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Does Shadowmoor live up to the hype from the Rumor Mill? Is this what Magic has been missing for oh so long? Black is the color of endless night and Shadowmoor is its plane of existence. This set has been looked forward to by the Guild for quite a while now and expect no stone unturned from my views.
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Grade: A — What’s not to like?
Another common cycle, the Cohorts are common creatures that get a +1/+1 boost when another creature of that color is with you. This one specifically costs six mana for a possible 5/4 size. I know Wizards can’t always put out the biggest and best, but personally I feel a little let down by this one in comparison to the others. Grade: C — They could have lowered the cost by one or two mana to make me feel better.
Another cycle for Shadowmoor is monocolor hybrid cycle which Beseech the Queen is a part of. Mark Rosewater created the idea of hybrids and thus moved it one more step with monocolor hybrids; the good side being that they're easier to play amongst the colors if you’re willing to pay the costs. In its home color it’s a powerhouse which allows land fetching and almost anything in between if you have the lands. Outside its home color it’s a late game tutor at a cost of six. Grade: A in Black — It’s a good card in its own color, outside its own it’s a bit of a harder to use. (Well, Green might be able to make use of it with acceleration.)
Grade B — It’s a card. Outside that point it’s a nice idea, but might be a bit harder to utilize at its best.
Skeleton, huh? Regenerate, yeah that makes sense. Wither, that’s nice. 1/1 body, well considering the regenerate and wither at that cost in common it’s nicely balanced, just not anything to really write home about. Grade: D — It does its job, and nothing more.
I wish it costed less, but it’s really a good balanced card. Its ability is still at instant speed, but not abuse-able on someone else’s turn. The nice part is the untap ability by weakening itself. Now in a quick move to really mess up your opponent’s tempo you can have this guy trigger twice and have him at 2/1. The real key to making him great is finding a way to move those off of him. Grade: B — Already established discard decks might not use him, but newer discard decks might find a way to make him work.
Yes. This is what a really really good cycle looks like. The uncommon Mentor cycle brings a powerful ability to all creatures you control of a color; in Black’s case it’s wither. Anyone still running a Mono-Black Aggro deck will enjoy adding this man in. Making the battle one of Attrition is more than enough to have Black find a way to 20 damage. If you don’t get the picture, go and look at this card, then look at say Spirit of the Night, Lord of the Pit, or Scion of Darkness. Grade: B+ — Yeah, not an A card, but it’s very useful nonetheless.
Reprint, but this time in uncommon. For a long time Corrupt was my personal choice in Black Burn in which Consume Spirit (or Drain Life) replaced for a long time. Still for six mana you get a massive drain life on the opponent, and with Urborg, Tomb of Yawgmoth Corrupt basically becomes a nice card for all colors and all decks. Corrupt is also a part of a mono-color cycle of “Land Matters” in this set.
“Groups” uncommon cycle; these creatures usually have a variable power/toughness based on their color alignment on your side of the board. Like Nightmare, though these “Groups” are at a lower cost, so they are able to really fight the tide of battle if you push it. Grade C — Variable P/T in a set of -1/-1 counters; think about that for a moment.
Might as well be a reprint of Raise Dead. Personally conspire is a nice idea, but only if you have the time and defense to tap down two of your own. Not a lot of mono-Black cards I’ve seen have the new Q symbol.
First thing, notice that it’s three mana for a 4/3 which is nice, but its drawback is that any combat hurts it. Although the bonus for that type of drawback is some draw power out of it. So it’s a nice chump block against things with wither. Second, it’s an Ouphe! Grade: B — It’s an Ouphe!
I like the fact it’s a three-cost flying creature with a good body in Black. Its ability is not what I would consider normal (discard instead of sacrifice) so on the battlefield it's just a 2/2 body with flying, while in your hand it’s a double Cremate, which you can at an instant speed get rid of two persist creatures hitting the grave. Grade: B+ — Situational at best, but it hoses all the graveyard mechanics seen.
Huh… five mana regenerate-able creature destruction and possible tempo loss if the creature was of an enemy color. (Black’s enemies are Green and White.) Personally five mana is just a bit steep for my taste, but with the possible discard it becomes worth it. Note: Part of a cycle of color hate, the mono-color Haters are sorceries which like Gloomlance have an added effect if their target was one of those colors, while the multicolor Haters can't be blocked by their enemy color. Grade: A- — I like the card, and it could be worthy of decklists, but personally if it was at four mana, I would love this card.
Win more? Seriously in a really good discard deck this guy just clinches the win condition. Sure seven mana does seem like a lot, but when you can stall them out for four turns at least then this will really work him out. Big enough to take anything Green can dish out quickly enough.
Four mana for a 2/2 body and discard when untaps, so attack with it and its buddy Abyssal Nocturnus. Not much to say about this card, it’s well balanced considering the rest of Magic. Grade: B — Already established discard decks might not use him, but newer discard decks might find a way to make him work.
