Hello and welcome back once again to Musings. This time around I'm going to be taking a look at the Black/Red cards from Alara Reborn and their impact on the Alara/Conflux/Reborn drafting tables. But first, as anyone who has read Musings before should expect, some of my customary preamble.
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First things first - as many of you have noticed, we've gone ahead and revamped the site (I'm sounding like I get to take some credit for this - I don't. As far as I know it was all JX's doing. Bravo man). The most exciting change as far as I'm concerned is that you can now tune in every Thursday and expect the most recent edition of Musings. That being said, I'm planning on spending the next few weeks continuing my look at Alara Reborn, and around the launch of M10, I'm going to probably spend a few weeks looking at that set for the release parties and what- not. Unless there is a large outcry for it, I don't intend to do a full card by card look at M10. The biggest reason I'm talking about this is that with a weekly column, I want to try and talk about things that you all might find interesting, so please feel free to throw out some topic (mostly relating to limited, but I'll go elsewhere if there is interest) that you might be interested to read about.
Speaking of comments - thanks for all the interest with my look at Blue/Black - 58 posts is a ton. I must admit that I'm surprised most of it focused on Mind Funeral . Nonetheless though, thanks to everyone for taking the time to throw out their two/seven dozen cents. I'm not sure if this article will generate as much feedback if for no other reason than because most of the cards I'll be looking at are pretty straight forward. Still though, I really appreciate the comments and feedback, so keep it coming.
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For any previous readers, feel free to skip the follow, as I'm merely going to explaine again the rational behind my rating system and such.
As always I'm going to attempt to go into the greatest degree of detai possiblel when looking at the cards in an attempt to share both my own thought process when looking at these cards, as well as maybe shed some new light. With a number of these cards I'm going to be playing devil's advocate- while I'm not saying that some of these are great cards, I do try and look at them from an angle that makes them worth playing for some decks. However, there are still going to be some cards for one reason or another that are just so basic, or useless for limited that I'm going to rate or dismiss without too much thought. If and when this happens, and you have any questions as to why, feel free to ask, and I'll be happy to elaborate.
With that out of the way, a little about my rating style: I use a two part system, the first number will correspond to a range of when abouts a I would be happy to take a card within a "normal" pack. Of course the packs are random, as are the drafters, so stuff happens and cards may show up later than they should - In which case, be happy. The opposite can be true too, as there might just not be any decent cards even though it's an early pick. Finally, this number is just a guideline - sometimes it 100% correct to take a weaker card over a stronger one based on your deck and the pack itself.
The second rating is a roman numeral that will correspond to the chart below. The purpose of this number is express the raw power level of a card, and to give a number that can serve for a quick reference.
| Tier Ranking |
Rationale |
| I |
Absolute, Windmill Slam Bombs - these are the cards that don't just help to win, but rather win the game all by themselves. They will drastically alter the current state of the game and very probably rip victory from almost assurred defeat. This are the cards that should be considered despite needing to change colors for them. |
| II |
Bombs - These are the cream of the crop, if unanswered they will likely win the game in very short order. 99% of the time, an automatic pick for anyone playing the right colors, and worth considering if only a light splash would be required. |
| III |
The Bread and Butter - These are the cards every decks needs to function - the bombs will win the games, but these will keep the game winnable. This category includes most removal, and the better than average creatures. |
| IV |
Solid - a step down from Tier III, but still very playable and effective cards, unless it was a particularly crazy draft, at least a few of these will end up in your deck |
| V |
Questionable - not bad per se, but they tend to be lacking for one reason or another, certainly not unplayable, but think of them more as the last few cards that you play to get the right creature count or such. |
| VI |
Sideboard - Cards that can wreck the right deck, but will be almost unplayable against everyone else. |
| VII |
Unplayable - Just bad cards that will almost never have a home in a draft deck - go for the highest rarity pick when it comes down to this point... |
Finally, keep in mind that I'm writing assuming a traditional Alara/Conflux/Reborn draft. So by definition, these cards will all be found in the last pack, and I will assume at various points that your deck is already somewhat defined - IE in terms of color, general composition, and intent (aggro, control etc). So keep in mind that I'm going to be assuming this at various points, and while I will stress some of these points when applicable, some things will still go left unsaid - IE: this Blue/Black card goes will into a Grixis or Esper deck...
