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By: olaw, Oliver Law
Jul 12 2016 12:00pm
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Welcome to another Modern Musings!  We now have the full Eldritch Moon spoiler and there are some tasty morsels to investigate.  I want to start out discussing the themes and mechanics of the set before discussing some of the interesting cards from the set.  Let's get into it!

1. Themes, Mechanics & Keywords
a. Meld
b. Emerge
c. Escalate
2. Cards for Modern
a. White
b. Blue
c. Black
d. Red
e. Green
f. Multi-Coloured
g. Colourless
h. Lands
3. Top 8 Cards for Modern
4. Reader's Poll
5. Conclusions

Themes, Mechanics & Keywords

The Story

The storyline of Eldritch Moon revolves around Emrakul, who is revealed to be the cause of the madness gripping Innistrad.  Summoned to the plane by Nahiri, who is hellbent on destroying Innistrad as revenge against Sorin Markov.  The arrival of Emrakul causes massive changes to the plane.  The Gatewatch come to battle Emrakul and Liliana agrees to join the Gatewatch to save Innistrad.

The concept I believe was supposed to be Cosmic Horror meets Gothic Horror.  Aliens vs Zombies to put it more simply.  I think the concept is fine but many have expressed discontent about seeing more Eldrazi, particularly in the very popular world of Innistrad.  We have been rather oversaturated with Eldrazi in recent sets and so I can see why the 'surprise' of Emrakul showing up on Innistrad was an unwelcome one.  People are suffering from a bit of Eldrazi fatigue but the conclusion of the story does seem to indicate we the story is moving away from Eldrazi for now.



Meld is a slightly odd variation on Transform with two cards transforming together to form one card.  The reverse of each card has half of the melded creature on it which is probably quite a cool visual in paper magic (which probably won't translate quite the same way on MTGO).

This mechanic reminds me of Yu-Gi-Oh's Polymerisation card combining two creatures to make a bigger creature:


Perhaps it's just me.  It's not often I find myself comparing Magic to Yu-Gi-Oh but it won't be the last time in this review slightly oddly.

As a bit of a one of used with only three pairs of cards in the set I don't mind the mechanic - though it does show a bit of a lack of dedication to it in my mind (there is only one pair of Meld cards at Common which are in Black, the others are rare/rare and mythic rare/rare so those are highly unlikely to ever happen in Limited).  The thing I don't like about Meld as a mechanic generally is that it's all very high variance.  Without tutors it's literally luck of the draw whether you are able to Meld your two cards together and the variance between finding that other piece of the puzzle is likely to be quite dramatic.  Additionally sometimes it forces you to play with cards you wouldn't otherwise want to play with for the sake of achieving the Meld.  It's also a bit of a forced synergy rather than a more natural one that you can stumble on, which I think is more rewarding as a player.

There are some interesting rules issues with Meld cards.  Meld requires you to own and control both cards to Meld to avoid awkward ownership issues of Melding two cards belonging to different players.  Once flipped the Melded card is just a single permanent, however, if it leaves play the two cards flip back face-up and become two cards again.  If Hanweir, the Writhing Township is bounced Hanweir Garrison and Hanweir Battlements both return to your hand.  If it gets put on the top or the bottom of your library both cards go and you choose which order they go in.

Depending on how Meld is received I think we are likely to see it again in the future.  It really does feel like they held back quite a lot on the mechanic here.


Emerge is the other mechanic that gives me a bit of a Yu-Gi-Oh feel. To play higher level Monsters in Yu-Gi-Oh you need to sacrifice another Monster (or more than one) as a Tribute. Let's face it this mechanic could have easily been called Tribute had they not already used that as a keyword in Born of the Gods.

Sacrificing creatures to discount bigger creatures is an interesting mechanic though.  It's actually surprising that they haven't done this before.  All the more interesting when the creature with Emerge has Flash and you can perform the sacrifice at instant speed, e.g. in response to a removal spell.  Enter the Octopus:
Elder Deep-Fiend
Flash seems like a natural progression to making this mechanic a lot more awesome.


