nearest river or lake to drown and devour him, the phooka will do the unfortunate rider no real harm. The Púca has the power of human speech, and has been known to give advice and lead people away from danger. Though the phooka enjoys confusing and often terrifying humans, it is considered to be benevolent.

Cool, thank you wikipedia for that fun and factual lesson. Onto the card! What we basically have is a limited Dimir Doppleganger, it plays of a tad cheaper to copy, but has limited clonse abilities. Meaning it has limited use.

Grade: C-. A little too limited into what it can change into.

Dire Undercurrents - 3(U/B)(U/B)
Enchantment (R)
Whenever a blue creature comes into play under your control, you may have target player draw a card.
Whenever a black creature comes into play under your control, you may have target player discard a card.

Blue and Black enchantment that enables both discarding and drawing power. I've played Dimir style decks and they just don't quite perform as much as I would love to. Sure cards like Circu and Lobotomy are powerhouses, but the mish mash of control and aggro somehow doesn't blend as nice as White Blue control. Undercurrents does give some power to Black/Blue creature decks though as it turns every creature into a Ravenous Rats or Merchant of Secrets at no additional cost. I'm tossed on this though for as much as I love Black Blue, I might want my constant draw sooner with Phyrexian Arena or Dark Confidants or later with Blue such as Opportunity and Tidings powerful one shots. Has potential though.

Grade: B-. A little too reliant on creatures for the effects (not independently good).

Dream Salvage - (U/B)
Instant (U)
Draw cards equal to the number of cards an opponent discarded this turn.

I've always said I wanted Geth's Grimoire on the fly. Wait no I didn't, but I should have. This card in the wrong deck is bad, but in the right deck is a powerhouse. Everyone knows all the tricks with things like Wheel of Fortune and Wheel and Deal, this just upped it to a new level. Not great in constructed, or limited, but for those annoying evil people who still play Dream/Jar decks this is a brand new auto-add.

Grade: A-. Because Underworld Dreams decks just weren't powerful enough before, now they refresh their hand as they kill.

Fate Transfer - 1(U/B)
Instant (C)
Move all counters from target creature onto another target creature.

Why'd it have to say creature? I'd love to see the shenanigans this could cause on Dark Depths or Darksteel Reactor decks. Oh god, bad thoughts. Great thoughts, no bad thoughts...noo...I don't know! Who uses this first, control players to slow down Arcbound Ravager or by Ravager players to frustrate control players.....I think it's the former though. While that's one use, this is more or less a cool utility card that can definitely combo well in the Lorwyn-Shadowmoor block and outside of it. Affinity players, Thallid players, Nishoba fans, and other counter loving creatures. Sadly as cool as it is, it's a sideboard throwaway or a gimmick for a combo deck.

Grade: C. Cool, yet gimmicky. Great for some situations, not good at all in every single other one.

Ghastlord of Fugue - (U/B)(U/B)(U/B)(U/B)(U/B)
Creature - Spirit Avatar (R)
Ghastlord of Fugue is unblockable.
Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.
4/4

"The God" Cycle. Who feels the power level going off in the insane range? Raise your hand, if you think a 4/4 unblockable for five is a good deal. Okay, at least one person has their hand raised and it's me. Now add in that every hit equals a discarded card. Is your hand raised yet? How about if instead of a discarded card we make it your choice? Still not raised? You're crazy, but now instead it being discarded lets remove it from the game. Ahh good lad! Finally you see the light. This card is insane. With Life/Death + Dark Ritual it's quite possible to drop this in play first turn and swing Turn two for their lands. That's right it hits lands too! This is a recursion player's dark damp dream.

Grade: A++ Can't get much better can it? Powerful creature (Check), Powerful discard ability (Check), Unblockable (Check, check check check check).

Glen Elendra Liege - 1(U/B)(U/B)(U/B)
Creature - Faerie Knight (R)
Flying
Other blue creatures you control get +1/+1.
Other black creatures you control get +1/+1.
2/3

"The Liege" Cycle. Another leige, and probably the middle one in terms of general capabilities. While the bolster ability alone of course is good, add in that it's flying and able to handle a good amount of other pesky fliers makes it pretty darn good. I'm not gonna say much more about this one as the card literally speaks for itself.

Grade: A-. Hard to get much better, yet two other lieges somehow do.

Gravelgill Axeshark - 4(U/B)
Creature - Merfolk Soldier (C)
Persist
3/3

Okay so basically for five mana we get a Hill Giant and then a Gray Ogre. There's nothing that special about this. Unless you need filler for some persist deck I'm sure you can find far better creatures at a five drop...like oh say a Ghastlord!

Grade: D. Persist alone doesn't make this worthwhile.

Gravelgill Duo - 2(U/B)
Creature - Merfolk Rogue Warrior (C)
Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.
Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.
2/1

"The Dynamic Duo" Cycle. Awesome, a 2/1 that gains ability when things are played, wait its fear and +1/+1.....hmm so if we play a spell we get a 3/2 with fear, if not it's a vanilla 2/1. Yea. It costs three to play as well so it's not exactly cheap. You know what, I'm glad this card really sucks, because I haven't had that many bad cards. I'll stick to my five mana cost Shriekmaw that is 3/2 with fear always and destroys things. Thanks, but no thanks.

Grade: F. Le crap. I'm sorry, but I'm not paying three mana for this even in a draft. Where's my 1/1 flash creature I want it back all of a sudden.

Helm of the Ghastlord - 3(U/B)
Enchantment - Aura (C)
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."

"The God's Raiment" Cycle. I was really excited to see this one after seeing the Godhead's one. This truly is proving to be an utterly cool cycle. Now all your Black Blue's getting instant Cutpursification (trademark Cashew 2008). I mean it's literally a Dimir Cutpurse in enchantment form. Form of the Cutpurse if you will. I like it, and I think it works better than the Cutpurse because we can maybe put it on our Ghastlord of Fugue and get the effect. Yet another aura I'd play.

Grade: B+. Probably the same grade for the entire cycle, it's just so limited by color that it's not that great.

Inkfathom Infiltrator - (U/B)(U/B)
Creature - Merfolk Rogue (U)
Inkfathom Infiltrator can't block and is unblockable.
2/1

Dimir Cutpurse was considered good by some. I never knew why it was unblockable but then defensively designed with a 1/3 body. Yea, that two extra toughness really was important.... still dies to incinerate (insert heavy dose of sarcasm). But now we have something cooler. An unblockable 2/1 is chill, then we see it comes in for a mere two mana. Great!
Downside is it can't block...um who cares...unblockable aka attack mode creature. This is a must pick in drafts and great across the board. Oh yeah look at that second type...Rogue. Prowl what, what?

