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MDV Featured Article - First Impressions: Alara Reborn - Jund. - by Coldstone(CS) & Hooah_Pepper(HP) - posted 5/7/9 - discuss here

CS: Jund. The land of Goblins, Berserkers, and things that eat both. Jund's my favorite aggressive shard, thanks to its hasty creatures and removal effects. Looking at the cards Alara Reborn has introduced us to, I must say my love of the shard hasn't changed. So, what're we waiting for? Let's dive right in!

HP: In general I don't like gold cards at all. As a result, I cried, "Fail!" probably louder than anyone else. I believe that my dislike of gold cards stems all the way back to The Dark and Legends, which is when the concept was introduced. My first impression of gold cards came from Jedit Ojanen and Scarwood Goblins, which were overcosted and hard to play even by the standards of the day. 

I missed everything from Mercadian Masques through Planar Chaos and therefore have little to no familiarity with the multicolor blocks of Invasion and Ravnica, and the mana fixing that came with them. Despite liking a couple gold cards from this block, my skepticism was in full swing as I started reviewing the spoiled cards every day. I often found myself liking the new cards, their power level, and their flavor. I’d like to share my thoughts on the Jund, BG, and WU cards from Alara Reborn, many of which helped change my overall opinion of the set.

Why is this article reviewing cards that don't fit in this Shard?
Alara Reborn's all-multicolor Shard-blending theme made sorting the cards into separate First Impressions articles very difficult. The allied color pairs were particularly ambiguous. For example, the White and Blue card Ethercaste Knight: Is it Bant? Is it Esper? Besper? Do we make an entirely separate article that is only White-Blue?

When we decided it was best to go with a one-Shard-per-article structure, we realized that the allied color pairs could not be defined by a single Shard which includes those colors, but they could be defined by the Shard which contains neither of those colors. For example, the White-Blue cards will be reviewed in the same article as their polar opposites, the Black-Red-Green cards of Jund and their associated Black-Green enemy color pair. In this way, each article reviews "Shard Ally" cards that belong in that shard and "Shard Enemy" cards that are diametrically opposed to that Shard.  ~Drathro~
Alara Reborn: Jund ...  Black - Red - Green

Dragon Appeasement 3BRG
Enchantment
Skip your draw step.
Whenever you sacrifice a creature, you may draw a card.
(Rare)

HP: This card is Jund through and through, and I like its flavor. The problem is that you need a steady source of creatures AND a way to sac them. It encourages you to overextend, and one good board sweeper means you won’t be drawing anymore cards. Recycle and Null Profusion are both in color and do the same job better.
Grade: D (Because it has good flavor)

CS: A very nice little Casual card here that shines, of course, with the giant Devour dragons of the block. Of course, you can use any Devour creature with this enchantment, it's just fun flavor wise to use a Dragon. Sadly, this isn't costed accurately enough to consider or tournament Standard, and given you're skipping your Draw Step, you'd need a very stable hand to not get screwed over by that little clause.
Grade: D+

Jund Sojourners BRG
Creature - Viashino Shaman
When you cycle Jund Sojourners or it's put into a graveyard from play, you may have it deal 1 damage to target creature or player.
Cycling {2}{R} ({2}{R}, Discard this card: Draw a card.)
3/2
(Common)

CS: The whole cycle of these guys are great for Limited, and the Jund version is no different. Any uncounterable burn effect can make all the difference in that format, and adding card advantage on top of it is a double plus. Of course, there are much better burn cards or tournament Standard, but then again, that's not the format this was really meant for. A 3/2 for 3 isn't too bad either, and being a Viashino, he's got pretty nifty artwork.
Grade: C+

HP: This guy may have been intended for Limited, but I doubt I would pick him very high in a pack. A 3/2 for three different colors isn’t worth the effort. The bonus of being able to cycle it and do ONE damage to something is pretty weak in this block. I would rather keep my three mana and just draw a different card to begin with. This guy will never make the cut in Constructed, thanks to Sprouting Thrinax.
Grade: D(ull)

Karrthus, Tyrant of Jund 4BRG
Legendary Creature - Dragon
Flying, haste
When Karrthus, Tyrant of Jund comes into play, gain control of all Dragons, then untap all Dragons.
Other Dragon creatures you control have haste.
7/7
(Mythic Rare)

