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Here we are again, back for another First Impressions
article! It is I Alaster Eisaroh(AE), and this time I had the pleasure to work
with final_press (fp). Today fp and I will be looking at the new Blue cards from
Magic 2010 (AKA M10). Without further ado, I give you First Impressions: Magic
2010: Blue.
Alluring Siren 1U
Creature - Siren
{T}: Target creature an opponent controls attacks you this turn if able.
1/1
AE:
B
I mainly gave this grade because of the art alone, which is awesome. While the
effect can be useful, it seems to be really limited in this set, as Blue doesn't
have the creatures to take advantage of it.
final_press: B+
What about the beautiful combo that this card creates with newcomer Wall Of Ice?
Or how about making things attack straight into your waiting Serpent Of The
Endless Sea? Blue is a colour than can often suffer in the combat phases, but
this guy gives you control over the situation by either making your opponents
utility creatures attack or activate themselves to avoid attacking when YOU say
so, or by making them attack into an obvious trap like Wall Of Ice. Blue has
typically gone down the "tap target creature" route to force this, but I’m
already liking the possibilities this young lady offers up. With Alluring Siren,
Disorient, Mind Control and Sleep, this set has some cards that can really show
a new player how a Blue mage deals with combat. It's the same way they deal with
anything: by controlling it!
Convincing Mirage 1U
Enchantment - Aura
Enchant land
As Convincing Mirage enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
AE: D
PASS! I can't ever see myself using this card. As with Alluring Siren, this card
got a boost in grade because of its art.
final_press: C+
Phantasmal Terrain just got easier to play. This is a fairly basic and
functional card, but then that’s the ilk of card you get in core sets, so it’s
hardly a surprise. For those newer players reading this, the primary function
for this card will be playing on your opponents non-basic lands to make them far
less useful. A game can sometimes be decided by your opponents' early use of a
Dragonskull Summit to fix their colours of mana. Not so if you turn it into an
island! Yes, it's one of those less intuitive rules, but if you turn a land into
a basic land like Island or Forest, it will lose all of it's other abilities and
only be able to produce one colour of mana like a basic land would do. Not the
best spell in the world, but it's quite a creative way to mess with your
opponent, especially with 5-colour decks everywhere right now.
Disorient 3U
Instant
Target creature gets -7/-0 until end of turn.
AE: C
I personally think this card costs one mana too much, because if you compare it
to cards like Dizzy Spell and Constricting Tendrils, it just seems like too much
mana.
final_press: D
This card is just overkill. Something that has 7 attacking power is quite often
going to have the toughness to match. This type of card works much better when
its effect is lessened and its cost is lowered, to help sort out the kind of
combat Blue creatures can actually trade off in. Newer players should try to
pick up a Dizzy Spell or Stream of Unconsciousness at your local gaming shop.
Divination 2U
Sorcery
Draw two cards.
AE: F
What was wrong with Counsel of the Soratami? Was a renamed reprint really
needed? *sigh*
final_press: B
The problem with Counsel of the Soratami is that Wizards of the Coast (WotC) is
trying to make this set self-contained in terms of flavour. They don’t want
newer players to have to know or care what a ‘Soratami’ is. In most cases I
don’t understand why the changes are made, but this is one case where it really
makes sense. And a renaming shouldn’t detract from the fact that it’s a very
solid card. iIt's viable in constructed and essential in limited. Also, have you
SEEN that new artwork? Beats the pants off of Randy Gallegos’ old attempt.

Djinn of Wishes 3UU
Creature - Djinn
Flying
Djinn of Wishes enters the battlefield with three wish counters on it.
{2}{U}{U}, Remove a wish counter from Djinn of Wishes: Reveal the top card
of your library. You may play that card without paying its mana cost. If you
don't, exile it.
4/4
AE: A
Finally a real card! This is what I'm talking about. This card screams Blue. A
4/4 flier for five mana is usually the best Blue gets, but the "wish" effect is
truly blue. With some library manipulation and the low price of only four mana,
this card can get you all kinds of crazy cards like Darksteel Colossus or Cruel
Ultimatum.
final_press: A+
Both the artwork and the flavour are simply wonderful. A brilliant and
functional execution of the "3 wishes" concept fits this seamlessly into the
traditional fantasy setting of M10. Even if you’re just using him as a beat-down
(perhaps because you’re crazy?), then you get a very efficient flier. But
combine this guy with some library manipulation (come in Ponder and Sage Owl, we
have need of you), you can really hammer your opponent.
Essence Scatter 1U
Instant
Counter target creature spell.