Escalate is rather reminiscent of the Entwine mechanic from Mirrodin Block, see Tooth and Nail. However, I guess both mechanics are really just kicker variants at heart. The mechanic is more functional than flavourful but is useful. Much like the Charm cycle having flexibility is always useful and the Escalate cards give you a lot of options and flexibility.

An interesting rules point, if you choose to use multiple modes of an Escalate spell the effects occur in the order they appear on the card.

The Transform, Madness and Delirium mechanics that were featured in Shadows over Innistrad also make a return in Eldritch Moon.

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The Cards


Blessed Alliance
An interesting removal spell for White.  I have to say that the final ability is the one I would expect to be using most often.  However, the ability to use the other abilities and to escalate it later in the game provide good flexibility.  I can't see this being heavily played but it could work as a sideboard card or a minor removal spell.

Deploy the Gatewatch
Unlikely to be a Modern staple but this is a cool design.  Being able to drop two planeswalkers on the battlefield in one go can be pretty powerful.  The concept of this card made it worth a mention from my perspective though I find it unlikely it will see much Modern play.

Sigarda’s Aid
Sigarda's Aid
An interesting card for Bogles fans as you can cast your Auras at instant-speed, however, there isn't a ton of advantage to that if all you are intending to do is attach them and attack anyway.  The more interesting element relates to the equipment and being able to attach them without paying their equip cost.  I'm not sure what the best way to abuse that would be but there are a lot of options in Modern and some very powerful pieces of equipment.

Thalia, Heretic Cathar
The original Thalia, Guardian of Thraben sees a good amount of play in Modern.  The new Thalia also has quite a bit of potential in Modern.  Modern is very light on basic lands and so for the most part Thalia will make your opponent's lands come into play tapped as well as their creatures.  The downside is that Modern is also a format with a very low curve and Thalia doesn't hit until Turn 3.  As such the tempo advantage to be gained may have already dissipated.

I can see the new Thalia seeing some play in a Death & Taxes or similar style deck.  She works very well with her previous self and has a good-sized body for attacking or defence.

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Coax from the Blind Eternities
The 'Eldrazi Wish' allows you to find an Eldrazi from outside the game/your sideboard and put it into hand.  I'm not exactly sure how you would use this in Modern but having a way to tutor a big finisher or a utility creature could be interesting.  It is not dissimilar to using Treasure Mage in Mono-Blue Tron.  Also with the Eldrazi being the villains of the moment there seem to increasing numbers of new potential targets.  Interesting and slightly alternative options for tutoring include All is Dust and Eldrazi Conscription.

Fortune's Favor
A new faux-Fact or Fiction.  Personally, I think (Epiphany at the Drownyard) is a superior card but unfortunately that hasn't seen any real play so it's unlikely this will see any either.  Cool card concept though.

Mausoleum Wanderer
Mausoleum Wanderer
Judge's Familiar has seen some play in Modern and Mausoleum Wanderer is basically better than Judge's Familiar.  The issue is Judge's Familiar usually sees play in White decks rather than Blue ones.  A strong card and another strong addition to a potential Spirit tribal deck.  Casting a Lingering Souls makes the Wanderer a 3/3 flyer which makes it a good attacker.  The utility of having a counterspell attached to your creature is very good so I'm impressed with the power of Mausoleum Wanderer.

Spontaneous Mutation
Spontaneous Mutation
This is a very interesting card.  A one-mana instant-speed aura that can completely depower a creature.  It's not an actual removal spell but it can neuter an opposing creature.

Take Inventory
Take Inventory
A sorcery speed Accumulated Knowledge is an interesting card.  Obviously every one after the first is a pretty good deal.  It really is the sorcery speed that holds this back though.  You could still play it in Storm perhaps but I doubt it can fully compete with the one-mana sorceries and other instant draw spells.

Modern has Remand so it's hard to see Unsubstantiate really seeing play over that given the lack of card draw involved.  However, the flexibility of being able to bounce a creature is certainly interesting and could have some upside on its competitors.