HP: Not being a fan of Dragons and never playing against anyone with Dragons, other than the occasional Sarkhan Vol gang, this card's ability does nothing for me. A 7/7 flying hasty guy is nothing to sneeze at though. In the end, I’d rather pay one more mana for Hellkite Overlord, but this guy isn’t horrible.
Grade: C+

CS: Karrthus is a very nice, big, hasty dragon. Pretty fun Limited bomb to sit at the top of your curve, and if you can somehow take advantage of either of his two abilities, then so much the better. His lack of trample, though, is what keeps his shenanigans to a minimum, as he won't be able to really punch through any creatures able to chump him.
Karrthus's best format is most likely going to stay at Casual, as you can build specifically around him, and he fits in perfectly with Dragon Tribal.
Grade: C+

Lavalanche XBRG
Sorcery
Lavalanche deals X damage to target player and each creature he or she controls.
(Rare)

CS: I've been on the fence about this card ever since I saw it spoiled. I like it, and then I hate it. The mana cost is a bit awkward, since you instantly see this as a mono-red card, but I think I can kinda live with that since it’s virtually a one-sided Molten Disaster, which is its best part.
Once block season rolls around, I can see this getting a bit more play, but until then, there are a few better board sweepers for this shard that cost far less.
Grade: C+

HP: I like the concept but find the cost too cumbersome to actually use. It could be good in Limited if you are already playing the colors. The only other place this might see play is at a casual MFFA (multiplayer free for all) table.
Grade: C-

Madrush Cyclops 1BRG
Creature - Cyclops Warrior
Creatures you control have haste.
3/4
(Rare)

HP: I’m not really sure why this guy is green, but this guy is something that I’ve wanted for a while. I can’t tell you how many times I would’ve won a game if only my Mycoloth or his tokens had haste. His casting cost is one higher than I would like, but beggars can’t be choosers. Hasty green beats FTW!
Grade: B

CS: This guy I really like. Nice P/T (power and toughness), and a great lord effect for your other dudes (as well as for himself). Limited wise, he's a huge bomb and definitely warrants playing.
I think the one trouble with Madrush in Standard is going to be trying to find a deck and a slot for him in Jund aggro/ramp builds.
Grade: B

Giant Ambush Beetle 3(B/G)R
Creature - Insect
Haste
When Giant Ambush Beetle comes into play, you may have target creature block it this turn if able.
4/3
(Uncommon)

CS: Eh... very unimaginative name, but a decent Limited guy. Four-power should kill at least something your opponent controls, barring combat trick shenanigans. Constructed wise this is a no-no.
Grade: C

HP: I disagree; I think this guy has a great name. I do agree that he’ll be very useful in Limited and not played in Constructed, since Flame Javelin will do the same thing for the same cost or cheaper.
Grade: C

Jund Hackblade (B/G)R
Creature - Goblin Berserker
As long as you control another multicolored permanent, Jund Hackblade gets +1/+1 and has haste.
2/1
(Common)

HP: This guy will be a beast in Limited formats and might have a home in a Constructed deck or two. A 3/2 haste for two is always good, but the requirements for him to be so on turn two are a little difficult to fulfill.
Grade: C+

CS: This guy is, I think, my third favorite one of the cycle. A hasted 3/2 for two is definitely worth playing in Limited, even more so given that you'll have him be a 3/2 more than half the time. Constructed wise I'm really on the fence with him, as he's usually sub par there.
Grade: C

Sangrite Backlash (B/G)R
Enchantment - Aura
Enchant creature Enchanted creature gets +3/-3.
(Common)

CS: Well... I think this has two uses. One, as a sorcery speed Nameless Inversion, and two, on a creature you intend to not stay in play for very long, i.e. Blitz Hellion or Hell's Thunder. Other than those, I don't see any real use for this.
Grade: D

HP: I think you hit pretty close to the mark, but you could also put it on an indestructible creature with enough toughness to live. This is great for Limited, as you can always use more removal, and the option to make your own guy bigger for the win is very useful. You can also combine it with other tricks like Soul’s Fire and Fling. The more I look at it the more I like it. I may actually find a home for this thing in my Jund deck. On second thought, I probably won’t just because it’s not instant speed.
Grade: C

Alara Reborn: Black-Green

Lord of Extinction 3BG
Creature - Elemental
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
*/*
(Mythic Rare)