Grade: A. Instant must have for Rogue decks, top pick for Limited and overall winner card. I remember when I thought Grizzly Bears were good at two mana...hah!

Inkfathom Witch - 1(U/B)
Creature - Merfolk Wizard (U)
Fear
2UB: Unblocked creatures become 4/1 until end of turn.
1/1

"The Dastardly Witches" Cycle. Excuse me. Sorry, I just pissed myself a little. Did I see that right...unblocked creatures become 4/1.......... Okay this sets off all kinds of ideas in my head beyond the obvious "ouchie-poo's". It also has the benefit of being a veritable wipe factory capable of dropping attacking creatures down to a single toughness enabling all kinds of nastiness. Inkfathom Witch + Caltrops for instance. A very interesting finisher card and a very cool combo creator.

Grade: B. A little costly, but by and large a very mean card.

Memory Plunder - (U/B)(U/B)(U/B)(U/B)
Instant (R)
You may play target instant or sorcery card in an opponent's graveyard without paying its mana cost.

This is cool, yet not cool. The problem with playing your opponent's graveyard is you never know what will be in them. Will they even have an instant/sorcery or one worth using? A gamble's a gamble; this one could pay off big giving you access to Wrath of God's or be a total bust.

Grade: C. Your opponent’s graveyard for free is nice, but what exactly is in your opponet's graveyard?

Memory Sluice - (U/B)
Sorcery (C)
Target player puts the top four cards of his or her library into his or her graveyard.
Conspire

Yawn. Glimpse the Unthinkable is better, lets move on.

Wait why are you staring at me? Oh you think pauper and mill belong together or do you just plain like mill? Come on there are better cards, how often do you have two creatures in spell based mill decks to get the eight cards with one mana. Look, I guess I can't convince you this card isn't that great, so looks like I'm dragging your arm to the next card.

Grade: C-. Not the best card. Despite the mill-wonks probably cursing me a fool.

Merrow Grimeblotter - 3(U/B)
Creature - Merfolk Wizard (U)
(1)(U/B), Q: Target creature gets -2/-0 until end of turn.
2/2

Oh joy the worst possible ability just about in the history of magic -X/-0. I'm sorry everyone loves +X/+0, but vice versa it's just not deemed as useful. Add in that this is a 2/2 for four and we're not winning any points. What the crap I mean seriously, sure it untaps to do that, but I'm not impressed by it at all.

Grade: D. Simply mundane and banal and trite and all the other big fancy words for boring crap I can throw at it.

Oona, Queen of the Fae - 3(U/B)(U/B)(U/B)
Legendary Creature - Faerie Wizard (R)
Flying
X(U/B): Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.
5/5

An entire article was written about how great this card is and it wasn't lying. Oona is more or less a game ender and the absolute number one pick in a draft. Flying and 5/5 alone is mean...pure 100% unadulterated mean. Add in that it can she can mill for X and plops flying tokens into play and you have a veritable powerhouse. Oh yeah, Oona does attacking and token making and milling, not just one of them at a time, but all three..yeah.......

Grade: A+++. Number one draft card, great in any Blue or Black deck regardless of purpose. Finisher for control, mill on a stick, aggro to the limit, fairy check, useful with Rogue...yeap....

Oona's Gatewarden - (U/B)
Creature - Faerie Soldier (C)
Flying, defender
Wither
2/1

Okay so Oona is powerful, how about her bodyguard. Well it is a 2/1 for one that should be good. Cool it has flying...2/1 flying for one yea! And it has wither...okay there's got to be a catch, what's the catch.....defender...NOOOOOOOOO!!!! It went from being the best card in Magic to simply "meh."

Grade: D+. Sure it's cheap, but it's basically a one shot defender. I'd rather pay the three for Plumeveil.

River's Grasp - 3(U/B)
Sorcery (U)
Return target creature to its owner's hand if (U) was spent to play River's Grasp.
If (B) was spent to play River's Grasp, target player reveals his or hand. You choose a nonland card from it. That player discards that card. (If (U)(B) is spent, do both)

"The Neo-Entwine Cycle" This time we're combining Unsummon and Distress. The last one was great, but this one I just don't quite get the same feeling. We have Recoil, it works just fine if not better than this for a tad cheaper. Notice the sorcery, that's the main reason, can't even get a good timely Unsummon because of the discard factor. So there. Good in drafts though.

Grade: C-. Not the best of the crop, I mean it's not bad, but I can think of numerous other similar cards I'd like to play over this.

Scarscale Ritual - 1(U/B)
Sorcery (C)
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control.
Draw two cards.

While it's neither massively impressive nor massively bad, it's certainly balanced. Two mana for two cards giving you a net of one card. It also has a synergy with certain cards such as Grim Poppet, whether or not that synergy is worthwhile has yet to be seen. This will see Standard play, not so much out of Standard.

Grade: C. So utterly middle of the road. Not good or bad, it's the Diet Cola of draw cards.

Sygg, River Cutthroat (U/B)(U/B)
Legendary Creature - Merfolk Rogue (R)
At end of turn, if an opponent has lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
1/3

Ooh scary, the creature from the Black Lagoon is back in full force. Oh wait it's just Syggie! Sygg how I disliked you so in Lorwyn. Now that you're all feral and mean, I just kinda wonder how you'll fare. Oh...my... you're pretty swell aren't you? Keyword is Rogue. Second keyword is draw. Did Rogues really need more card draw? I guess so because Syggworth as I call him now, is to me an auto-one or two add for Rogue decks. This card also by the way is utterly marvelous in multiplayer.

Grade: A+. Gets the A++ in Multiplayer. Gotta love him. Two mana drop for an aggroing card drawer? It's the no baby-tears version of Dark Confidant.

Torpor Dust - 2(U/B)
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets -3/-0.

I swear we just discussed my feelings on -X/-0 earlier in this color alliance. They really haven't changed. I still think its pure utter crap unless it's something like all your opponent's creatures have -5/-0 and is an enchantment.

Grade: F. So perfectly forgettable, I can't wait to be done with this sentence. There we go, forgotten.

Wanderbrine Rootcutters - 2(U/B)(U/B)
Creature - Merfolk Rogue (C)
Wanderbrine Rootcutters can't be blocked by green creatures.
3/3

"The Common Enemy Hunters" Cycle. Despite being one of my absolute favorite card arts, this guy is sadly and quite simply desperately lacking. Against most decks it's merely a 3/3 for four mana which is not so hot. It's only use is against Green where it has quarter-protection from Green. Just like the rest of his cycle, good midrange draft picks other than that, meh.