Given the mechanics of the set it feels like this card had Escalate once but was then nerfed as being overpowered.  In fairness giving this card Escalate would put it on a much higher power level and perhaps higher than Wizards would want for Standard.

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Collective Brutality
Collective Brutality seems a bit underwhelming on the surface as each mode on its own is slightly overcosted.  However, when you look at the card as a discard outlet for value it starts looking a bit more exciting.  Decks like Dredge or Goryo's Vengeance decks can use this card to pitch a couple of cards to the graveyard while also getting a psuedo-Duress, possibly killing a creature and draining the opponent for 2.  The card seems like it would be particularly potent against Burn/RDW where you can kill a Goblin Guide/Monastery Swiftspear/Eidolon of the Great Revel, force them to discard a Burn spell and gain 2 life.

Not sure it's necessarily a card you would play main deck but could be a nice role-player in decks with graveyard-based strategies.

A one-mana discard outlet can be very useful.  Putrid Imp has seen more than its fair share of play as a free discard outlet at one-mana.  Unfortunately Cryptbreaker is substantially more expensive which makes it less valuable if you're looking to use it as a discard outlet.  The second ability is interesting but Zombies are not great blockers so I can't see you using it too frequently.  That said it could help break a board stall by digging you deeper into your deck.

Graf Harvest
Graf Harvest
Potentially a very strong card for a Zombie tribal deck.  Granting all your Zombies evasion while also having an ability that allows you to generate more Zombies in the late game is nice.  It is however dead in multiples so you may have to balance that if you are running it.

Liliana, the Last Hope
It's hard not to get excited by a three-mana Liliana when the last one was Liliana of the Veil, the undisputed best planeswalker in Modern (talk to me if you would like to dispute this).  So how does the new Liliana compare?

Well it's quite difficult to say but I would say she certainly pales in comparison (which isn't too surprising).  Let's break down the ability:

  • The +1 is very solid, capable of killing of a number popular creatures in the format and the -2/-1 means that you can substantially shrink a potential attacker to protect Liliana. 
  • The -2 is a bit of a glorified Raise Dead but the power of Modern means returning creatures to hand can be pretty potent.  Obviously cards with ETB effects are especially good such as Snapcaster Mage, Kitchen Finks and Restoration Angel amongst others you could pair with the new Liliana.  Milling also helps fuel the ability which is good and can help fuel Dredge/Delirium/Flashback or other graveyard shenanigans you may choose.
  • The ultimate is pretty difficult to attain but gives you an emblem for an endless horde of Zombies, which is certainly thematically very cool.  It is also very likely to end up winning you the game as you should have an ever increasing number of Zombies (provided you are not forced into some sort of chump blocking situation).  You can enhance the power of the ultimate by playing more Zombie creatures in your deck but it's not really necessary.  Additionally Zombies aren't generally great blockers to support Liliana unfortunately.

So where could I see the new Liliana seeing play?  Again, it's difficult to say.  One of the problems in Modern is that the new Liliana has to compete against Liliana of the Veil.  At the exact same mana cost they are competing for the same slots and I can't really see that happening easily. 

Stromkirk Condemned
Stromkirk Condemned
For a moment I thought we had a crazy powerful Wild Mongrel here.  Then I read that you can only activate the ability once per turn and came back to earth.  Regardless this is still a very powerful two drop in a Vampire Tribal deck.  Being able to Anthem all your guys at a moment's notice is very powerful and makes this card very good.  Also, there are some pretty nice Vampire cards with Madness which makes the deal even sweeter.

Whispers of Emrakul
Whispers of Emrakul
Random discard is definitely something the game has in general moved away from.  As such it's very surprising to see this ode to Hymn to Tourach in the set.  Obviously if you can get Delirium online quickly then this is extremely powerful but that is easier said than done.  It's definitely possible to achieve Delirium by Turn 2 using Faithless Looting but still no certainty.  That said cards like this do make the pursuit of Delirium more rewarding.  However, the usefulness of discard spells tends to trend downwards as the game goes on so if you cannot get Delirium quickly this card becomes less useful.

