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Hello my loyal fans, and welcome to another exciting
edition of First Impressions.
*Crickets chirp, and tumbleweeds tumble.*
Um okay?
*Aside* Who let the Cricket in here? Never mind.
Well, moving on. I'm your host AlasterEisaroh.
*Holds for applause. Cricket chirps again.*
O...K... Well, today with the help of...
*Looks for Co-Author*
Where's the Co-Author?
Some random crew guy: You're doing this one
by yourself AE.
AE: Son of a...

This isn't in my contract. I was told I would have a
Co-Author. You know what, after this I quit.
*Crowd cheers in delight*
Where the heck did they come from? Never mind that.
Lets hurry up and get on with the show, so I can go back to
countering Red Mages while I slowly build up board position.

Okay, enough dillydallying around.
Aether Figment 1U
Creature - Illusion
Kicker {3} (You may pay an additional {3} as you cast this spell.)
Aether Figment is unblockable.
If Aether Figment was kicked, it enters the battlefield with two +1/+1
counters on it.
1/1
Here we are the start of a new set of Blue cards, and it
seems we are off to a good start. First of all KICKER IS BACK!!! Ahem, sorry
about that folks. Here we have a creature that can be viewed two different ways.
We can view it as a 1/1 unblockable for two mana, or as a 3/3 unblockable for
five mana. The 1/1 is good all by itself, but the Kicker just brings it to the
next level, since it turns a creature that normally would be unwanted in the
mid-late game into a nice little threat to the opponent.
Grade: B+

Archive Trap 3UU
Instant - Trap
If an opponent searched his or her library this turn, you may pay {0} rather
than pay Archive Trap's mana cost.
Target opponent puts the top thirteen cards of his or her library into his
or her graveyard.
Thirteen
cards for five mana, hmm... Traumatize can hit for more most of the time, but I
think I'm missing something here.
Admiral Ackbar: IT'S A TRAP!
AE: Oh yes! Thank you Admiral Ackbar. As we can see, this
is one of the new Trap cards introduced in Zendikar. What is a Trap you ask?
Well, a Trap is a card that can normally be played for it's cost. Or, if your
opponent just happens to do something to set off the Trap, then you may play it
for a reduced cost. With that out of the way, let's look at the card again.
So, as we can see, Archive Trap costs five to mill the top
thirteen cards of an opponent's library, which isn't bad, but where this card
really shines is with its Trap trigger. Let's look at it, shall we?
“If an opponent searched his or her library this turn,
you may pay {0} rather than pay Archive Trap's mana cost.”
ZERO! Zero mana for thirteen cards, and all I have to do is
have my opponent do something that they are most likely do anyway. I mean, how
many times have you played a game where your opponent searched their library for
a card? It probably happened in a good number of the games you have played. Now
it gets even better. Archive Trap triggers off of any search, even one you
caused yourself with cards such as Path to Exile or Ghost Quarter, so I think
the next part won't come as a shock to any of you.
Grade: A+
Archmage Ascension 2U
Enchantment
At the beginning of each end step, if you drew two or more cards this turn,
you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you
would draw a card, you may instead search your library for a card, put that
card into your hand, then shuffle your library.
Archmage Ascension is quite possibly the weakest of the
Ascension cycle, simply because it takes too long to build it up. Also, if you
are drawing at least two cards a turn after playing it, you'll have already
drawn 12 cards plus whatever else you drew before playing it. However, if you do
happen to get to six quest counters, this card lets you “draw” whatever you
want.
Grade: B-
Caller of Gales U
Creature - Merfolk Wizard
{1}{U}, {T}: Target creature gains flying until end of turn.
1/1
It's a 1/1 for one mana in a currently supported tribe.
It's kind of bland, even with the flying effect. Expect to possibly see this in
the Limited formats.
Grade: C-
Cancel 1UU
Instant
Counter target spell.
The fixed version of Counterspell from Time Spiral is
back... again. At least we got nice new art for it.
Grade: B, It's no Counterspell, but heck, it's the best basic counter Blue has
in Standard.
Cosi's Trickster U
Creature - Merfolk Wizard
Whenever an opponent shuffles his or her library, you may put a +1/+1
counter on Cosi's Trickster.
1/1
 YES!
This is awesome! This seems like a card you could see in John Streetz's set
Celixia. (Available for Magic Workstation on Magic
Deck Vortex). Um, sorry for that one folks, John forced me to do that shameless
promo.
Grade: A
Streetz: I don't know what you're
talking about, AE! Funnily enough though, this is similar to a card I
designed to go into the second set of the Celixia Block called
Powershift. Unfortunately, I lost all of
my Powershift files when my last computer died. Unless, of course, Wizards of
the Coast took over my computer, stole all my shuffling card ideas and then
crashed my computer! ...anyway, thanks for the shameless plug, AE!
Gomazoa 2U
Creature - Jellyfish
Defender, flying
{T}: Put Gomazoa and each creature it's blocking on top of their owners'
libraries, then those players shuffle their libraries.
0/3
Awesome, more Jellyfish. Also, not a bad card either. This
card can really annoy any opponent who likes to attack, just add Entangler or
Valor Made Real for more fun.
Grade: B+
Hedron Crab U
Creature - Crab
Landfall - Whenever a land enters the battlefield under your control, target
player puts the top three cards of his or her library into his or her
graveyard.
0/2
What the heck! This card is AWESOME!!!
Grade: A+
Into the Roil 1U
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If Into the Roil was
kicked, draw a card.
This is another good kicker spell. I really like how kicker
was done this time.
Grade: B+
Ior Ruin Expedition 1U
Enchantment
Landfall - Whenever a land enters the battlefield under your control, you
may put a quest counter on Ior Ruin Expedition.
Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw
two cards.
Two mana for two cards is never bad. However, this card is
slow. Having to wait for three lands to be played is like having this card cost
five mana to draw two cards. Now, I know that isn't the case, as Zendikar is
full of land acceleration, which means it is possible to have this go off as
early as turn three.
Grade: B