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Anathemancer
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This guy has become a format defining card in constructed with decks looking to minimize the pain he brings - and indeed he has been baned in K-Scope. However, as is the case with so many dominating constructed cards, this guy is barely playable in Limited. Sure, you'll sometimes drop him and Shock you opponent. However, most of the time you'll be lucky to get a ping in as while people do play non-basics in this format, people are happy with one or two in their deck whereas in constructed people run decks with no basics at all, making this guy very scary.
Still, just because his ability is unexciting he is still a (Grey Ogre) and he can unearth (could be relevant, no matter how expensive). Basically, if you're playing the right colors, and you need an extra man for the lower end of the curve then this guy will do just fine. I wouldn't take him early though, unless you "rare drafting" him. Tier V, 8th+
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Bituminous Blast
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This is one of the best removal spells in the set, perhaps the best, which is saying a lot when you have Maelstrom Pulse and Terminate floating around too. However, while those are clean and elegant, this one has the best type of cascade - the type attached to a card I'd happily play if no mention of cascade were made. Oh, and its an instant too. Nothing like a card that you can play to kill an attacker and flip over a suprise blocker and possibly be up two cards.
Not much else to say about this one, I'd gladly pick it over just about anything else in the set - bomb removal, Tier II, 1st.
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Breath of Malfegor
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Generally speaking, this is a card that I'd be happy to have in any deck with Black and Red in them. Doing five to the head is a lot, even more so when the game goes long and both players are trying to draw anything to break through for the win, five will almost always be enough to get the job done. Also, if you play this once, your opponent will be paranoid the rest of the match and likely play around this - any card that alters how your opponent lays is a good thing. This ones an instant too, which doesn't really increase its value all that much, but there are those corner cases when this will come into play...
All that being said, and while I'm almost always going to play one of these as a finisher, it doesn't effect the board at all, so its almost always useless unless you only have 5 to go. Unlike Mind Funeral you know when this is going to win the game, and your entire deck's goal is likely to do 20...so playing the game around doing only 15 is pretty decent. Don't grab one of these overly early- mid to mid-late pack sounds about right. Tier IV, 5th -9th
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Deathbringer Thoctar
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Back in the day there was Goblin Sharpshooter and it was good. This guy is more expensive, however he also brings a lot more flexibility. It shouldn't take too much to get a few counters on this guy to get the wave a-rolling and end up with a one sided wrath of god. This one's pretty simple - he brings a lot of power and flexibility to the table and is easily a bomb - take him accordingly. Tier II, 1st-3rd.
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Big flyers are always good. While he's not likely to kill a lot of creatures with how much gold is floating around, you'll always know about him in advance and can play accordingly. Not to mention he'll hit your opponent first. Just a strong big flier with an ability that is likely to take out a creature or two and stop your opponent from playing others until this guy is dealt with. Another pretty simple one- Tier II, 1st to 3rd.
*Aside from Joshua: Personally, I thought this guy was a big dumb beat stick. However, after watching all of the top eight matches from the MOCS this past weekend, I know understand that this guy is a game changing bomb of a beast. I do not want to step on any toes here, I just wanted to add my own thoughts.
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| Perhaps the worst of its class. Unless you find yourself short on creatures and have a decent number of really good two drops I wouldn't bother. Sure every so once and a while this could enable the alpha strike for the win. Unless you don't have a choice, not real reason not to just play another good creature in place of this. Tier V, 8th+ |
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Yes its mana intensive - but the ability to turn any of the creatures into a very real threat is really decent. This won't immobilize your opponent, but it will force them to play differently and will likely put them on the defensive as long as you can keep some pressure on as they'll be damned if they block and damned if they don't. I wouldn't take this over bombs, removal or very solid creatures - other than that though I'd be happy to play one of these - I would even value this a bit higher if I happen to have some way or another to make tokens. Tier III/IV 4th-7th.