Grade: D+. A protection from Green would have gone a long way to up this guy's performance. At least it looks pretty.

Wasp Lancer - (U/B)(U/B)(U/B)
Creature - Faerie Soldier (U)
Flying
3/2

"The Triple Crown Winner" Cycle. What's funny is in any other set this is a great creature. But it's hard to see a 3/2 flier as good when we have 4/4 and 5/5 fliers for a mere two mana more. However, now imagine it paired with his Liege and realize our cheap little 3/2 is now a full fledged 5/4. There just isn't that much more to talk about with him, a definite amazing early pick in drafts.

Grade: B-. Fairly solid card, cheap flier with some strength under his wings. Of course I'd rather run Hypnotic Specter.

Shadowmoor: Black-Red Hybrid Cards

Ashenmoor Gouger - (B/R)(B/R)(B/R)
Creature - Elemental Warrior (U)
Ashenmoor Warrior can't block.
4/4

"The Triple Crown Winner" Cycle. Great googly moogly. Did I see that right, a creature without defender that has higher power and toughness than casting cost....a 4/4 for three...oh my. Who cares if it can't block, you won't need to if you have this out, cause you're the aggressor. I guess it's just as bad as Watchwolf, but this puts some faith that both BR and GW will be capable of going straight aggro now.

Grade: A. An amazingly high power level for an uncommon

Ashenmoor Liege - 1(B/R)(B/R)(B/R)
Creature - Elemental Knight (R)
Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
4/1

"The Liege" Cycle. This card sucks. I mean everyone has said it's a dumb leige so it has to be dumb. A 4/1 without haste, it's stupid. No 4/1 creature could ever be good. Sit down Giant Sofliuge you have shroud and haste. Ball Lightning if you don't quiet down over there I'll tear you a new one, and no I don't care that you have haste and only last a single turn. Quiet, quiet quiet, all of you. All kinds of forum people have told me */1 cards without haste are bad. Mogg Fanatic if you even look at me again I'll smack you. I mean come on this Leige dies to a single Timmy or -1/-1 counter. Nevermind the fact that it deals four damage to any opponent who tries to touch it. Wait...that's a good thing right? You mean killing this thing hurts to do? While I respect other's opinions (not really) I don't on this one. It's a good card, considering it comes out on turn four and our other Ashenmoor comes out on three swinging now for 5/5..yeah....suck it.

Grade: A. As Bart Simpson once said "You're damned if you do, damned if you don't." I love that it hurts to kill him, and since he has a huge bullseye on his head it definitely punishes his inevitable death.

Cultbrand Cinder - 4(B/R)
Creature - Elemental Shaman (C)
When Cultbrand Cinder comes into play, put a -1/-1 counter on target creature.
3/3

Who wants a 3/3 for five raise your hand? By the sheer lack of hands raised, I'll throw in a free -1/-1 counter. No takers..okay moving moving.

Grade: F. Highly overcosted.

Demigod of Revenge - (B/R)(B/R)(B/R)(B/R)(B/R)
Creature - Spirit Avatar (R)
Flying, haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.
5/4

"The God" Cycle. What the heck.......I mean really.....really? I'm sorry this card is straight out ridiculous. Flying...Haste....it's 5/4....I mean....are all these dots really necessary....I think so....I'm not going to talk about it anymore just lalalalalalalalalalalalalalalalalalalalalalalalala lalalalalalalalalalalalalalalalalalalalalalalalala lalalalalalalalala la.

Grade: A++++++++++++. I think I gave it all the pluses it needed. Lets give it a tagline. Demigod of Revenge - Making turn one kills a reality again.

Din of the Fireherd - 5(B/R)(B/R)(B/R)
Sorcery (R)
Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.

Curbing: The act of putting a person's head against a street curb and then kicking the back of it in. This results in blunt trauma force known to shatter the jawbone as well as causing heavy tooth loss, a massive concussion, and probable brain damage.

Sounds like a fun thing to me, and this is the Magic version of it. It's completely unnecessary and just a tad bit on overkill. Completely a Black and Red kind of thing. Only problem is it costs and awful lot, but the power level is certainly high.

Grade: B-. It's powerful, but hopefully they'll be dead before we have enough to cast it.

Emberstrike Duo - 1(B/R)
Creature - Elemental Warrior Shaman (C)
Whenever you play a black spell, Sparking Duo gets +1/+1 until end of turn.
Whenever you play a red spell, Sparking Duo gains first strike until end of turn.
1/1

"The Dynamic Duo" Cycle. Have you gone to a buffet and eaten way too much? As you're sitting there waiting to leave barely able to move because you're too full, you get that sudden jolt. All of a sudden that desire to not move is met with an equal desire for your bowels to move. Caught in a lurch you're left with that choice of damnations - race your colon home or take your chances with the restaurant bathroom. I give that analogy for this card only because I want you to know what you're looking at truly. This is the result of a person who chose the later in that situation.

Grade: F. Last I checked there were plently of 2/2 first strikers for two, that are far better than this sometimes, 3/3 first striker.

Everlasting Torment 2(B/R)
Enchantment (R)
Players can't gain life.
Damage can't be prevented.
All damage is dealt as if its source had wither. (Damage is dealt in the form of -1/-1 counters)

Awhile ago, I questioned some people who told me I should be playing Rain of Gore to prevent life gain. Seriously who plays Rain of Gore and wins unless it's some gimmicky combo deck. What I like about this card is it trumps Rain of Gore. No life gain, no damage prevention, no creature healing, and it's pretty much useful regardless. Imagine this card with Pestilence creating a veritable storm of -1/-1 counters capable of taking down even Darksteel Colossi.

Grade: B+. As far as game altering cards go, this is a welcome one to me. Dries up Bottle Gnomes and helps stop those hard to kill creatures.

Fists of the Demigod 1(B/R)
Enchantment - Aura (C)
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has wither.
As long as enchanted creature is red, it gets +1/+1 and has first strike.

"The God's Raiment" Cycle. Our third super avatar enchantment. This one is slightly more subtle than the other two. It's the standard +2/+2, but this time it gives First Strike and Wither. That's a very subtle yet potent combination. Think about it. Our creature will be at least a 2/3 (assuming it's a 0/1 Black Red creature). Any creature that attacks it gets hit by a permanent -2/-2 before it even attacks. So our now 2/3 can erase */2's from the board and takes five power to kill a measly 2/3.