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Blood Mist
Blood Mist
Too expensive to really see in play in Modern but the ability to repeatedly grant double strike is pretty powerful.  A strong card if not one I can really see using at the cost.

Harmless Offering
Harmless Offering
They've reprinted Donate in Red.  Many are quite surprised by this, particularly as Mark Rosewater (who designed Donate) had previously described making Donate as a mistake.  Rosewater considered Donate a mistake because it limited design space for cards that were rewarding but at a high cost.  As such it's interesting that they have now given us access to it in Modern.

The classic Donate combo is with Illusions of Grandeur, allowing you to gain 20 life and then have your opponent lose 20 life (and most likely the game) as they inevitably can no longer pay the Cumulative Upkeep.  Wizards does not really make so many cards with crippling upkeep costs or 'you lose the game' conditions but there are still some combos in Modern.  Immortal Coil and Demonic Pact are a couple of cards you could combo with Harmless Offering in Modern.  I imagine there are quite a few more interesting ones out there too.

Nahiri's Wrath
This is a really interesting card.  It has the potential to be a Plague Wind if you are willing/able to pitch enough cards to it.  I played a Dredge deck that used Conflagrate as a removal spell/finisher in Modern - this card could fulfill a similar role however it can't deal damage to your opponent unfortunately.

You could also combine Nahiri's Wrath with Boros Reckoner or Stuffy Doll to a pretty devastating effect if you can discard cards with a high enough converted mana cost.

Thermo-Alchemist is a card that could be very powerful in Modern.  It's an alternative win condition for a Storm deck that can kill through a Leyline of Sanctity and could even work well in a Burn deck, though I think there are better options available there.  Could see play in Storm sideboards.

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Eldritch Evolution
This card is pretty exciting on first glance.  Ever since Birthing Pod was banned we've been looking for substitutes in Modern.  Collected Company and Chord of Calling are the cards that have done their best to fill that void in Modern, with a good amount of success.  Is Eldritch Evolution better or worse than those two cards?  It's an interesting question, it's certainly quite a different card and one that has the potential to be very powerful.

The power behind Eldritch Evolution is that it can allow you to search for a very large/expensive creature very quickly.  I've read some people talking about using (Allosaurus Riders) in conjunction with Evolution to get a rapid 9-drop (or less) onto the battlefield.  I imagine there are some other ways to cheat on the mana cost of your creature too.  However, even without cheating you are getting good value - grabbing a 3 drop by sacrificing a 1 drop, getting a 5-drop after sacrificing a 3-drop.  Obviously all the previous Birthing Pod tricks with Persist creatures etc. work well with Eldritch Evolution. 

The big downside is that of course, unlike Birthing Pod, Eldritch Evolution isn't a repeatable effect and you are very expressly prohibited from using it again as it exiles itself after use.  This means you can't run any shenanigans with Eternal Witness like you can with Collected Company and Chord of Calling.  Additionally, you need a creature to sacrifice to get Eldritch Evolution going making it a considerably worse top deck if your opponent has successfully cleared your board.  Also, if your Evolution is countered you have already sacrificed your creature which is pretty bad times.

Eldritch Evolution has a ton of potential to impact Modern, it just has to find the right shell to support it and really take advantage of it.  I don't think it's necessarily better than Collected Company or Chord of Calling generally but in the right deck it might be.

Gnarlwood Dryad
One-mana creatures with the potential of getting much larger are always of interest in Modern.  Unfortunately this is no Nimble Mongoose or Wild Nacatl but it does have potential in a deck that can push for Delirium quickly.  I think of Gnarlwood Dryad as primarily an offensive card but Deathtouch does make it a solid card on defence too capable of trading with larger and more expensive threats.

Grapple with the Past
This is a very interesting card - an instant speed Revive of sorts that also fuels itself to a degree by putting cards into the graveyard.  Obviously the restriction of only returning creatures or lands to your hand makes it slightly less exciting but it's still a solid card.  The instant speed makes this a lot more interesting than it otherwise might be.