HP: WHAT WHAT WHAT?!? Power and toughness equal to the number of cards in ALL graveyards for five and not Legendary? Yeah that’s what it says. I remember when the original Lhurgoyf was going for $10 and this guy laughs at the ancient Goyf. On second thought, this guy won’t be that good. I mean, black doesn’t have any really good ways to put things in the graveyard, and Dredge decks won’t be able to find a place for him. If only my Rock deck could support Hymn to Tourach and other discard spells. Who am I kidding? This guy is just plain sick.
Grade: A+

CS: A potentially VERY big dude. I so wished this guy had some form of natural evasion, as he'd be the epitome of "threat". There's a bunch of ways to make this guy have evasion in Limited, though, so it’s just a matter of scooping up on of those ways.
Constructed wise... well, the one problem with a creature like this is a little white instant called Path To Exile.
Grade: B-

Maelstrom Pulse 1BG
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.
(Rare)

CS: Undeniably the hottest card in the set. Pulse could've been a mythic rare, as popular as it is right now. This is as close to Vindicate as I think we're ever going to get in Standard. One could even argue it’s just a little bit better than its cousin. This is going to be a staple removal spell for these colors for some time. Three mana to get rid of all of a specific token creature, multiple copies of troublesome things like Figure of Destiny and Oblivion Ring, and even planeswalkers is a thing of beauty. Despite being a sorcery, this is still a top notch card.
Grade: A+

HP: I concur. Making it Mythic would have gone against WotCs policy of making Mythics flavorful and not the absolute best card in the set. This is about as good as you can get without making a card straight up broken.
Grade: A+

Marrow Chomper 3BG
Creature - Zombie Lizard
Devour 2 (As this comes into play, you may sacrifice any number of creatures. This creature comes into play with twice that many +1/+1 counters on it.)
When Marrow Chomper comes into play, you gain 2 life for each creature it devoured.
3/3
(Uncommon)

HP: You can’t beat a Zombie Lizard. This guy is just what my MFFA Jund deck needed. Lose gobo tokens, gain life, and get a huge creature. This card has “Win” written all over it, especially when combined with a Mycoloth and given haste thanks to Madrush Cyclops.
Grade: A

CS: Well, this guy's not too bad for what he does. Devour 1 would've made it just your average guy with a decent life gain tacked onto it. Devour 2 makes him a bit of a threat, at least a 5/5 should you only get to eat one other creature. Still primarily a Limited creature, mind you, but should you wish to try out a Dragon's Appeasement deck for Casual, he would also fit nicely into that.
Grade: C+

Morbid Bloom 4BG
Sorcery
Remove target creature card in a graveyard from the game, then put X 1/1 green Saproling creature tokens into play, where X is the removed card's toughness.
(Uncommon)

CS: Eh, this I'm really on the fence about. It all really depends on the graveyard state by the time you're up to six mana. Most creatures in the set have an average 3 or 4 toughness, so in that case, its 4BG to put four Saprolings into play. Not God awful, but not the best either. Nice artwork, though.
Grade: C-

HP: If you get lucky, you might be able to hit a Dragon with six or seven toughness, but most of the time it will play out exactly how you said. If this were an instant it might be playable. I may play it in Limited occasionally as it’s always nice to have more creatures, but six mana is a pretty high cost.
Grade: D+

Putrid Leech BG
Creature - Zombie Leech
Pay 2 life: Putrid Leech gets +2/+2 until end of turn. Play this ability only once each turn.
2/2
(Common)

HP: Another very solid card that helped change my opinion of this all gold set. The fact that his ability doesn’t cost mana is priceless. You’re tapped out and your opponent has a Woolly Thoctar coming your way. Pay two life and trade. In Black/Green Suicide this guy will win games. Another two drop that can swing for four on the third turn is amazing, and it’s common! This Leech won’t have a home in every deck, but in the right one he is beyond amazing.
Grade: B+

CS: This guy's very solid across all formats, a virtual 4/4 for two. Nothing to really complain about here.
Grade: A

Alara Reborn: White-Blue

Ardent Plea 1WU
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Cascade (When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.)
(Uncommon)