Grade: B-. Gets a B- simply because it's really limited to Black and Red and creature to creature combat. Most others in the cycle boost the creature to player combat as well. This one seems to lack the major impact, but has that subtle "I'll mess you up factor."

Fulminator Mage - 1(B/R)(B/R)
Creature - Elemental Shaman (R)
Sacrifice Fulminator Mage: Destroy target nonbasic land.
2/2

It's pretty decent, would have liked to see it as a two drop since it's merely a 2/2 and is limited to nonbasic lands. This is a card that might be alright, but I don't know how much play it'll actually see. There is potential for him to be abused with Countryside Crusher in Standard though, however he won't replace Wasteland or Strip Mine outside of it.

Grade: B. Strong, but not too strong. It needed something else for that major oomph. I have a feeling this guy is overrated and just too small to make the impact people think he will.

Grief Tyrant - 5 (B/R)
Creature - Horror (U)
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.
8/8

While an 8/8 for six mana is a steal, this is really a 4/4 for six mana which is not so great. This is a fun combo piece for cards such Fate Transfer, but I don't see it getting much play. It's a great pick for drafts though turning Wither against other Black and Red drafters and putting out some major hit on death.

Grade: C-. Limited to draft play and some combo decks.

Kulrath Knight 3(B/R)(B/R)
Creature - Elemental Knight (U)
Flying
Wither
Creatures your opponents control with counters on them can't attack or block.
3/3

Entirely overshadowed by the other massive fliers this is a great card if you're into wither combo decks, but otherwise completely passable. Pick him up in drafts though he'll be your best friend helping to neutralize down even the Godhead and Demigod bombs

Grade: C-. Draft and theme deck limited.

Manaforge Cinder - (B/R)
Creature - Elemental Shaman (C)
(1): Add B or R to your mana pool.
Play this ability no more than three times each turn.
1/1

Okay a Black Red mana filter. I'm not that impressed. I guess it has some use and is cheap to get into play at a mere one mana, but wholly unimpressive.

Grade: C. Does what it does well, but who really needs what it does?

Murderous Redcap 2(B/R)(B/R)
Creature - Goblin Assassin (U)
When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player.
Persist
2/2

Okay, for four mana we're guaranteed three damage. Not the best. However it can then proceed to attack and do more or can get some blocking action in. This would be a great, if it wasn't a day late dollar short at four drop range when it should be tackling creatures in the two drop range.

Grade: C-. 2/2 for four? Ha ha, only if she's 5'3" (yes I just totally referenced Sir Mix-A-Lot)

Poison the Well - 2(B/R)(B/R)
Sorcery (C)
Destroy target land. Poison the Well deals 2 damage to that land's controller.

Alright, so basically it's Stone Rain + Shock rolled into one. I can handle that. I have no qualms with this card, nor do I get particularly excited about it. It's power at its best. Will Land Destruction see play in Standard again with this and Fulminator Mage joining the fray? While Stone Rain didn't make 10th making it very hard to pull off, Rain of Tears did, which makes it an interesting proposition still.

Grade: B-. Hurrah for combination cards, especially when they involve land destruction and player damage. One of your friends (you know which one) will play this against you a lot.

Scar - (B/R)
Instant (C)
Put a -1/-1 counter on target creature.

Seriously, that's it? I mean come on. Shock does two damage for one; shouldn't this give two -1/-1 counters? Or how about a card draw, or something. I find it lacking.

Grade: F. I don't know if it's more boring or more underpowered, even the fat kid gets picked for dodgeball over this.

Sootstoke Kindler - 1(B/R)
Creature - Elemental Shaman (C)
Haste
T: Target black or red creature gains haste until end of turn.
1/1

I didn't like this the first time when it was called Rage Weaver. Nor do I like it now. I wish I could channel Simon Cowell to call this card a trite and banal thing. Then get America to vote it off and hopefully like every other American Idol reject, never see it again. Unfortunately, as a common I'll see it all too often in packs.

Grade: D. Rage Weaver wasn't good neither is this.

Sootwalkers - 2(B/R)(B/R)
Creature - Elemental Rogue (C)
Cinder Wanderer can't be blocked by white creatures.
3/3

"The Common Enemy Hunters" Cycle. Oh it's time for the crap can't be blocked by cycle again. It needs a better name. The Quarter-Protection Gang...The Suck Patrol...hey that's kinda catchy, but better for vampires.

Grade: D-. See the two previous crappy entries for this cycle for reasons. Get it in Drafts then do as you wish (I heard Magic cards are three ply).

Spiteflame Witch - 1(B/R)
Creature - Elemental Shaman (U)
BR: Each player loses 1 life.
2/1

"The Dastardly Witches" Cycle. Is this good... I guess. I mean Orzhov Guildmage was similar and it was pretty good right? Right? I never could tell, I mean I've used it and had it used against me, but I usually look at it like a cat looks at a bug. "I could squash this thing, but it is worth the effort? Maybe it has good taste?" It's not a great card that's for sure, but it's not particularly bad either. Baby bear porridge lukewarmity means it's just right....shame we're not Goldilocks.

Grade: C. So perfectly ho-hum.

Spiteful Visions - 2(B/R)(B/R)
Enchantment (R)
At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to him or her.

Have you ever played Underworld Dreams and said to yourself
"Dang why can't this be a Howling Mine too?" Well today is your lucky day. Now for a limited time offer, I have such a card. Granted you're going to feel a slight tingle too, but hey if you didn't like that life loss you wouldn't be playing Black; would you now?

Grade: B. Why is all I have to say...why? Not as powerful as Underworld Dreams, but it'll see some random play.

Torrent of Souls - 4(B/R)
Sorcery (U)
Return up to one target creature card from your graveyard to play if B was spent to play Torrent of Souls.
Creatures target player controls get +2/+0 and gain haste until end of turn if R was spend to play Torrent of Souls. (Do both if BR was spent)

"The Neo-Entwine Cycle". Another neo-entwine this time combining a slightly neutered Reckless Charge with Zombify. As with this entire cycle, it's pretty decent if put together, but so costly you'd almost want to play one or the other of the components. As far as effects this one isn't bad at all, it's reanimation + haste which can be a deadly combination. The +2/+0 is the icing of this deadly cupcake.

Grade: B+. I don't really like paying four for reanimation, so five doesn't give me much more prospect. Then again....haste is beautiful and Cauldron Dance has proved just how powerful haste from the grave can be.