Kessig Prowler/Sinuous Predator
Another interesting one-drop in Green.  Again I don't think it quite competes with the best Green one-drops but in decks like Mono-Green Stompy where you are looking for more speedy creatures it's a good backup partner.  A one-mana 2/1 is still good even in Modern and the fact that it has the potential to turn into a 4/4 later in the game is pretty exciting.  In terms of the ability once flipped I would much rather have Menace than 'can't be blocked by more than one creature' as I'd much rather avoid chump blockers than dodge being double-blocked but it's still decent.

Noose Constrictor
The Modern Wild Mongrel.  Repeatable discard with no additional cost can be very powerful and it adds substantial benefit here too.  Without any too exciting Madness cards there aren't a ton of reasons to need a Wild Mongrel in the format as it stands but it opens up options for decks.

Permeating Mass
I really like this cool little guy.  He makes a decent wall for just one mana and then starts turning your opponent's creatures into copies of itself.  This card feels like combo fodder but I'm quite sure how you could fully take advantage of it.  Really interesting design.  Perhaps more of irritation than a real Modern card but we shall see.

Splendid Reclamation
Splendid Reclamation

Splendid Reclamation is a card with tons of combo potential.   There are a lot of ways of rapidly milling yourself in Modern so Splendid Reclamation can potentially put a lot of lands directly into play.  This could be a strategy for just massively ramping your mana but more likely you are looking for some sort of combo.

It could even be a challenger for Scapeshift if you fill your deck with Moutains and Valakut, the Molten Pinnacle you could have an instant kill on your hands.  However, while Splendid Reclamation has the potential to be faster than Scapeshift it is very vulnerable to graveyard hate which could be a very serious problem.  Alternatively, your win condition could be a Landfall creature such as Hedron Crab to get a mill victory.  Definitely a card I would be interested in looking into.

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Grim Flayer
An interesting card design though I'm surprised at it being a mythic, it doesn't really feel very mythic to me.  When it deals combat damage it does a fairly good Ponder impression, allowing you to dump cards to power up Delirium or keep cards on top.  Although it has an interesting ability I feel like you have to work quite hard for a 4/4 trampler.  Unfortunately it just doesn't match up well with other Modern creatures and I can't really see playing this.

Spell Queller
I find this card to be a really cool design.  It's like the blue equivalent of a Mesmeric Fiend/Tidehollow Sculler, while those cards are pseudo-discard in black this is pseudo-countermagic for blue.  It's particularly good where getting the spell back wouldn't be great for your opponent as it was situational, such as other counterspells.  Spell Queller is a little vulnerable in Modern with all the Lightning Bolts flying around and its body isn't all that exciting as a stand-alone creature.  Not sure it will make it but a good card generally.

Tamiyo, Field Researcher
Tamiyo makes something a surprise appearance in Bant colours.  Let's break down the abilities on the card:

  • The +1 is probably the best bit of the card.  It's a very versatile ability which you can use on your own creatures allowing either attacks or blocks to draw you a card or on your opponent's creatures to discourage your opponent from attacking you or Tamiyo.
  • The -2 I find less exciting.  It can tap down two non-land permanents for a substantial amount of time but it's not too exciting.  If you were able to tap lands it might have been more exciting but I can see wanting to use this ability often.
  • The ultimate is essentially Omniscience with three extra cards thrown in to boot.  Omniscience is a powerful effect but you can't really rely on being able to ultimate Tamiyo each game it's unlikely you're going to get maximum value out of it in a Modern deck.

Certainly an interesting card but my thoughts are that the casting cost is quite restrictive and the abilities are good but not all that great.

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Emrakul, the Promised End
Emrakul, the Promised End
The premier card of the set, the new Emrakul!  The new Emrakul had a lot to live up to trying to follow Emrakul, the Aeons Torn.  I think there has been a bit of a mixed reaction to the new Emrakul but overall it is a very strong card.  Now whether it can find a home in Modern is another matter.