CS: This is better suited for Constructed. I tried running this in Limited, and I rarely hit anything I wanted to play with the cascade part of it (I think the one time I played it, I hit a Terminate with nothing to target). Having exalted is just a nice little bonus should you actually do it. In a weenie rush version of Bant though, this would probably be a nice little star.
Grade: C

HP: This is one of the best cards with cascade. In the right deck it reads: “Exalted. Search your library for a Meddling Mage, Path to Exile, and Akrasan Squire. Pick one at random and play that card for free!” You’re probably right about its usefulness in Limited.
Grade: C

Aven Mimeomancer 1WU
Creature - Bird Wizard
Flying
At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature is 3/1 and has flying as long as it has a feather counter on it.
3/1
(Rare)

HP: I like it. The biggest downside is the fragile body. This guy can make your tokens bigger or allow you to kill off all your opponents giant beat sticks with help from a pinger like Prodigal Sorcerer. On top of all that, he still has a very suitable casting cost.
Grade: B-

CS: I like this guy for Limited, where cheap removal spells are a lot less frequent. Make all of your opponents' guys small and fragile, or lift a lot of your own fragile guys into the air to swing overhead. That being said though, he IS a 3/1, and just about anything can shut off your plan before you can really kick it too far off the ground. A fun creature, just fragile.
Grade: B-

Ethercaste Knight WU
Artifact Creature - Human Knight
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
1/3
(Common)

CS: To be honest, it’s hard to see this guy making the cut for Constructed. I really wanted him to, since he just looks so darned cool, but another guy in the same cmc (converted mana cost) slot beats him out (i.e. Sigiled Paladin) Limited-wise he's a bit of a pain, as that 3 toughness can hold off a few of the early 1/1 and 2/1 weenies your opponent might try to come at you with. Having exalted also enables YOUR early weenies to come over the top of theirs. Pretty solid here.
Grade: C+

HP: You're right, he's not bad, but he does have some competition. Like you said, Sigiled Paladin is a beast with first strike and beats any incoming critter with two or less toughness, and Meddling Mage has the exact same cmc and a bit more of a upside.
Grade: C

Ethersworn Shieldmage 1WU
Artifact Creature - Vedalken Wizard
Flash
When Ethersworn Shieldmage comes into play, prevent all damage that would be dealt to artifact creatures this turn.
2/2
(Common)

HP: I love combat tricks, and in the right deck this is much better than Holy Day. Flash this joker in to help gang block threats that would otherwise destroy you or your artifact army, and when the dust settles, you come out on top. Just like Putrid Leech this card only has a home in certain decks, but in those decks it can save the day.
Grade: B

CS: Hmm... if there was a competitive Esper aggro deck in Standard, this would fit right in nicely. But there isn't, so while this guy's not bad at all, he has no home. An all-star though if you can manage to build such a deck in Limited, however.
Grade: C+

Fieldmist Borderpost 1WU
Artifact
You may pay {1} and return a basic land you control to its owner's hand rather than pay Fieldmist Borderpost's mana cost.
Fieldmist Borderpost comes into play tapped.
{T}: Add {W} or {U} to your mana pool.
(Common)

CS: Okay, a lot of people have mixed feelings with the Borderpost cycle. Personally, I think they're worse than the Obelisks, providing you with just a color fix, if anything. A last minute option if you didn't manage to scoop any tri-lands or panoramas.
Grade: D

HP: I’m pretty undecided about the Borderposts, but I’m leaning more towards the almost useless side. They can be OK in the right situation, but CIP (comes into play) tapped and having to pay one mana on top of returning a basic land is pretty harsh. Without any one of those drawbacks, the basic land being the biggest in my book, they could be useful. As it stands, I’m not impressed.
Grade: D

Filigree Angel 5WWU
Artifact Creature - Angel
Flying
When Filigree Angel comes into play, you gain 3 life for each artifact you control.
4/4
(Rare)

HP: Some people had complaints about the colors on this powerhouse with limited uses. I believe the Blue is warranted since most artifact creatures are Blue thanks to the Tezzeret juice that turned them into artifacts. Eight is an awful lot to pay, but with all the ways to cheat artifacts into play, you will almost never actually hard cast this. The amount of life gain possible is insane, especially when you start playing with artifact lands and other Mirrodin block shenanigans. Could be OK in an MFFA deck.
Grade: C