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| Probably my favorite of the mana cyclers. They're all fantastic just because of their versatility. But this guy is particularly good because either he'll fix your mana or he can come out of no where and do five to the face. If I need the fixing I would take this very early, at the expense of all else if I had no other fixing at this point. Even with a good amount of fixing I would still pick one up early. Tier III, 1st - 4th Depending. |
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| A decent creature if only because he's very interesting... I'd probably rather just have the 2/2 flyer with unearth...but there are times when the tokens can come in handy, not to mention he's likely to just make it through both times if your opponent is forced into a situation were there would not be a trade. I'd play him, but not always. Tier IV, 5th-8th |
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| While fear isn't as strong as it would be when people play fewer colors, there is still a very good chance that this guy could end up nearly unblockable. ven if that wasn't the case, he'll still likely get in the first time thanks to haste, and do a point thereafter. However, this seems to fall a bit short of being a bomb in my book just because he can likely be stopped and won't do much except for the board except do some damage. However he's still a great creature to play - better than most. Tier II/III, 1st/2nd-4th. |
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| I don't like not having a choice with regards to attacking or not. However, if you're playing an aggressive deck then you probably want to attack anyways. Oh well! A 4/4 for five is big enough to trade with most of the field. Further, any card that cycles is almost always worth playing just because it gives you options. It could be anything! Tier IV 4th-8th. |
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Random discard can be pretty strong, however just hitting one of your opponent's cards at random and getting a 1/1 isn't really worth it as the effect is just too random, and you're probably sacrificing board position to do so. In the late game too, this is pretty ineffective a 1/1 is tiny and you'll probably just hit a land. I'll pass. Tier VII, 10th+
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This guy gets my pick for irrational love in the Black/Red family. A 3/2 for four isn't too bad of a deal, and it puts this guy in a good spot curve wise for a very aggressive B/R deck. While I like him for his body, I love him for his ability. Sure, every so once and a while it will whiff - however if you're dropping this guy on turn four or five, there is a very real chance you can catch your opponent with a five or six casting cost guy and take away nearly a 3rd of their life, oh and you'll be up a Hill Giant. If I'm in these colors I'll always be happy to have one or two in my deck. Tier III, 3rd - 5th.
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Perhaps the most elegant creature removal spell ever. Without a doubt, the best, most reliable and cheapest spell for what it does in this environment. I'll pick this over pretty much everything else in Alara Reborn aside from perhaps Bituminous Blast and Tier I bombs. Tier II, 1st-2nd.
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A really cool card... for constructed. You could consider this for the sideboard against a deck that features multiples of a card, or perhaps to try and hit that one card that makes the match go from an auto-win to an auto-loss. Oh, its worth some money too, so I'd take this aggressively once it comes to it for that reason alone, and the whole maybe sideboard-ability is just a bonus. Tier VI, 6th-9th.
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And we end with the 'post this time. As always, I don't have too much to say about these. Their decent fixing. If thats what you need, take it early if you have too. However, I think theres better fixing out there (land cyclers for one). Depending on my deck and the pack I would consider this as early as 1st if I had too. However, I'd be happy grabbing them around 4th.
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And that wraps up my look at Black/Red. I don't think there is as much here as there was last time when I looked at Blue/Black, however, I think most of these cards are pretty easy to place. Overall however, I think that the B/R are very strong, both with amazing removal and some very solid creatures.
As always, thanks for reading, and by all means feel free to post your thoughts and comments, I don't bite, though no promises about some of the other characters that lurk around here.
Until next Thursday when I take my look at Red/Green, Cheers.