Traitor's Roar - 4(B/R)
Sorcery (C)
Tap target untapped creature. That creature deals damage equal to its power to its controller.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

This is too much really for what it does. If you pay the conspire cost you really lose all the advantage an additional cost gives.

Grade: D. Sticking to my three mana cost single tapping Backlash action. Why can't they put conspire on good cards or cost the cards with conspire like a normal one?

Tyrannize - 3(B/R)(B/R)
Sorcery (R)
Target player discards his or her hand unless that player pays 7 life.

Have you ever been punched right in the nards. Totally wolfman style? That's what this card is, except it's not just a single wail to the nards. It's a wailing on the nards then you look up and the guy asks if you want the next one in the nards or the face. Decks using this in conjunction with Browbeat, can easily trick a player out of large chunks of life for a very cheap cost.

Grade: A. Persecute and Mind Sludge all of a sudden look a little less cool. Most of my decks that use Browbeat will get this as well.

Shadowmoor: Red-Green Hybrid Cards

Boartusk Liege - 1(R/G)(R/G)(R/G)
Creature - Goblin Knight (R)
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.
3/4

"The Liege" Cycle. This is my favorite of the Leige cycle. At 3/4 it's the second largest of the group, but more importantly it has trample, ensuring that it can steamroll over smaller blockers. I actually prefer it being 3/4 rather than 4/3 because it handles most other attackers and blockers that might be in play. The extra toughness is great when it's too risky to attack and you need a decent sized fattie for blocker duty.

Grade: A. My favorite Leige but I really think it could have used a little more spice.

Boggart Ram-Gang - (R/G)(R/G)(R/G)
Creature - Goblin Warrior (U)
Haste
Wither (This deals damage to creatures in the form of -1/-1 counters)
3/3

"The Triple Crown Winner" Cycle. After I saw this card I couldn't help, but laugh at people saying "Are cards too powerful these days?" I mean they were comparing them to Ravinca. I used to say that all time after I started playing again (having quit due to Homelands...when I say I quit because of a bad set I mean it!) Imagine comparing old school stuff to this. Warning Old Fogey alert. Gray Ogres were what three mana should be if you were going to add haste and wither and +1/+1 you need to give it a cumulative upkeep. Something like RR per turn. Or make it switch sides whenever it deals damage. Taking away blocking haha, who cares, oh wait you didn't even do that? How about it can only damage walls. This card is stupid.

Grade: A+. Straight up ridiculous. A top card in the set for sure.

Deus of Calamity - (R/G)(R/G)(R/G)(R/G)(R/G)
Creature - Spirit Avatar (R)
Trample
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
6/6

"The God" Cycle. This card like the other four in the God cycle is straight up ridiculous. The least powerful of the five in my book, it offers something the others don't...a choice of damnations. Who likes choices? I know I do when I'm playing a psychological game. Much like Ohran Viper, it puts your opponent into the choice mode of whether or not to lose a creature or have something else happen. Blocking won't stop the damage, but not blocking definitely will lose a land. Ouch! Generally you either lose a creature and take damage or take all the damage and lose your land...because lets face it, not much will kill it. Regardless, it's a mean question to which you may not have an answer.

Grade: A. It's good, especially when many already are calling it the runt of the liter.

Firespout - 2(R/G)
Sorcery (U)
Firespout deals 3 damage to each creature without flying if R was spent to play Firespout and 3 damage to each creature with flying if G was spent to play it. (Do both if RG was spent.)

"The Neo-Entwine Cycle". I was really worried about this cycle, that there wouldn't be one I really truly liked. So why do I like this? It's just Pyroclasm +1 after all, but the +1 is important in this set. It takes out a naked Countryside Crusher, makes Boggart Ram-Gangs drop their battering ram and run, and just about every other early drop baddy gets the big boot. No the card isn't amazing or sliced bread, but it is playable in Standard and highly draftable.

Grade: B-. Standard and draft fare. Look to this to make it into a lot of deck lists that splash Red.

Fossil Find - (R/G)
Sorcery (U)
Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.

Random...did I read that.....bleh. Let me tell you about random, random is walking down the street and the blue turds from airliner 686 hit you in the head. Random is what happens when you skip a party and KISS shows up with a bus full of loose women. Random is a black widow crawling into your shoe while you sleep. Random is not good my friend, not good at all. Unless it's Hypnotic Specter and he's yours.

Grade: D. You get a card for a card. What card is not up to you, so it's rather whatever.

Giantbaiting - 2(R/G)
Sorcery (C)
Put a 4/4 red and green Giant Warrior creature token with haste into play. Remove it from the game at end of turn.
Conspire

Cool. A conspire card I actually like. In this case, your can quite easily send two 4/4 Giant tokens barreling at your opponent, for a potential eight damage cast at only three mana. This tops Ball Lightning in terms of sheer potential. Granted you won't always have that potential, and sometimes this card will merely be sitting in your hand wasted.

Grade: B-. The best of the conspire cards I've seen so far. Has massive potential for early game punishment. Say Turn 1. Llanowar Elf, Turn 2. Tarmogoyf, Turn 3. Swing with two 4/4's.

Guttural Response - (R/G)
Instant (U)
Counter target blue instant spell.

Hello, my name is Red or Green Spell Blast and I totally own this card. That being said and entirely obvious, this has good sideboard play. Reading basically in Standard, one extra free mana may mean an uncounterable creature for me.

Grade: C-. Not the best, it has sideboard use in Standard, not much else.

Impromptu Raid - 3(R/G)
Enchantment (R)
(2)(R/G): Reveal the top card of your library. If it isn't a creature card, put it in your graveyard. Otherwise, put that card in to play. That creature has haste. Sacrifice it at end of turn

Fun, this card is utterly fun. It basically spits out creature after creature at your opponent creating a fun creature gun. I can see a lot of decks built off this card alone spitting Koku's and the like into play.

Grade: C+. Fun, but not practical, top of the deck is hard place to manage.

Loamdragger Giant - 4(R/G)(R/G)(R/G)
Creature - Giant Warrior (C)
7/6

Sometimes, I really wish they would go back in time, take a perfectly fine creature and just make it a little better. But they need to make sure it's a silly creature no one cared about the first time, and oh, that the only change will be minor. Then I see this and realize they do that all the time. I liked this card just fine when it rotted in binder the first time, guess now I get a second one. Hi, new Scaled Wurm, you aren't that much fun.

Grade: D+. Draftable at least.

Manamorphose - 1(R/G)
Instant (C)
Add two mana in any combination of colors to your mana pool.
Draw a card.

i = Storm Count++;

Grade: C-. Storm count +1 for those who can't read nerd.