Your almost never going to be paying the full 13-mana for Emrakul as filling up your graveyard is pretty easy in Modern with fetchlands and the like.  The Delirium-style discount can be pretty substantial.  I would say 3 or 4 would be a fairly easy discount to achieve however in theory you could obtain as much as 8 mana off and cast Emrakul for just 5 mana (however, realistically I think this would be pretty difficult to achieve).  Another thing to consider is Eldrazi Temple still exists in the format as a potential further discount for Emrakul.

The next ability is the really interesting part.  In the Mindslaver-style you take control of your opponent's next turn where you get to be as destructive as possible.  The more controversial part is that your opponent then takes another turn allowing them to untap and draw another card.  Hopefully the damage you will have done the previous turn should mitigate this but some decks are more susceptible to Mindslaver effects than others.  It certainly gives your opponents more outs than the usual Mindslaver but you do get a very threatening 13/13 flying, trampling monster on the board to boot.

The other part of the new Emrakul is protection from instants.  Modern has very few heavily played sorcery speed removal spells which could make Emrakul especially potent.

I'm not really sure Emrakul belongs in the current Modern format.  Even if you get a good discount on Emrakul 7 or 8-mana is still a lot in Modern so you are going to want be ramping or using the Tron lands or Eldrazi Temple.  The inconsistency in its cost seems like it could put off Tron decks but I could be wrong.  My immediate thought is it could be a nice finisher for the Time Walk/Taking Turns deck but I feel like it could have bigger applications.  Very interested to see how Emrakul gets used in Modern.

Eternal Scourge
Misthollow Griffin was the first creature I am aware of that allowed you to cast it from exile.  That was a mythic so I guess they value that as an ability a little less now.  Scourge is definitely easier to cast than the Griffin but does have the substantial setback of being easily returned to exile with any spell or ability.

Lupine Prototype
An interesting creature.  Even in the high-powered format of Modern a 2-mana 5/5 is pretty exciting.  However, there is quite a bit of work to be done before you will be doing any attacking or blocking.  I can certainly see decks that could take advantage of this card but it's probably not quite worth the effort involved.

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Geier Reach Sanitarium
Desolate Lighthouse is a card that already sees some play in Modern from time to time.  Giving a loot effect on a colourless land makes it a bit more accessible but the clear downside is that the effect is symmetrical.  There are a number of ways that you can take greater advantage of the  loot effect more than your opponent, or punish your opponent for discarding cards.  Interesting land with quite a bit of utility and being colourless could fit in any deck that was looking for it.

Jacob Van Lunen, in his preview article for the card, identified a sweet combo with this card and Spirit of the Labyrinth.  With Spirit in play you can activate the Sanitarium on your opponent's turn, allowing you to loot and forcing your opponent to just discard.  This gives you access to repeatable instant speed discard which can be pretty brutal.

Nephalia Academy
Nephalia Academy
A very strange ability on this card.  The fact that is specifically states a spell or ability your opponent controls means that you can't abuse this card as you otherwise might - discard my Miracle and cast it next turn etc.  So it only really does something if your opponent is actively playing discard cards against you.  There are powerful discard cards in Modern, such as Thoughtseize and Inquisition of Kozilek, and even 8-Rack which is a deck dedicated to discard.  However, you then have to consider the exact value you are getting from putting the card on top of your library instead of discarding.  It's not useless as you are setting yourself up for a good top deck but is that really good enough to run this land in your deck for that purpose?  I just can't really see you ever getting enough value out of this card to make it worth giving up slots in your deck to play.