CS: I think if the life gain for this was two or less, this wouldn't even be close to worth it. Three per artifact is a decent enough swing in your favor to keep you out of death range. Then again, it would be if this didn't cost eight freaking mana. The 4/4 body isn't worth it, so you're just paying eight for the life gain part of her ability. If Master Transmuter wasn't in the block, I probably would rarely consider this for Casual.
Grade: C-

Glassdust Hulk 3WU
Artifact Creature - Golem
Whenever another artifact comes into play under your control, Glassdust Hulk gets +1/+1 until end of turn and is unblockable this turn.
Cycling {(w/u)} ({(w/u)}, Discard this card: Draw a card.)
3/4
(Uncommon)

CS: This guy's not bad at all. Five mana for a 4/5 unblockable creature? Sure, I'll take it. Makes Esper that much more worth drafting in Limited, and puts your opponent on a clock to find a removal spell for it or force you to block with him. Casual decks can go nuts with all sorts of shenanigans that include all manners of 0, 1 and 2 cost artifacts to make Hulk very, VERY angry.
Grade: B-

HP: This guy would be absolutely fantastic at four cmc. He still has some good uses, especially in Constructed. Esperzoa returns an artifact land or zero cost artifact every turn, so that you can drop it again and allow this guy to waltz over to your opponent unchecked and offer him a respectable four points to the dome.
Grade: B-

Meddling Mage WU
Creature - Human Wizard
As Meddling Mage comes into play, name a nonland card. The named card can't be played.
2/2
(Rare)

HP: A classic that has been wrecking games at all levels of play for years. This art is better than the original but nowhere near as good as the Judge Promo version. His... I mean HER, return is not something I am looking forward to, as even more players will now have access to this almost broken and truly meddling little mage.
Grade: A

CS: Probably the second most popular card of the set. Now, I wasn't really playing a whole lot of MTG when Meddles was ruining people's lives in its own Standard heyday, but I've already seen its impact during some free play games with my test group, and he doesn't seem to have lost any flair. It's costed cheaply, and has good stats and a potentially game-altering effect. A wee bit harder to use in Limited given its randomness, but great in the sideboard. A sideboard all-star for Constructed formats, too. Vulnerable to Fallout/Pyroclasm, but that's the same for any X/2 creature.
Grade: A

Offering to Asha 2WU
Instant
Counter target spell unless its controller pays {4}. You gain 4 life.
(Common)

CS: Well, I usually go by the mantra that most counters in Limited are good counters, and this is no exception. I can't see this in Constructed whatsoever until Cryptic Command rotates out. Most times this is essentially a hard counter, since you'll be trying to catch your opponent tapping out for a bomb or something, denying them that. Gaining four life from that is also just a great bonus. Definitely worth it in Limited.
Grade: B-

HP: I subscribe to a different mantra in Limited. Threats and versatile answers are better than counters. Gaining life is good though, and this could be alright in Limited, but I’m not completely sold. On the Constructed side of the house I’m not impressed in the least. I walk planes where every walker is so powerful that any counterspell that isn’t free or costs more than two cmc is laughed at.
Grade: D-

Sanctum Plowbeast 4WU
Artifact Creature - Beast
Defender
Plainscycling {2}, islandcycling {2} ({2}, Discard this card: Search your library for a Plains or Island card, reveal it, and put it into your hand. Then shuffle your library.)
3/6
(Common)

HP: Six for a 3/6 defender, no thanks. This could see some play in Limited simply because of its cycling ability. One upside to the cycling is that you can search for a Watery Grave, Savannah, or any of the other Island/X or Plains/X dual lands.
Grade: D

CS: You play this for the cycling. That's about it. If at ANY time you find yourself needing to hardcast this, I think you should reevaluate your deck.
Grade: D+

Shield of the Righteous WU
Artifact - Equipment
Equipped creature gets +0/+2 and has vigilance.
Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step.
Equip {2}
(Uncommon)

CS: This little number really isn't half bad. You could do some nice little Casual shenanigans with High Ground, too. In Limited, if I could support the colors, I'd absolutely consider tossing this in. Keeping a big blocker tapped for the turn could always mean the difference between victory and defeat, and of course, vigilance is always nice to give to a big dude of your own. Competitive wise, most players will just use Behemoth Sledge or Warhammer over this number.
Grade: C+