Morselhoarder 4(R/G)(R/G)
Creature - Elemental (C)
Morselhoarder comes into play with two -1/-1 counters on it.
Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.
6/4

Too much far too late. I'm sure all you Johnny combo wonks out there look at him with lustful eyes, unable to handle the ridiculous combos he might possibly make. Something silly like Heartbeat of Springx2 + Torture + Morselhoarder no doubt (I want a dollar for each person who comments on that combo not actually working and me already knowing that and preemptively making fun of them for not reading). For the rest of us, it’s merely a goofy Craw Wurm.

Grade: C-. Johnny Combo cards are an acquired taste.

Mudbrawler Raiders - 2(R/G)(R/G)
Creature - Goblin Warrior (C)
Mudbrawler Raiders can't be blocked by blue creatures.
3/3

"The Common Enemy Hunters" Cycle. This again? I feel like I ate something bad and I keep getting an even worse after taste. I hope next set they do a Squire cycle so I know at least this isn't the worse cycle printed ever.

Grade: D-. Still bad no matter the color that can't block it. Even if it is somewhat anti-Blue and you get excited for some reason.

Rosheen Meanderer - 3(R/G)
Legendary Creature - Giant Shaman (R)
T: Add 4 to your mana pool. Spend this mana only on costs that contain X.
4/4

I guess this is good right? Yea it is good. It's not great, but it's not bad either. Situational good it is, draft good a wee bit as well since it's 4/4 for a mere four. How's that for expert opinion - not good, yet not bad.

Grade: C. So perfectly ho-hum.

Runes of the Deus - 4(R/G)
Enchantment - Aura (C)
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has double strike.
As long as enchanted creature is green, it gets +1/+1 and has trample.

"The God's Raiment" Cycle. It's very high cost, but it's also extremely powerful. I'm torn as to whether or not I'd actually play this. In a draft, if I'm Red-Green it's a no brainer as the trample or double strike sides alone are worth it, together it's straight ridiculous. Outside of draft, this may be too much to really play.

Grade: C+. Color limited and a bit costly, although it does have a pretty big impact.

Scuzzback Marauders - 4(R/G)
Creature - Goblin Warrior (C)
Trample
Persist
5/2

This is kinda alright, can swing twice for trample making it some kind of quasi-ball lightning. I'd rate the damage potential at around five as well as taking down a creature or two as well. Another must-pick for drafting in Red or Green. Outside of drafting, it has decent usage in Red-Green Decks, but probably no more than two count. Great for breaking up any stalemate that drops or powering thru a wall.

Grade: B-. A little costly, but has some good potential, especially as a common. Pauper players take note.

Scuzzback Scrapper - (R/G)
Creature - Goblin Warrior (C)
Wither
1/1

At first I thought, what a waste. Then I remembered something....Boros Recruit and how well it did. The question is can a 1/1 with Wither do better than Boros Recruit, and as far as Goblins, can it replace Mogg Fanatic? The short answer is it can't. In the one drop battles, Boros Recruit only really loses to Isamaru and Kird Ape. Mogg Fanatic trades Isamaru, but Kird Ape survives. Scuzzback Scrapper doesn't kill either as well, but leaves both smaller. So Scuzzback is better than Boros strictly when it goes off to die, however Boros kills all X/1's with impunity ensuring he wins, not merely trades most one drop battles. Mogg Fanatic behind Kird Ape is a king of one drops and Scuzzback doesn't come close to dethroning him.

Grade: C-. Not bad, but not good either. All he really does is put trade off with weaklings or punish with -1/-1 for blocking.

Tattermunge Duo - 2(R/G)
Creature - Goblin Warrior Shaman (C)
Whenever you play a red spell, Tattermunge Duo gets +1/+1 until end of turn.
Whenever you play a green spell, Tattermunge Duo gains forestwalk until end of turn.
2/3

"The Dynamic Duo" Cycle. As with all the Duos, I find this severely lacking. It's probably the best of the worst, but still not that great. At its best it's a 3/4 forestwalker for three. I'd rather play Mirri, Cat Warrior to be honest and always have a 2/3 forestwalker.

Grade: D+. Somewhat useful in a draft, but not really worth anything but a last or next to last pick.

Tattermunge Maniac - (R/G)
Creature - Goblin Warrior (U)
Tattermunge Maniac attacks each turn if able.
2/1

Along with some of the sweetest artwork in the set, we get an uncommon version of Savannah Lions. This guy will see play from Drafts to Standard to Extended all the way to Vintage. 2/1 Goblin for one...yeah, who cares if he has to attack each turn...have you ever seen a Goblin player not attack?

Grade: A+. Another top 10 card and it's an uncommon.

Tattermunge Witch - 1(R/G)
Creature - Goblin Shaman (U)
RG: Each blocked creature gets +1/+0 and gains trample until end of turn.
2/1

"The Dastardly Witches" Cycle. This little bugger will see play when Red Green comes back in a fierce storm. The sheer speed of the Shadowmoor Goblins has to reignite it. I mean you have 3/3's for three, 2/1's for one, and now you have a Trample enabler who boosts all blocked creatures for a mere two mana. By no means a chase uncommon (if such a thing could exist), but by no ones a sneezer, this guy is great for tearing down any road blocks in the way of a color combination that just can't take the time to stop.

Grade: A-. Simple yet powerful.

Valleymaker - 5(R/G)
Creature - Giant Shaman (R)
T, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.
T, Sacrifice a Forest: Add GGG to target player's mana pool.
5/5

A long time ago I used to unleash turn two deaths with a little card called Orcish Lumberjack. This card reminds me of the Lumberjack, but waaaaay too late. If you have six mana you shouldn't need a Valleymaker to make three more, nor is doing three damage to keyword "a creature" that important at that stage of the game.

Grade: D. Crap rare. Calling it. Let me know when its errata'd to "3 damage to target creature or player."

Vexing Shusher - (R/G)(R/G)
Creature - Goblin Shaman (R)
Vexing Shusher can't be countered by spells or abilities.
(R/G): Target spell can't be countered by spells or abilities.
2/2

I just crapped myself. Literally. I'll be back.

Okay sorry, it was a false alarm, that was my jaw I felt sliding into the back of my pants. This is ridiculous; expect to pay in the excess of $40 for a play-set of these. If you pull one in a draft you just paid for the entire thing and then some. This is the chase rare. Great in Standard, great in Extended, great in Vintage. The only place it's ho-hum is in Drafts where counters aren't that great.