Kraken Hatchling U
Creature - Kraken
0/4
BABY KRAKENS! Ahem, I guess it's a good defender. Better
then Horned Turtle.
Grade: C-
Lethargy Trap 3U
Instant - Trap
If three or more creatures are attacking, you may pay {U} rather than pay
Lethargy Trap's mana cost.
Attacking creatures get -3/-0 until end of turn.
This probably is as close to a Blue Fog as we are going to
get. Now don't get me wrong, this is a really good card that helps to protect
Blue from Aggro decks.
Grade: B+

Living Tsunami 2UU
Creature - Elemental
Flying
At the beginning of your upkeep, sacrifice Living Tsunami unless you return
a land you control to its owner's hand.
4/4
A 4/4 flier for four is nothing to sneeze at, especially
for Blue. Sure, it has the downside of returning a land to your hand every turn,
but in a Landfall deck, that actually helps you to play a land each turn.
Grade: A
Lorthos, the Tidemaker 5UUU
Legendary Creature - Octopus
Whenever Lorthos, the Tidemaker attacks, you may pay {8}. If you do, tap up
to eight target permanents. Those permanents don't untap during their
controllers' next untap steps.
8/8
Awesome art, awesome effect, awesome card. Oh come on, it's
a Legendary Octopus, what's not to like? Sure it will probably never make a dent
in Standard, but who cares? This is Magic Deck Vortex after all. The home of the
casual player.
Grade: A+ for the sheer awesomeness of this card.
Lullmage Mentor 1UU
Creature - Merfolk Wizard
Whenever a spell or ability you control counters a spell, you may put a 1/1
blue Merfolk creature token onto the battlefield.
Tap seven untapped Merfolk you control: Counter target spell.
2/2
Yes! This is a good control card for Merfolk, and one that
makes more Merfolk too.
Grade: A
Merfolk Seastalkers 3U
Creature - Merfolk Scout
Islandwalk
{2}{U}: Tap target creature without flying.
2/3
Another somewhat decent Merfolk. At least it doesn't have
to tap to use its effect.
Grade: C+
Merfolk Wayfinder 2U
Creature - Merfolk Scout
Flying
When Merfolk Wayfinder enters the battlefield, reveal the top three cards of
your library. Put all Island cards revealed this way into your hand and the
rest on the bottom of your library in any order.
1/2
Okay, yet another Fishface. Three for a 1/2 with flying...
Wait! Flying!
*Shudders*
Sorry I just had a bad Mario flashback there. This card
also has a nice effect which lets you add up to three Islands to your hand,
lowering the number of lands left in your deck, which gives you an improved
chance of drawing the cards you really need.
Grade: B+, Watch out for the Flying Fish.
Mindbreak Trap 2UU
Instant - Trap
If an opponent cast three or more spells this turn, you may pay {0} rather
than pay Mindbreak Trap's mana cost.
Exile any number of target spells.
It's
a Storm killer and counter for the uncounterable, which also has the chance to
be played for free. Expect to see this card in a lot of Sideboards in any format
where Combo decks rule.
Grade: A+
Paralyzing Grasp 2U
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step
Basic Blue Limited creature control.
Grade: C
Quest for Ancient Secrets U
Enchantment
Whenever a card is put into your graveyard from anywhere, you may put a
quest counter on Quest for Ancient Secrets.
Remove five quest counters from Quest for Ancient Secrets and sacrifice it:
Target player shuffles his or her graveyard into his or her library.
This card doesn't surprise me. With all the mill cards in
Standard right now, this card will probably find a place in many sideboards.
Grade: B
Reckless Scholar 2U
Creature - Human Wizard
{T}: Target player draws a card, then discards a card.
2/1
Hey look, it's this set's version of Merfolk Looter. Well,
at least it can be used on the opponent.
Grade: C
Rite of Replication 2UU
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Put a token onto the battlefield that's a copy of target creature. If Rite
of Replication was kicked, put five of those tokens onto the battlefield
instead.
This
card is just brutal. If this is kicked, it can single-handedly swing the game in
your favour.
Grade: A
Roil Elemental 3UUU
Creature - Elemental
Flying
Landfall - Whenever a land enters the battlefield under your control, you
may gain control of target creature for as long as you control Roil
Elemental.
3/2
This card just screams to have removal used on it. This
card can be just that powerful.
Grade: A
Sea Gate Loremaster 4U
Creature - Merfolk Wizard Ally
{T}: Draw a card for each Ally you control.
1/3
Here we have an Ally, the new Dungeons & Dragons inspired
creature type. As for this card, the draw potential is great, but the chance of
actually using it isn't that great, plus there are better cards for five mana in
this set.
Grade: C
Seascape Aerialist 4U
Creature - Merfolk Wizard Ally
Whenever Seascape Aerialist or another Ally enters the battlefield under
your control, you may have Ally creatures you control gain flying until end
of turn.
2/3
I like this one. Just by coming into play, this card gives
all your Allies flying. It also gives out flying when other Allies come into
play too.
Grade: B
Shoal Serpent 5U
Creature - Serpent
Defender
Landfall - Whenever a land enters the battlefield under your control, Shoal
Serpent loses defender until end of turn.
5/5
Limited filler.
Grade: D
Sky Ruin Drake 4U
Creature - Drake
Flying
2/5
More Limited filler.
Grade: D+