HP: Interesting. Definitely playable in Limited. Unfortunately there are a plethora of other equipment I would use in Constructed before this. On top of those that you named, Umezawa’s Jitte, Sword of Fire and Ice, and Sword of Light and Shadow jump to mind.
Grade: C+

Sovereigns of Lost Alara 4WU
Creature - Spirit
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it into play attached to that creature, then shuffle your library.
4/5
(Rare)

HP: This guy has some potential especially in MFFA games. Play this spirit, swing with your Rhox War Monk, and search your library for Steel of the Godhead, and now the monk is a 6/7 unblockable with double lifelink! Unfortunately, I think it’s a little too slow for any other format besides Limited.
Grade: C+

CS: Well, this kinda dude could be fun in a deck built strictly around him. You could even splash Red and toss in Uril, the Miststalker for a buncha shenanigans. I won't talk about competitive Standard, since I really doubt you're going to see him there. For Limited, it’s really going to depend on how many auras you can pick up that are worth taking over other picks.
Grade: C

Stormcaller's Boon 2WU
Enchantment
Sacrifice Stormcaller's Boon: Creatures you control gain flying until end of turn.
Cascade (When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.)
(Common)

CS: Not horrible for Limited, since you can set up a nice little alpha strike with your guys or prevent some damage coming overhead. Having cascade is what makes this a lot more playable (as is the case for most of the cards with the ruddy mechanic), possibly giving you another beater to come over in the air with. Constructed-wise I just feel there are much better (and cheaper) cards that can lift your dudes into the air if you really need that to happen.
Grade: C-

HP: I couldn’t have said it better myself. NEXT!
Grade: D+

Talon Trooper 1WU
Creature - Bird Scout
Flying
2/3
(Common)

HP: Not quite vanilla but still pretty average. One more power would have made me happier, seeing as how Phantom Monster was a 3/3 for 3U. Not much else to say about this one.
Grade: C

CS: Eh, what can I say? A vanilla flier you'll probably only use if you need to fill a curve. Not horribly impressive.
Grade: D

Unbender Tine 2WU
Artifact
{T}: Untap another target permanent.
(Uncommon)

CS: If it wasn't for the mana cost, I really think this could be a big staple for Esper in Limited. As it stands now, I don't know if you want to give up dropping a four cmc creature on turn four versus dropping an artifact that only UNTAPS other permanents. If it tapped and untapped, I could see this being worth it, since you could start fogging up some damage.
Not really worth it here. Just go play Icy Manipulator instead.
Grade: D

HP: Untapping things can be great, but tapping things is usually better. Again, I find myself agreeing with your overall synopsis of this card. Just a note: Icy Manipulator only taps things, but it’s still better.
Grade: D

Wall of Denial 1WU
Creature - Wall
Defender, flying, shroud
0/8
(Uncommon)

HP: This is probably my favorite wall in a long long time. In my playgroup Shroud is like gold. There are far too many Unmakes, Paths to Exile, and Oblivion Rings running around for obstacles to stay around for long. This has a big enough butt to take almost anything, and because it has shroud you can’t finish it with a shock. It’s not too often you see something that can stand up to Akroma, Angel of Wrath for three mana. On top of that, Bant likes things that can guard the home front while one beater rides off to wage war on your opponent. If only it had exalted. In Limited this thing is practically unstoppable.
Grade: B+

CS: I really like this thing. I can't tell you how hard it is to get rid of this thing in Constructed, even. Limited wise, you're really not killing this, unless you can overpower it. A great replacement for Plumeveil, once it rotates from Standard.
Grade: A


HP: As a whole, this set is much better than I expected, and that is in no small part because of many of the cards in this article. I’m very excited to see if my first impressions were accurate, as some of these cards make it into my existing Jund, Rock, Esper, and Bant decks.

CS: Well, all in all, Jund received a few nice choices for both Limited and Constructed, as did WU. Some great fun should you choose to run either, and I know that both the Timmies and Spikes in all of us will find some great applications for these cards. Thanks for reading, everyone.

You can discuss this article in the MDV forums here.
Find other articles by Coldstone here.
Find other articles by Hooah_Pepper here.
Find other articles from this series here.

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Mechanic Week: Kicking a Bad Habit - by Streetz
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Mechanic Week: Offering Up Mechanic Week. - by Dan Wright (Drathro)

 

 

 

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