My one question, why did Goblins need this? I mean they're too fast for control players anyway. Regardless, I've seen three major boosts to the Goblin tribe in this set and it's quite possible for it to overrun extended soon. Especially when Dr. Teeth rotates out. Why am I talking just Goblin...this is the ultimate in Red Green sideboard staple as well now...

Grade: A++++++++++++++. Top card of the set thus far.

Wort, the Raidmother - 4(R/G)(R/G)
Legendary Creature - Goblin Shaman (R)
When Wort, the Raidmother comes into play, put two 1/1 red and green Goblin Warrior creature tokens into play.
Each red or green instant or sorcery spell you play has conspire (As you play the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
3/3

Too much, just too late. Sure it gives you tokens, but if you're in Red Green you should have them. Sure it's a quasi fork as well. I just don't care. It's too much for too little. I mean it's no Mirari, and I'm not too impressed.

Grade: D. Crap Rare. Too much cost, effect too wonky. Conspire hasn't impressed me at all. Maybe I'm wrong, I doubt it.

Shadowmoor: Green-White Hybrid Cards

Barkshell Blessing - (W/G)
Instant (C)
Target creature gets +2/+2 until end of turn.
Conspire

A double 66% strength Giant Growth - I'll pass. Even if I can conspire to make it +4/+4. Why? Because again conspire fails to realize that you lose all potential growth by tapping two creatures...even if those two creatures were 1/1's you'd get no net gain for tapping because now you can't attack with them meaning you lose two total damage to get two more. Sure it's not a direct translation, but you get the point. Conspire needs to be on better cards.

Grade: D. I hate conspire, unless it's making 4/4 Giants.

Dawnglow Infusion - X(G/W)
Sorcery (U)
You gain X life.
You gain two times X life instead if GW was spent to play Dawnglow Infusion.

"The Neo-Entwine Cycle". Are you snerious? Double Stream of Life? I thought Egon said crossing the streams was bad. Oh well, call me Venkman, cause I don't understand it at all, but I like it.

Grade: B. Nothing like doubling down on life, Stream of Life might I interest you to the bench, make nice, you'll be seeing lots of each other.

Elvish Hexhunter - (G/W)
Creature - Elf Shaman (C)
G/W,T, Sacrifice Elvish Hexhunter: Destroy target enchantment.
1/1

Did they really run out of ideas for this one? I mean it's a White or Green Elvish Lyricist. I guess that makes it strictly better. Not that anyone ever played him regardless. Oh yeah besides versatality it's been made common, meaning it's easier to get. So yea, Lyricist you just got smacked down.

Grade: C-. Bye, bye Elvish Lyricist. Join Stream of Life on the bench.

Fracturing Gust - 2(G/W)(G/W)(G/W)
Instant (R)
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.

Finally a Green White card that isn't merely a copy of an existing card made totally better, and totally outclassing the previous version. Oh what? You mean this is Purify, in Green or White? And it gains you life? Sigh.....

Grade: B. Purify joins the bench. Who is next to join the benched team?

Heartmender - 2(G/W)(G/W)
Creature - Elemental (R)
At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.
Persist
2/2

What the crap is this? I thought this was an evil set. Why is Green White all fluffy wuffy? Why not call it Sin Eater? They do the same thing except this one is not cuddly wuddly sounding. I mean this has to be the cutest name of all of Magic. Anyway, this isn’t about flavor it's about ability. What's this do..well....it removes -1/-1 counters which is kinda alright, I guess it might be okay in this set. Oh it also comes back again with persist, so it has a second chance. Wait...huh persist how did that work, it gets a -1/-1 counter, which it then removes...so it's in a sense near immortal. Oh dear! It's the Highlander, if the Highlander hugged bunnies.

Grade: C-. Even for a semi-immortal it's kind of not good. Although I'm sure I'll now lose to a Heartmender / Wrath of God / Persist deck. Unless I build it first...<pyramid of power hands>.

Kitchen Finks - 1(G/W)(G/W)
Creature - Ouphe (U)
When Kitchen Finks comes into play, you gain 2 life.
Persist
3/2

Okay this one is a winner. Finally a truly new card that is good in Green/White. What makes this good? Well it gets you four life over the course of it's two lives, and at three mana is quite handy in a 3/2 body for beating. The Green means it can go in the Red/Green aggro I'm talking about, the White means it could be full-fledged Zoo.

Grade: B. Good three drop beater and life gainer. It's no Loxodon Heiarch though.

Medicine Bearer - 1(G/W)
Creature - Elf Cleric (C)
When Medicine Bearer comes into play, you may remove a counter from target permanent.
2/1

Not good. It's like Squire bad. I'll keep my Grizzly bears I think.

Grade: D-. What's up with this?

Mercy Killing - 2(G/W)
Instant (U)
Target creature's controller sacrifices it, then puts X 1/1 green and white Elf tokens into play, where X is that creature's power.

No. No. No. No. We have a card that does this. It's called Crib Swap, and it doesn't make X tokens just a single one. No I don't care that we can use this on our own creatures to make tokens as well. Just no. Seriously no. Stop it, no.

Grade: D. So many better options.

Old Ghastbark - 3(G/W)(G/W)
Creature - Treefolk Warrior (C)
3/6

Thursday 1/17/2007. Design Meeting - WotC
Mark: "Gentlemen, it's come to my attention we need a Treefolk in Shadowmoor."
Random Guy: "Why? We don't have to have Changelings too do we?"
Mark: "We'll get to that later; as such I want at least one token treefolk."
Random Guy: "How about a 3/6 that does nothing at all."
Mark: "That sounds about right, lets do it."
Guy in the back: "Wow, Mark, you have to give them what they want. First, instead of a Treefolk, lets make it a Treefolk Warrior."
Mark: "You're right, class is important, a normal Treefolk could never be 3/6. You've blown my mind."
Guy in the back: "Oh and make it evil, can't simply name it something like Ghostwillow or Ghastbark. Yea that's it, Ghastbark."
Mark: "That's cool, but it sounds like a legend. How about we add the term Old to the front."
Guy in the back: "Now you're thinking."

Grade: F. No comment. Seriously. Who was the Guy in the back? The devil of course.

Oracle of Nectars - 2(G/W)
Creature - Elf Cleric (R)
X, T: You gain X life.
2/2

"Stream of Life on a stick, did anyone order the stream of life on a stick. I got a Stream of Life for a 'Some Idiot who thinks every game should take five hours.'"
Tynion: "Yea that was me, thanks!"

