And we're back to finish the review of the 51 new cards introduced specifically for EDH and maybe even a Legacy playable card or two. Once again, MGR and I are tackling this set review together and are quite eager to see if our card eval skills will measure up when we finally see these cards in action. After all, I once thought Oni of Wild Places was unplayable but it beat me once and now I respect it for the powerhouse it truly is.
MGR: This is probably the best curse with the best incentive. Looting is always great.
QSP:
MGR: This is a reason to play more basic lands. I wish this was modern playable. I can see this getting played and used a lot in any deck that has red, in combination with price of progress, ruination, etc.
QSP:
QSP: I see this card and two cards spring to mind: Cleansing Beam and Mizzium Mortars. Cleansing Beam is in the stock Kaalia list and usually seems hilariously overcosted. It is an instant which is a nice screw you against token decks like Rhys maybe but most of the time a pyroclasm would suffice. Or even Lightning Bolt. Now Mizzium Mortars does the hit only opponents creatures part too and does it better but is limited to 4 damage. I think this may be better than Mortars in EDH due to scalability and not making too many enemies at once. If only I could replace Cleansing Beam with it. Alas, that dream will face a sudden demise.
MGR: A much much much better cleansing beam. That's it.
QSP: This can be a very potent card in decks that want tokens. It's like that join forces card, Alliance of Arms, in token making power for everyone. Except it goes to show how tempting offer is a better mechanic than join forces. With Alliance of Arms, you have your work cut out for you to convince the other players to feed mana in so every gets a sizable army. And if you have some way to abuse it, well good luck getting them to contribute. But with this card, you pay the mana upfront and each other player sees if they can use a free army as well and I would imagine that someone is bound to agree to join in. As a plus, if it happens that the player to your right is the current top dog that needs to be dethroned, everyone around him will agree to your offer and he'll face multiple hastey tokens of doom.
MGR:This could be insane in a deck where you have doubling season or parallel lives, as you will still get double the tokens someone else does. I think overall it's a good card to play.
MGR: I don't really see the reason for this unless you have some way to give trample. It's pretty weak on its own, and it reminds me a lot of spitemare (which I would rather play)
At 4 CMC there are probably better things you can do.
QSP:
MGR: This is a great card, I could even see this seeing legacy play. There are so many shuffle effects in every format except standard, that this gives great incentive to not shuffle. Another reason to be playing more basics!
QSP:
QSP: It's like a beefed up Sulfuric Vortex! Give yourself shroud or hexproof and watch in awe as your opponents roll a die and accuse each other of witch craft. It's a fun card that I hope would have cost a mana or two less but as is, I think it's too easily dealt with and has too little impact for damage when it passes around like it does.
MGR:A fun "chaos" card, I think it's a pretty poor card in general. Would rather play sulfuric vortex or even Erebos for the can't gain life clause.
QSP: I might be overreacting here but this seems extremely powerful as a Reveillark-able, Green Sun's Zenith-itizing target for big rampy green decks. Fracturing Gust on a stick that sets back all the decks that use mana rocks to accel. It's as good as land destruction! But lots of decks depend on some utility artifacts or enchantments, including big green ramp decks, so this may be held in check. Who knows but I am not looking forward to facing it.
MGR: Although QSP thinks this will be a good card, I think it will be less so. A lot of decks depend on ramp, but decks that play reveillark or stuff also rely on artifacts and enchantments as well, as trying to just slow roll your way to 6 mana is pretty bad, even in multiplayer EDH. It also isn't the best to GSZ with, I think there are better targets at CMC6 or less.
MGR: This one is probably one of the better curses, as it gets better the more creatures you attack with. I can see this being really good in token strategies or the naya deck where you attack with a lot of guys. Pretty great with edric.
QSP:
MGR: This seems pretty bad, it might be fun just to see what everyone has on the top of their library, but there are way better creatures green has at CMC8. And, what if everyone reveals a land!!
QSP:
QSP: Giving everyone a Doubling Season effect may not matter most of the time since how many other decks are there that abuse +1/+1 counters or tokens. And if you do face one, you can play the waiting game till you can abuse it then hopefully remove it (maybe with Bane of Progress even!) before they take advantage of it. But I still think most of the time it serves as a nice budget Doubling Season #2.
MGR:It's nice as an additional doubling season, but I can see this backfiring on you very easily if your opponent starts proliferating or has a planeswalker or something. I probably wouldn't want to play it and just play doubling season and parallel lives.
QSP: What a cool card. You can target a land from any graveyard so, when combined with Strip Mine, this will be a gold mine! It's not the worst form of ramp when combined with fetch lands either. I want to try this out and see if it lives up to my expectations.
MGR:This could be a great sideboard card vs a lands deck in legacy, to take away a wasteland or something. In EDH, it holds the same value. Additionally, it acts as ramp, and can take an opponent's fetch easily. Great card.