Spell Pierce U
Instant
Counter target noncreature spell unless its controller pays {2}.
This is just AWESOME! This is a great new Counterspell
variant. This card will probably see play in both Extended, and Legacy. It might
even see some play in Standard.
Grade: A+
Sphinx of Jwar Isle 4UU
Creature - Sphinx
Flying, shroud
You may look at the top card of your library. (You may do this at any time.)
5/5
A 5/5 flying and shroud for six mana is great in Blue. As
for its other effect, I'm not sure how useful it will be.
Grade: A
Sphinx of Lost Truths 3UU
Creature - Sphinx
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Flying
When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if
it wasn't kicked, discard three cards.
3/5
This is good card. Drawing three cards and getting a
creature is great, but having to pay seven mana to keep the three cards is a
little steep.
Grade: B
Spreading Seas 1U
Enchantment - Aura
Enchant land
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
Oh look, it's this set's Blue Land morphing card. At least
this one draws you a card.
Grade: D
Summoner's Bane 2UU
Instant
Counter target creature spell. Put a 2/2 blue Illusion creature token onto
the battlefield.
A slightly weaker, mono Blue version of Mystic Snake.
Grade: B+
Tempest Owl 1U
Creature - Bird
Kicker {4}{U} (You may pay an additional {4}{U} as you cast this spell.)
Flying
When Tempest Owl enters the battlefield, if it was kicked, tap up to three
target permanents.
1/2
Seven mana to tap three permanents? Ya, I'll pass, thanks.
Grade: D
Trapfinder's Trick 1U
Sorcery
Target player reveals his or her hand and discards all Trap cards.
Add a new card subtype, and then add a card that nerfs them
in the same set. I guess Wizards of the Coast is worried that Traps may be too
powerful.
Grade: B
Trapmaker's Snare 1U
Instant
Search your library for a Trap card, reveal it, and put it into your hand.
Then shuffle your library.
Now
we have a card that grabs us Traps, just watch out for Archive Trap.
Grade: B
Umara Raptor 2U
Creature - Bird Ally
Flying
Whenever Umara Raptor or another Ally enters the battlefield under your
control, you may put a +1/+1 counter on Umara Raptor.
1/1
Here is one of the Allies that gets bigger with every Ally
played.
Grade: B+
Welkin Tern 1U
Creature - Bird
Flying
Welkin Tern can block only creatures with flying.
2/1
We don't get many High Fliers, but this one isn't bad, as
Blue rarely gets two power fliers for two mana.
Grade: B
Whiplash Trap 3UU
Instant - Trap
If an opponent had two or more creatures enter the battlefield under his or
her control this turn, you may pay {U} rather than pay Whiplash Trap's mana
cost.
Return two target creatures to their owners' hands.
Why does a double Unsummon cost five mana? Oh well, still a
nice card.
Grade: B
Windrider Eel 3U
Creature - Fish
Flying
Landfall - Whenever a land enters the battlefield under your control,
Windrider Eel gets +2/+2 until end of turn.
2/2
Another Flying Fish.
*Rocks back, and forth in a corner*
I'm okay. This is a pretty good card, it actually has some
nice synergy with another Blue flier from this set, Living Tsunami.
Grade: B
So
there we have it, my views on the Blue cards from Zendikar. If any of my loyal
viewers...
*Cricket chirps*
Oh come on! Well, if anyone wants to comment on this then
feel free do to so. This is AE signing out, so until we next meet, I wish you
all well on your trips through the Aether.
You can discuss this article in the MDV forums
here.
Find other articles by this author here.
Find other articles from this series here.
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