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Darkness falls, good to evil. Everything changes for the worsebut wait, what's happening? Blue has been looked at as one of the most evil colors for being so controlling. What happens when Blue goes more evil? Will we be so terrified we forfeit the game once that Island hits play? Or will we sit there and laugh at how pathetic Blue has become? Join me and we'll find out together. Try to keep up; the Dusk Urchins like to come out at this time of night, and you wouldn't want to meet one in person, I assure you... We have arrived, now let's take a look at the new shade of Blue. I myself am a Blue fanatic so I am itching to get into them. Let's not waste anymore time, and delve right into it!
D Expensive and hard to get slight card advantage. No thank you.
Creature stealing is always fun; I like it even more so than the next Control player. So for five mana we get a creature. The downside: It gets progressively weaker, though that's not bad because it's easily splash-able, but watch the water and don't splash me! B+ At worst it's removing a creature, at best it's good at changing the tables on your opponent.
Another cycle, and the Blue one is a simple 1/1 flier for two, which gets an extra boost if there's another Blue creature you control. At worst, a 1/1 flier for two, at best a 2/2 flier. It's average and cheap but that's about it. C Average card, average score.
Simple effect, turns it Blue and untaps it. This could be handy for a block, or when color matters, but that doesn't seem too important. It does draw you a card as to not make it completely worthless. D I'm not seeing it as useful enough to use though.
Simple Unsummon for an extra two mana, but if it's Red or Green you put it on their library? That's not too bad; it's a decent bounce with a chance for returning it farther. B- It can be pretty handy on the right creature, and with power-creep in creatures this will be handy.
Expensive counterspell but it removes all other copies as well. Not as useful in Limited as it is in Constructed. You also get to see their deck, which is a plus if you didn't know what was in it already.
A 1/1 for one, well it's a cheap Merfolk for Merfolk shenanigans, but there are better Merfolk to use instead. Its ability isn't exactly amazing, so I see no use for it. D- Better Merfolk with better abilities, sorry Cursecatcher.
Whoa, what is this? This is rather expensive for a 2/2 body. Making all your creatures unblockable? That could end games if you have enough creatures, but it's going to be focused on the moment it hits play. Still it has potential. C+ If you can keep it alive, it'll destroy your opponent, but if you can't, you just got rid of a burn spell.
Another 1/1 for one Merfolk Wizard. WHOA, what's this? It's ability is far superior than the last one. For a simple one mana, whenever you play a Blue spell (remember, ANY Blue spell) you mill two cards. It adds up; this will see play in many a Mill deck I'm sure. A I like this guy, he screams potential.
This is one of the color matters cards in the set, and I must do the scenarios again. At worst, a 1/1 flier for four, at best it can get pretty big. If the deck has more permanents, this creature has higher potential to get bigger. B I see there will be a deck for this finisher.
Here we go, back all the way from Ravnica, it's Flow of Ideas! It's expensive card drawing; most likely you'll have six Islands out when you play it, netting you six cards. Of course, it's expensive, so it's not exactly fun to use. D I'll pass for something better, thanks anyways.
Oh, here we go; the first Blue conspire card. Draw two cards, then discard one? Only for three mana? Now here's a card drawing spell! It can be copied by tapping two Blue creatures; draw two cards, discard, draw two cards, discard. Nice. B+ THIS is card drawing.
B+ Limited loves this guy, I love this guy. Yay Krakens!
Lions, and tigers, and flying Kithkin?! Oh my! Now I've said in my last First Impressions that a 2/2 flier for three is great; this is a 2/2 flier for four. It does have a peculiar ability to knock out a flier your opponent has though. Is it worth the extra mana? It is if your opponent has fliers, but the chances of that seem less than 50%. D+ It's not horrible, but it's not good.
A weak-powered flier. It's meant to attack to untap later. Milling your opponent is nice, and that's what you do; the bright side is if you can actually play the card. Note!: This doesn't say play it without paying its mana cost. If you don't have Red mana you can't play their [Insert shiny Red card that requires Red mana here]. But you can play their lands, if you get any. B- Slight mill, and if you can play their card it's happy time!
Comes into play as a 1/1 for three. Get it tapped, and the shenanigans may begin! It'll become a 2/2, then later a 3/3. Also, its ability lets you move ANY counters. Eat your heart out Simic Guildmage... wait, you probably don't have a heart and evolved... ewww.... A Moving counters is fun; moving any counters? You got yourself a deal!
What's this? Flying Merfolk? I knew it would happen one day. Free Willy! Wait... that's not Willy! Ahhhh! Is he gone? Okay, well a nice aggressive Merfolk Soldier who attacks with flying and untaps to block the smaller creatures. It's great for five mana. B Merfolk Soldiers are tough; flying Merfolk Soldiers... scare me.
Another day, another Solider with a 2/2 body for three. It pumps toughness so you might be leaving him to block. Blockers don't win games! As the saying goes, somehow... I think? Not sure.
When color matters, this guy is your friend. Flash is very nice for a chump block or surprise creature for next turn. Changing any permanent into a color can be useful in this set but I still don't think it's that useful. C Flash was what raised the grade this high, a 2/1 for three is minimal, as the ability seems to be.
This is interesting. Exchanging control of permanents every upkeep. Not sure how this is helpful or usable. Well, I'm not sure what to say on it.... D Not sure, but it doesn't seem useful in my eyes.
Oh here we go, a decent cost for a counterspell. It lets you shuffle up to one card back from your graveyard, which is always a nice thing. You can even target a second Put Away and shuffle that back and continue! B Returning cards back is great.
Persist, it's rather annoying. So when any permanent is put into PLAY from a graveyard, draw a card. So when you get some persist creature returning you get to draw. When a spell is played from a graveyard, draw a card. Not too bad, and with a 3/3 body it'll become a 2/2 when it persists back. B Card drawing is useful, and this will help fight persist.
Time walk? Is that really... no, of course not. This isn't as bad as some might think. You get to draw, and get an upkeep. You get to attack, and do other shenanigans. With cards/creatures that untap other things, it might as well be a Time Walk! Very useful with the right cards. A I see them making good use of this new extra turn spell.
It might help you with creatures that like tapping, or that use -1/-1 counters.
A relatively cheap counter, this looks like Mana Leak. Is it as good as Mana Leak though? You'll need three Blue permanents just for it to be a Mana Leak. C Cheap, but need Blue permanents to be effective.
That's one way to abuse card drawing, but this seems to overdo it. Well you do draw two every turn just like Phyrexian Arena, but this is heavy-costed, heavy-Blue. Although it works on every card you draw, it's still expensive. D Nice effect, but too expensive.
A 6/4 for five is not bad, if you're Streetbreaker Wurm. This requires the opponent to have a Blue permanent, and the chances of that aren't that high on average. A nice blocker sure, but for the last time someone, somewhere said blockers don't win games. D- I say good day sir, good day!
An odd curve, almost half good, almost half bad, some in the middle and a select few amazing. Blue has some real winners here, and some real losers. I expected more from Blue and hope Eventide fixes this problem. Blue still seems like an evil color to fear, let's hope that doesn't change anytime soon. Until then, I will see you in Eventide. L out.
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