AE: F
See Counsel of the Sora... er sorry Divination and change Counsel of the
Soratami to Remove Soul.
final_press: C+
Okay, I’m with you on this one. What was so wrong with Remove Soul? I’m tempted
to spank this naughty little card with a bad grading, but I think it’s important
that newer players who might be reading this to understand just how good this
card is. Once you get into expansion sets, there are much better alternatives,
but this is your meat-and-potatoes counterspell, simple and effective. In sets
like M10 that will mostly be used in Limited or by new players, denying someone
a creature can be enough to win you the match! For all us older players, at
least now when I’m playing Highlander (a Magic variation that allows only one of
any non-basic card in the deck), I can effectively have two copies of Remove
Soul.
Hive Mind 5U
Enchantment
Whenever a player casts an instant or sorcery spell, each other player
copies that spell. Each of those players may choose new targets for his or
her copy.
AE:
A
This card is pure multiplayer madness. It also makes counter wars confusing as
all heck. With this card in play, you'll see all kinds of crazy turns with one
spell potentially causing massive damage to the field. Also don't forget that
any instant or sorcery will copied, which means you have to be really careful in
how you use this card.
final_press: C
Six mana for this? And your opponents get to reap the benefit too? This will
require some serious build-around work to actually make the game a big crazy
mess. It's entertaining, especially in multiplayer, but if I’m gonna spend six
mana on an enchantment, I’d like something with a little more brute force behind
it. I’m sure some clever little player out there will build a deck that can
horribly abuse this just to put egg on my face (if they can do it with Chimney
Imp, they can do it with anything), but I still say it’s a messy card.
Ice Cage 1U
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't
be activated.
When enchanted creature becomes the target of a spell or ability, destroy
Ice Cage.
AE: D
Didn't we just get a multicoloured version of this card in Alara Reborn?
final_press: C+
Actually we didn’t. That card was called Crystallization, and worked quite
differently. In the grand scheme of things, I don’t see control players rushing
to get their hands on this one, but for newer players this will be a fun and
flavourful card. It’s a bit stronger than White’s staple card Pacifism, but
comes with a drawback of fragility. Good intro card, but overall not a great
one.
Illusionary Servant 1UU
Creature - Illusion
Flying
When Illusionary Servant becomes the target of a spell or ability, sacrifice
it.
3/4
AE: F
With so many cards that target, this card this is far too easy to destroy.
final_press: D+
In Limited this guy could be a handy beater. Within the scope of M10, a lot of
the cards that can target him would be killing him anyway (burn spells and
destroy effects), so he could be worth a shot. I think the "skulking" drawback
seems more off-putting than perhaps it should be. In Constructed, there are just
too many better alternatives.
Merfolk Sovereign 1UU
Creature - Merfolk
Other Merfolk creatures you control get +1/+1.
{T}: Target Merfolk creature is unblockable this turn.
2/2
AE: A
While this isn't great, it is still really good for any Merfolk Tribal deck. The
thing that really pushes this over the top for me is the art. Now, I know I
should be judging cards on their own merits, but sometimes art is just that
important.
final_press: A
A great Lord for Merfolk Tribal decks. It’s a shame that so many good Merfolk
are going to be rotating out soon; this little guy came along a little too late.
If you’re playing him within M10, the poor fella only has Merfolk Looter and
Coral Merfolk to play with. Still, it's a must-have addition to the right decks.
Mind Control 3UU
Enchantment - Aura
Enchant creature
You control enchanted creature.

AE: D
So apparently Control Magic was a bargain at four mana, so WotC adds one more
mana to it's cost, gives Blue this, and gives Lightning Bolt back to Red.
*Grumble*
final_press: C
In Standard, this card's main enchantment rivals are Captivating Glance and
Biting Tether, and I think it’s simply better than both. Just because Lightning
Bolt has been reprinted doesn’t mean Control Magic has to be. To my mind, this
is still doing the same thing, becoming a first choice meat-and-potatoes control
card for Standard.
Serpent of the Endless Sea 4U
Creature - Serpent
Serpent of the Endless Sea's power and toughness are each equal to the
number of Islands you control.
Serpent of the Endless Sea can't attack unless defending player controls an
Island.
*/*
AE:
F
This card is too dependent on your deck and your opponent's decks to really be
effective.
final_press: C-
Well, if you consider that this slot would normally be filled by Sea Monster, I
think we should all count ourselves lucky that we’ve got a better alternative.
It can come out earlier than Sea Monster, and in a mono-Blue deck, it can
potentially become stronger than its predecessor. This card isn’t really what
blue is all about, but for Limited and novices, this guy can help to shield you
from aggressive Red or Green decks if you’ve failed to control the board as much
as you needed to.
AE: Ok, I guess I was a little quick to judge this one. It
can be a really good defender, even if your opponent doesn't play with any
Islands, so I'm going to up my grading to a D.
Sleep 2UU
Sorcery
Tap all creatures target player controls. Those creatures don't untap during
that player's next untap step.