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My Top 8 Cards for Modern
Here are my Top 8 Modern picks from Eldritch Moon:

  1. Eldritch Evolution
    The latest Birthing Pod-style card has a lot of potential in Modern.  I'm not sure whether it will outshine Collected Company and Chord of Calling but it feels like a card with some exciting possibilities.
  2. Splendid Reclamation
    There is clearly a lot of power and combo potential with this card.  A faster Valakut combo, some sort of extreme mana ramp strategy - I can see having some serious applications.
  3. Emrakul, the Promised End
    A dangerous finisher that you can cast for a substantial discount.  It's still a substantial amount of mana though in a format as fast as Modern.  I'm not sure that Tron and similar decks would not prefer the consistency of Ulamog, the Ceaseless Hunger.
  4. Geier Reach Sanitarium
    A fairly understated card but giving access to looting on a colourless land opens it up to a lot more decks.  However, it's the symmetry of the card that could see it from seeing more play.
  5. Liliana, the Last Hope
    I read a lot of disappointment regarding the new Liliana but I think she is being underestimated.  The competition from Liliana of the Veil is likely to prevent her seeing any play in Modern but she seems perfectly playable.
  6. Coax from the Blind Eternities
    There aren't many cards that allow you to do this type of thing in Modern.  As such this card is interesting in itself.  Being able to tutor for an increasing range of powerful cards is pretty good.
  7. Thalia, Heretical Cathar
    Good non-basic land hate in Modern is a bit hard to find but is very powerful with the general makeup of the Modern manabases.  As such I feel like the new Thalia could be pretty good in Modern.
  8. Noose Constrictor
    This I suppose could cover a variety of the cheap discard outlets in the set.  These open a lot of new options up for discard strategies in different colours.

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Reader's Poll
So now it's time to let me know what you think.  Have I missed out on a card you're excited about?  Overlooked the best card in set?  Let me know what Eldritch Moon card you think will play best in Modern.

What is your favourite Eldritch Moon card for Modern?
Eldritch Evolution
Splendid Reclamation
Splendid Reclamation
Emrakul, the Promised End
Emrakul, the Promised End
Geier Reach Sanitarium
Liliana, the Last Hope
Coax from the Blind Eternities
Thalia, Heretic Cathar
Noose Constrictor
Please Specify:
Sage Quotes

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There are few cards here with exciting applications for Modern.  Green seems to come off with the most powerful cards in the set in my opinion.  There are also a lot of cheap discard outlets in the set which may work their way into Modern play in the future.  It's a shame there aren't more exciting Madness cards to make pursuing such strategies more enticing.  In that sense I feel like there were quite a few missed opportunities in the set.

I also thought it was weird that they decided to make an Eldrazi menagerie for the set.  Was there really a big call for Eldrazi fishes, octopi, horses, crabs?  It's particularly strange as nature and the environment isn't really what Innistrad is known for - unlike a place like Zendikar.  Some strange choices all in all.

Some hits, some misses and some disappointment as to the direction of the storyline.  However, we'll see how it all plays once it's out.

Please let me know your thoughts on Eldritch Moon and take part in the poll.

Thanks for reading,

Oliver Law (olaw on MTGO)
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Isn't emerge just modified by Dawwy at Thu, 07/14/2016 - 11:54
Dawwy's picture

Isn't emerge just modified offering from kamigawa?

It is but offerings were by Paul Leicht at Thu, 07/14/2016 - 14:24
Paul Leicht's picture

It is but offerings were tribal in specification and did not require an additional mana cost. Emerge is mana specific and does not require a specific tribal type. Thinking of it more as Flash might help a little.

Offering did require you to by longtimegone at Thu, 07/14/2016 - 15:33
longtimegone's picture

Offering did require you to pay a cost in addition to the sacrifice, and that cost was reduced by the cost of the sacrificed creature.

It's actually very close, apart from the tribal component and the fact that you could cast any card with offering at instant speed with the sacrifice.

ah misremembering ftl :) Yeah by Paul Leicht at Thu, 07/14/2016 - 15:44
Paul Leicht's picture

ah misremembering ftl :) Yeah the instant speed part I'd forgotten about too.

That's a good point. Kamigawa by olaw at Thu, 07/14/2016 - 16:41
olaw's picture

That's a good point. Kamigawa Block is a bit of a black spot for me as I wasn't playing or following the game at the time. That is a better frame of reference probably.