5 Comments
I generally agree with most of your analysisses, but I think it fails to give a good enough impression of all the cards when youre not considering different archetypes. Specifically; Demonic Dread and Kathari Bomber. Although I dislike the randomness Cascade means, it is still a role-filler for agressive BR/BRx-decks. It will probably hit a 2-drop, and if it`s your lucky day a removal-spell. The extra damage you get trough and the potential removal-spell is worth the extra mana and randomness involved. While I don`t like relying on luck so much, I can`t argue that Demonic Dread isn`t a decent card in the right archetype.
As for Bomber, this card is prety good. If it lacked the unearth it would be sub-par, you don`t pay 3 for Dragon Fodder. However, the unearth really makes it a source of mana-maxemising, which is a good thing in Magic. You want to spend as much of your mana as possible. Also note that the exspensive, but rewarding, unearth cost makes it just the kind of creature an aggresive Grixis-deck would want, do some early damage, then race with unearth. 2 chump-blockers can really turn a L into a W. The tokens also go great with a Jund-deck that, you know, likes tokens.
Lastly, calling Demonspine Whip 4th-7th is as far as I can tell veeeeery wrong. First of all, Reborn is loaded with good cards, so you should still be seeing Blades and Sangrite Backlashes. Secondly, Whip is pretty much Firebreathing to the creature of your choise, which isn`t that relevant in the first 5 turns, and as long as you both have pretty much equally sized creatures, equally sized creatures will still trade unless you have something whacky like First strike. The difference will be that you have 1 less creature, as you have a Whip instead. Note that Whip would be strong in something like Jund tokens, where you will pretty much always have the smallest body and the most creatures.
Overall, I agree pretty much with everything :) And I enjoy the series,so keep it up
Bituminous Blast should be a I IMO, it completely turns around games.
Disagree completely on Deathbringer Thoctar. "He brings a lot of power and flexibility to the table and is easily a bomb."
No, he's a 3/3 for SIX that brings *nothing* else to the table without some very specific things happening first. Even if you get those things to happen and he gets some counters, he is only truly sick against a bunch of 1-toughness creatures across the way. If you manage to get some counters on him against an opponent without 1-toughness creatures, he can make things tricky, but he's rarely going to be nuts given what you paid for him.
A bomb has an immediate, swingy impact on the game, not a circumstantial, sometimes-great impact on the game. A bomb brings you back even when you are behind, puts you ahead when you are even, and puts the game away when you are ahead (like Bituminous Blast). Deathbringer Thoctar is not a bomb. III - IV range on your scale at best. Expensive and only conditionally good with the right board or support cards.
Demonic Dread: I *loved* this card in triple Reborn. T1 borderpost, T2 Leech, T3 dread into hackblade, swing past their blocker for 7. It's certainly not as good in full Alara block, although is highly deck dependent. If you have an insanely aggro deck with killer two-drops, it's actually quite good. That's the tough part about putting cascade spells with a marginal base ability on a scale at all: their quality is determined mostly by what they can flip.
Demonspine Whip is IV or lower IMO, and you should be taking them when they are the only thing in the pack pick 7-9 range. It would have to be a pretty terrible pack to take one 4th.
Every time I have I have played this guy he completely changes the complexion of the game. Every time he kills a creature he gets another counter. Not to mention Bone Splinters and other effects. Oh yeah, and lets not forget this is limited where there are blocks and creatures die. The other bonus is he is black and can't be ex-capped. I believe Jordan had it right.
I agree; Bit Blast is easily Tier I.
That said, I love single-mind ogre, too. Not so high on whip and breath of malfegor.
As always, thanks for the comments.
I think I like whip a bit too much. picking it 4th would be too high most of the time... but depending on the deck and the power of the pack I could see taking it that early. However 6th-ish does sound more about right.
I have not had much opportunity to play with the Thoctar - I really can see myself liking it a lot though.
Finally - Bit Blast. No doubt, its the best spot removal in the block and I will almost always take it 1st all the time. However, I don't think its a tier I under my methodology - I have only given two of those so far - Martial Coup and Nichol Bolas, Planeswalker. The only card I see as tier I from reborn is Lavalanch. While Bit blast is crazy good - I don't think it stands up next to these other three cards in terms of sheer game sweeping power.