AE: A
I find it kind of sad that this is perhaps the best card Blue got from M10. The
fact that you can lock you opponents creature down for two turns is really
powerful.
final_press: A
Simply excellent. Against aggro decks or Limited opponents, this can potentially
be a Time Warp for one less mana. It's wonderfully costed and combines two
effects that are always less appealing when found on their own. There’s nothing
sad about it...… this could be one of the best cards in many a set. Expect this
one to stick around for some time.
Sphinx Ambassador 5UU
Creature - Sphinx
Flying
Whenever Sphinx Ambassador deals combat damage to a player, search that
player's library for a card, then that player names a card. If you searched
for a creature card that isn't the named card, you may put it onto the
battlefield under your control. Then that player shuffles his or her
library.
5/5
AE: B
First of all, I hate this card's art. With that aside, this is still a great
card. In the right situation, this card can completely turn the game around or
put you into an even more commanding lead. Also in some formats, such as Elder
Dragon Highlander, this card can really shine.
final_press: C+
Ummm... what?! *phew* Did anyone else have to read this one a couple of times to
get their head around it? "If you searched for a creature card that isn’t the
named card"... my brain hurts! It’s a Sphinx, which I like, and it has a fairly
sturdy body in it, too. However, the effect is slightly win-more, as it’s
triggered by hitting your opponent with a five power flier. And what’s with
giving the Sphinx gigantic blue Boobies? Seriously WotC, is this how we’re going
to be appealing to the young players now?
Tome Scour U
Sorcery
Target player puts the top five cards of his or her library into his or her
graveyard.
AE: B
I've always been a fan of Milling, and this really pushes it to the max, being
perhaps the best one mana mill card in the game.
final_press: C
Nice to see efficiently costed milling for a change. This gives Memory Sluice a
slap in the face. Mill remains a fairly casual strategy to this day, but it’s
good to offer players a totally straightforward card to use, one that will
hopefully raise the bar for future cards to come. The artwork is a bit...
woolly, though. I prefer card arts like the art on Traumatize that give a much
more mature view of how Planeswalkers would mill each other in a real battle.
Wall of Frost 1UU
Creature - Wall
Defender (This creature can't attack.)
Whenever Wall of Frost blocks a creature, that creature doesn't untap during
its controller's next untap step.
0/7
AE:
B
As far as Walls go this is one is really good, because of the fact that it locks
down any creature it blocks. With certain cards, this can potentially lock down
all of the opponent's creatures.
final_press: B+
I’m crowning this guy the Prince of Walls. It’s got a great ability and has some
serious toughness that will allow it to compete throughout the course of the
game, unlike some three or four toughness walls that rapidly get swamped by the
very aggro decks they are supposed to protect you from. It gets bonus points for
making me nostalgic for Wall Of Nets and all the evilness that card brought with
it.
Zephyr Sprite U
Creature - Faerie
Flying
1/1
AE: D
See Divination, and replace Counsel of the Soratami with Flying Men. The main
reason why this card got a higher grade than Divination is because it is a
Faerie, which is currently a well supported creature type.
final_press: C+
OUCH! Take that Cloud Sprite! Again, they’ve changed this card from it’s
original printing for a reason; not only is Faeries the current fashionable Blue
tribe, but Flying Men was just a silly, silly name that newer players wouldn’t
really understand, outside of its original context.
AE: Since this article's main focus was on the new Blue
cards from M10, I feel that the reprints have been left out. So here is a list
of my top five reprints.
| AE's Top Five Blue Reprints
in M10 |
#5
Merfolk Looter
I had to include this one simply because I'm a fan of Merfolk, and because it is
Blue, through and through.
#4 Fabricate
Fabricate is a great card. It was great in the Mirrodin block, and it is good in
today's Standard too. One of the best things about Fabricate being reprinted is
the fun new flavour text it shares with Rod of Ruin.
#3 Clone
This one holds a special place in my heart, as I'm sure it does with many
people. Clone may not see much competitive play, but it is still a fun, well
known, and well loved card.
#2 Jace Beleren
Would this list have been complete without me mentioning this card? Maybe, but
Jace is one of those cards that is so useful that nearly every deck that runs
Blue runs Jace as well, which is probably one of the reasons it got reprinted in
the first place. The other reason is the fact WotC seems to be fanboys for Jace
Beleren.
#1 Ponder
Was there ever a doubt that this was going to be number one? This is perhaps the
most iconic Blue draw spell in the last couple years. With that being said, you
can see why it was reprinted in M10 and why it took the top spot for reprints.
*Sigh* So there we have it. A very underwhelming look at the
new Blue cards from M10. Now, I may not be very happy with what I saw, but I
hope that doesn't stop the rest of you from having fun with the new Blue cards
of M10.
You can discuss this article in the MDV forums
here.
Find other articles by AlasterEisaroh here.
Find other articles by final_press here.
Find other articles from this series here.
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