The beauty of this card is the fact that it’ll stop persist in its tracks, boost wither’s attrition on a creature, and most likely send at least one, maybe two creatures to the graveyard to never return. A five mana spell at sorcery speed that could kill three creatures is a beautiful happenstance. Also on the flip side those -1/-1 counters can be used to help you so you can target maybe that Grim Poppet of yours and other creatures that get effects from removing -1/-1 counters from themselves. Grade: A — So many good choices for this card's use on either side of the field.
Four mana for a small body, but built-in pump; at common this still feels like a ripoff card. Grade: D — Would have been cooler as a Shade.
Yes. Once again one of the few really really powerful cards out of the set. For six mana you get a 5/5 wither-powered body that just pains everything that isn’t its color. Grade A+ — Yes, there will be many a swarm deck that will love to hate this thing.
The nice part about this is those rats are fantastic sacrifice fodder; everyone spends some life to get them, and multiplayer battles in particular will see lots of Rats and lots of life loss. Combine this with Choice of Damnations to really make them feel that they're in a lose-lose situation. Grade: B+ — Rat Tribal is still out there, this just makes it so much more fun.
HA! Take that Vinelasher Kudzu! (What? It’s my first thought.) Five mana is steep considering Vinelasher is only two mana. Polluted Bonds is a control card without a doubt, but add this into any Red/Black Land Destruction deck for increased power. Besides that it’s good in sacrifical Black where you need that extra bit of life to keep things going and keep your opponent under your finger.
Cliques tend to be groups of Fae, normally Faeries. It’s possible to have a Clique of Dryads, but they prefer the term Chorus. Anyways, for five mana you get a 3/2 flying persistent body that when it comes into play it just steals your opponent’s dead, which is nice since they might not be able to defend against something like themselves. Grade: A- — 'Tis a good card, but it needs to have a good set up for it to be really killer.
Black Fling? Personally I like it, considering I’ll hold it off until second main phase before throwing a creature at them and gain some life off of it. That Spirit that I want to be a Shade could make something really nice happen in the late game. Grade: B — It’s a nice card, but needs that set up of being able to toss a good creature.
The effective base for all wither creatures is Sickle Ripper. Although personally not much to talk about besides that, for the common slot some people might be happy to get a playset or two of these guys just to show off to their friends who don’t have internet and have been living under a rock for the past few days. Grade: C+ — Maybe a B-, but really he’s nothing to write home about, and isn’t much of a card to begin with. Actually, it’s art that's awesome, but most of Shadowmoor’s art is.
Initate cycle of commons have the nearly reprinted effects of Ivory Cup et al, where if you play a spell of its color and pay a generic mana, you get some type of neat effect. Grade: B- — I didn’t like Ivory Cup et al. But these are a bit better than those too.
Strictly worse than the other discards in either class; first class there is Coercion which is targeted discard and non-targeted discard like Mind Rot. Both Coercion and Mind Rot are Sorceries, both common in recent base sets and both costing 2B, so where on earth does Wizards get the idea of four mana for this guy? Just the choice facter? Now if it was with entwine I could understand, but without? Really? Grade: A — Hey, it’s still good discard at common.
Torture, like Corrupt, is an old friend of mine. I’m glad to see it return in Shadowmoor and nonetheless just as appropriate to the theme. Those who haven’t seen this card before, play it. Yes, it’s costly to make those -1/-1 counters, but believe me, run this in the “I like -1/-1 counters” deck; you won’t be disappointed.
Yes, four please. Final Punishment as an enchantment would look like this. The Reflections cycle takes what each color does well and really gives it a push to extremes. Thought Reflection does cards, Mana Reflection does mana, Rage Reflection does double strike, and you know, I can never seem to remember what White does well except annoy me. Oh yes, quite, Boon Reflection doubles life gain. Grade: Four Please B+ — I mean yeah it’s the cost that holds it back, but heaven help your opponent if you get two of them out there. Cycles; ok just in Black I’ve named off ten cycles, eleven if you want to call half of the conspire "cycle" a cycle. So that’s 50 to 55 cards out of 300+ dedicated to cycles. Considering those are just the Monocolor cycles really it’s about 50 cards out of 127 that are cycles almost half. Wizards of the Coast, if you are in some type of trouble trying to find good designers, feel free to look me up, seriously I’m not hard to find, my E-mail is right at the bottom of this article, I’ll make sure of it. Shadowmoor—or as some MDV members are reporting, Cyclemoor—I feel that although there is only 27 mono-Black cards in this set it covers a lot of new ground and opens up a lot of new design space for amateur designers worldwide. Personally I like Shadowmoor even with its cycles because it’s the cards that are out of context that make it worth while. Plus some of the cycles are really nice. This is Michael Zeora, back off to the æther with me. For those off of MDV who wish to contact me you can submit comments and suggestions for more articles to me at: Michael_Zeora@yahoo.com.
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