MGR: This seems pretty bad. 8 mana and you tie up a land to put a 5/5 into play. I am a bit tired, but I am pretty sure QSP will come up with something that is cheaper that puts tokens into play that's better.
QSP:
MGR: I like this card in big multiplayer strategies. You can get any land card, and can end up with a huge amount of lands. Seems great, especially with a landfall ability, you will make your opponent think twice about that.
QSP:
QSP: I think the theme of this multi part set review is that Hidden Strings is a good card. Derevi looks to be a great enabler for such strategies and this isn't even taking into account his Cheaty Face McGee powers from the command zone. I like it in a deck that wants to do things at instant speed all the time. Because it's stylish. Even if you walk right into a player who untaps and draws the counter.
MGR:It's nice, and as a bird wizard tactician, has nice flavor, but I really think Roon is the best commander in the list. However, I think this guy goes great with edric as his backup.
QSP: Of the two new Naya generals, I prefer Gahiji (who has an awesome name btw) since it feels fresher than Marath and his Ulasht/Ghave mish mash. I know this is just a mix between the abundance of power boosting effects and Edric's punish opponents ability but I like it. And it makes the token army into a real power house. More fun for all!
MGR:I feel that this creature is very uninspired, a very basic ability. But in a deck such as Naya, it works and is great. Especially since a lot of the cards printed in the naya shard depend on your creature having 5 power, and this effectively will get creatures to that threshold.
MGR: So I personally love this card because the ability is a bit different, although I do not think it will be that great. There is going to have to be some heavy ramp (in a edh deck that doesn't have green) to make this work, on top of things like the boot or greaves to make her work very well at all.
QSP:
MGR: I love that this card already had an errata to it, X cannot be zero. I can foresee some type of combo deck to just shoot your opponent out of the game and recasting him for more mana and more counters. I like his utility a lot and think he will be a great general.
QSP:
QSP: I've said before that I'm not a fan of this strategy but I'm glad Wizards has printed a general for those who are. I'm not sure how powerful he'll end up being as he looks easy to remove to me but he is a solid choice for all you fans of Windfall and Wheel of Fortune effects.
MGR: In addition to what QSP said, liliana's caress and megrim are also good cards to go with this general and what he said.
QSP: I've never had a deck built around life gain effects but this guy makes those decks far easier to function. I'm excited to try it out with the precon he's in. And the ability to draw cards off the life gain can quickly get out of hand. Gogo extort deck copter!
MGR:I personally think the ability is very good, and he seems the best of the 5 generals, however I think he is very boring in terms of ability and how to build a deck around him.
MGR: I don't really like jund token strategies, but Prossh is very good at what he does. An all in deck with prossh swinging in for a lot of damage seems very viable here.
QSP:
MGR: I think this guy is nuts, he can attack and activate his ability. The fact that he can hit any other creature is huge. I foresee blink and ETB being even more crazy.
QSP:
QSP: A trio of goblin brothers who like to shatter things, what's not to like? The abilities seem kind of costly but very versatile. I think Prossh makes for a better general for creature sacrifice decks but these guys would be fun to try out for the disenchant options. Makes me think about what kind of deck can really use all the options.
MGR:Nice utility commander, and I like the flavor a lot. However, like QSP said, I don't know any deck that can abuse the abilities. Maybe I am overlooking something.
QSP: She's so pretty! Just like MGR said in a spoiler article. Other than that, I like that esper players have another artifact themed general to choose that's not Sharuum. I'm sure esper Karn will be fun to use. Her ability to make artifact creatures into Vampire Nighthawks should not be underestimated either.
MGR: Reminds me of the opposite of Oblivion Stone. I think it will be funny if you can move the doom counters around, or if you start blinking this to have a lot of doom counters everywhere. First thing I am putting a doom counter on is an opponent's land!
I think this has great political power. I can see the following happening "We have to kill the general or you will die, don't put a doom counter on my permanent or I won't blow it up!"
QSP:
MGR: Seems like a really good card with landfall, and a great card to put in a deck if you know you are playing big multiplayer EDH games. Sadly though, it seems horrible in 1v1 EDH.
QSP:
QSP: Ah the new card that takes the former Command Tower slot. I was curious how they'd try to top their previous EDH land and this one is a doozy. At worst it's a Shimmering Grotto which, let's be honest, isn't the worst possible land to have in a multicolor deck, and at best it pushes some generals into a nicer power/toughness stat for just one more mana. Sometimes that extra boost creates a turn faster clock so it evens out. It even combos with generals like Ghave, Skullbriar, and of course, the powerhouse Animar. I'm especially excited in that it reliably turns Progenitus into a two turn clock instead of three which can really matter in tight games. And if this is the 11th time I've cast Progenitus this turn, even better! I hope to live the dream one day.
MGR: I don't think this card is as good as people may think it is. Except for 1 spell you cast (no matter how many times you cast it) , every other time it is shimmering grotto. If you are playing a heavy deck that is 5 colors or you plan to recast your general a lot, this card is great. Otherwise, I think this card is just overhyped.
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