Grade: B. Why is Stream of Life on a stick? Did WotC get tired of balancing cards and decide to just say make Green and White gain life, lots of it. Oh yeah, over and over again?

Oversoul of Dusk - (G/W)(G/W)(G/W)(G/W)(G/W)
Creature - Spirit Avatar (R)
Protection from blue, from black, and from red
5/5

"The God" Cycle. Yes sir, I ordered the Akroma Salad. No dressing, please, I'm on a diet. I mean what the heck? This thing is nice. A 5/5 and really no way to control it being immune to the three classic control colors. The only real hope about taking this thing down is a Crib Swap, Oblivion Ring, or another Demigod.

Grade: A. Akroma-Lite (Trademark 2008 - Cashew), same great taste, a fraction of the casting cost.

Raven's Run Dragoon - 2(G/W)(G/W)
Creature - Elf Knight (C)
Raven's Run Dragoon can't be blocked by black creatures.
3/3

"The Common Enemy Hunters" Cycle. And we get to the last of this poor poor cycle. It will not be missed.

Grade: D. Good bye, good luck, thank god.

Reknit - 1(G/W)
Instant (U)
Regenerate target permanent.

Question: If Vindicate is a good card, shouldn't its opposite be good?
Answer: No. Compare Terror to Death Ward. Transitive property of suck indicates Reknit sucks.

Grade: D-. Yay for regeneration, boo for one shots.

Rhys the Redeemed - (G/W)
Legendary Creature - Elf Warrior (R)
2(G/W), T: Put a 1/1 green and white Elf Warrior creature token into play.
4(G/W)(G/W), T: For each creature token you control, put a token into play thats a copy of that creature.
1/1

Eat that Thallid. King of the Token makers no more are we. Not only does Rhys make tokens, he multiplies them. Given enough time and six mana, Rhys could theoretically overcome the population of the world. Heck in five turns he could generate thirty-two tokens.

Grade: A-. Wonderful one drop token maker and multiplier. Kinda reminds me of Selsenya Guild, if it was on crack.

Safehold Duo - 2(G/W)
Creature - Elf Warrior Shaman (C)
Whenever you play a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you play a white spell, Safehold Duo gains vigilance until end of turn.
2/4

"The Dynamic Duo" Cycle. I think we've gone over the duo's already. They pretty much suck. Is this one any different? Nope. Still sucks.

Grade: D. D is for Duo.

Safehold Elite - 1(G/W)
Creature - Elf Scout (C)
Persist
2/2

Interesting, interesting. Grizzly Bears, let me start with you. You're benched. Safehold Elite, let me talk to you for a sec. See Grizzly Bears. He pretty much sucks too; don't get it in your head that you’re any better. You just get to suck one additional time.

Grade: C. I think I've gotten really harsh all of a sudden.

Safewright Quest - (G/W)
Sorcery (C)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.

This is pretty alright. Land fetching for one is nothing to sneeze at. Although there is much better land searching available at two, so yeah Safewright you fail.

Grade: C. Borderline bad. Into play I tell you, that's the best way to play.

Seedcradle Witch - (G/W)
Creature - Elf Shaman (U)
2GW: Target creature gets +3/+3 until end of turn. Untap that creature.
1/1

"The Dastardly Witches" Cycle. Come again...Giant Growth + Untap on a stick. At least it costs four, because if it didn't there'd be major issues with giant creatures killing things. Why is this cycle so good, yet the neo-entwine so bad. I mean this one untaps and gives +3/+3, but the entwine version can only give two +2/+2...

Grade: B+. A little expensive, but a little powerful.

Shield of the Oversoul - 2(G/W)
Enchantment - Aura (C)
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and is indestructible.
As long as enchanted creature is white, it gets +1/+1 and has flying.

"The God's Raiment" Cycle. So far I haven't been far too impressed with the "Auras Matter" cycle. However, this one is well, extremely playable across the board. Indestructible causes massive amounts of pain forcing them to basically remove or cry, and considering it's a mere three mana it can come in whenever. Add in that it gives it evasion means your silly little Watchwolf can now be a 5/5 flying unkilliable machine on turn three. Obviously that's a little impressive. Sure there are -1/-1 counters in the set, but not many that tackle a flier?

Grade: B+. Again Green/White limited lowers the grade as it halves the usability. However, this is a highly playable enchantment.

Wheel of Sun and Moon - (G/W)(G/W)
Enchantment - Aura (R)
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, reveal that card and put it on the bottom of that player's library instead.

So basically we have ourselves a graveyard hoser here, oh yeah and for you mill-fanatic's an anti-mill machine. Major question that has to be answered - does this usurp Leyline of Void outside of Standard? Simply put, no. Most decks that use the graveyard begin so almost immediately. I fear that turn two may just be a turn too late to stop a Buried Alive or Loam. It's good, but it may not be competitive enough outside of Standard. However, expect to see it on many GW sideboards and decks that can't play Leyline.

Grade: C+. Definitely not a main-deck card.

Wilt-Leaf Cavaliers - (G/W)(G/W)(G/W)
Creature - Elf Knight (U)
Vigilance
3/4

"The Triple Crown Winner" Cycle. You'll see this a lot. This looks like a great Zoo staple card. Granted it's about the same size as Watchwolf, but Vigilance means that it can help out in aggro matches against other fast aggro match ups like Goblin and Red-Green Beats. It's a no brainer to pick up in drafts and pretty good choice for just about any Green-White deck. Shame it's a Knight and not a Solider.

Grade: A-. Really hard to not trash this card, yet I'm distinctly left craving more power.

Wilt-Leaf Liege - 1(G/W)(G/W)(G/W)
Creature - Elf Knight (R)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.
4/4

"The Liege" Cycle. The last card in my set, and the last of the Liege cycle. It's pretty powerful in its own right. Being a 4/4 for four. Add in that it boosts the heck out of all your other greens and whites and he's a beauty. The cherry topping is that if your opponent makes you discard it, it flies back into play.

Grade: A. My second favorite of the Leiges. Also is the most stable at 4/4, and the Dodecapod ability is a great addition.


Whew, and now we're done. Streetz hates me for throwing him the equivalent of a triple to quadruple article in length. My hand hates me for making it type so much, and my brain hates me. I'm sure over the course of all one hundred and ten cards, the mill fanatics hate me as well as I was generally unkind to their style cards as do I'm sure many others. You know what I'm sure at least every person hates me for dissing at least one of the cards, and that's okay, because Shadowmoor is all about hate. It's about taking your neighbor and killing him and wearing his skin as a hat. So if people dislike my opinion, I did my job.

Cashew

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