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By: olaw, Oliver Law
Mar 30 2016 12:00pm
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Welcome to another Modern Musings!  In this article I want to take a look at the Shadows over Innistrad spoiler and voice my feelings about the cards that interest me for Modern.  As the set is tribal-focused I will also be discussing some of the exciting additions to those tribes and the possibilities of building a good Tribal Modern deck.


1. Themes, Mechanics & Keywords
a. Transform/Double-Faced Cards
b. Delirium
c. Investigate
d. Madness
e. Skulk
2. Cards for Modern
a. White
b. Blue
c. Black
d. Red
e. Green
f. Multi-Coloured
g. Land
3. My Top 8 Shadows over Innistrad Cards for Modern
4. Reader's Poll
5. Conclusions

Themes, Mechanics & Keywords
As expressed in my reviews of Battle for Zendikar and Oath of the Gatewatch I wasn't really happy with the design of those sets.  I feel a lot happier returning to Innistrad and the tribal and graveyard themes of the set seem interesting and enjoyable.  As with the original Innistrad Block there are five tribes with each being associated with two colours - Humans (WG), Spirits (UW), Zombies (UB), Vampires (BR) and Werewolves (RG).

Mechanics & Keywords

Transform/Double-Faced Cards

Double-Faced cards make their return after debuting in the original Innistrad Block, where a lot of the marquee cards were Werewolves.  It caused a pretty big stir at the time but I think generally most people have embraced double-faced cards.  I think the Transform mechanic is a fun one and they've done some interesting tweaks to it in this set.

An interesting rules change that has occurred is transformed cards now have the Converted Mana Cost (CMC) of the card before it flipped.  Previously a flipped creature, such as an Insectile Aberration - the flip side of Delver of Secrets, had a 0-CMC but now Insectile Aberration has a CMC of 1.  Oddly the exception to this is if you copy the flipped card - if you copy an Insectile Aberration then the copy has a 0-CMC.  This is very relevant for cards like Engineered Explosives and Repeal in Modern.  I know I have Repealed an Insectile Aberration for 1-mana in my time.


Delirium is an ability word for effects and abilities that occur only if you have four or more different card types in your graveyard.  Card types means creature, instant, sorcery, enchantment, artifact, planeswalker, land and tribal. 
Tarmogoyf is a great example of how this type of thing has been used in the past.

I have to say I'm not a huge fan of Delirium.  I get the concept but I think it asks you to keep track of a lot of slightly odd things that you would not usually need to keep track of.  I recall Mark Rosewater critiquing the Threshold ability word from Odyssey Block for doing the same thing (Threshold abilities activated when you had 7 or more cards in your graveyard).  To me it's a lot easier to keep track of whether my opponent or I have 7 or more cards in our graveyard than whether either of us have four different card types among cards in our graveyards.  Asking for a graveyard count from my opponent is nice and easy - looking at card types means I need to know exactly what cards they have in there.

I also think it's a lot more difficult to assess when your opponent is going to be able to turn on Delirium.  If my opponent has a Wild Mongrel out, 0 cards in his graveyard and 7 cards in hand I know he can activate Threshold if he discards all the cards in his hand.  In that same situation it is impossible for me to be able to tell if my opponent could activate Delirium without knowing what cards they have in their hand.  If they have four different card types in their hand then they can activate Delirium by discarding four cards, if they are a card type short then I have nothing to worry about (that's not to mention the possibility that some of those cards could have multiple card types -such as an artifact creature).  What are the chances of my opponent having four different card types in his seven card hand?  I have no idea and without knowing my opponent's decklist it would be impossible to assess - Delirium makes you ask these kind of awkward questions and I think it is probably more complex that it needs to be.

Going beyond my general dislike of the mechanic, many are questioning how easy it is to get Delirium active in Modern.  I would argue it's still reasonably difficult.  Getting a land in the graveyard is easy thanks to the fetchlands.  Then the best options for getting it active early seem to be Faithless Looting and Thought Scour.  Looting is the better of the two options as you choose what you put in the graveyard and it's a sorcery which you are unlikely to have too many of as Modern decks usually prefer instant speed spells.  Thought Scour can work but obviously you have no choice about the top two cards of your library so you have to get pretty lucky.

Investigate/Clue Tokens
Investigate is a keyword which means 'Put a colourless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card"', which is a bit of a mouthful.  It is a little bit on the wordy side but once you get the concept that Investigate = get a Clue Token it is a lot easier.  The long-term advantage of building up Clue tokens to cash in later is an interesting one.  The mechanic could also do well with artifact matters themes and mechanics as essentially Investigate is another way of dropping a 0-cost artifact onto the battlefield.  It may all be a bit slow and expensive for Modern but I like the concept.

Incorrigible Youths
Madness is a returning mechanic from Odyssey Block, as Flashback was reused first time around in Innistrad Block.  Madness allows you to cast spells for their Madness cost when you discard them, for whatever reason you may be discarding them.  Personally I really like the Madness mechanic, though I started playing in Odyssey Block and have a lot of love for that Block in general.  Obviously the Madness mechanic somewhat lives and dies by the quality of the discard outlets available.

The discard outlets don't seem to be as strong as in Odyssey Block. They seem to have avoided repeatable discard outlets as much as possible. However, there are still a lot of different ways to discard cards in the set. The other thing is it feels like there are a lot of Madness cards that have the same Madness cost as their casting cost. This is a bit lame to me as it kind of reduces the incentive to pursue making a Madness deck.

Skulk is a mechanic that we've seen in varying forms on different creatures previously.  The most notable example is probably
Skarrgan Pit-Skulk though its ability is actually the opposite of Skulk, it cannot be blocked by creatures with less power than itself.  Skulk is a form of evasion that generally appears on creatures with low power.  You can play some tricks with Skulk like pumping your creature after blockers have been declared etc.  Skulk isn't the most exciting mechanic in the world but it's perfectly serviceable.

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Cards for Modern


Declaration in Stone
A two-mana answer to pretty much any creature and any duplicates though at only sorcery speed.  A great answer to tokens.  The downside of giving your opponent a Clue token, or multiple if you manage to catch a creature in multiples, might come back to bite you if the game goes long.  A card that feels like it has applications but I'm not sure exactly where it would fit in the format as it stands.

Eerie Interlude
A while back I took a look at an exciting Ghostway deck in Modern.  Eerie Interlude is a Ghostway with some interesting upside.  Allowing you to pick the creatures you want to blink out means the card works better with token generators, like Thragtusk and Pia and Kiran Nalaar.  Additionally, if you are using Eerie Interlude during combat if you've managed to get a good block you can leave a creature to trade while blinking out the rest of the team.

Gryff’s Boon
Gryff's Boon
A pretty strong aura.  I can see Bogles being very interested in this card as the evasion could be really valuable.  Sometimes you find yourself being chump blocked and not getting damage through with the deck - Rancor works nicely in that situation but the Boon could also do work thanks to granting your creature flying.  Boon can also be returned to play from the graveyard for extra upside.

Hanweir Militia CaptainWestvale Cult Leader
Hanweir Militia Captain/Westvale Cult Leader
A pretty cool card in a tokens deck.  The Cult Leader has the potential to be huge and then creates extra tokens to boost its own size.  The problem is the Militia Captain is a mere Glory Seeker until it flips and even if you already have 3 or more other creatures on the battlefield you have to wait until your next upkeep for it to flip.

Thalia's Lieutenant
Since the introduction of the Human subtype there have been a lot of humans about and so perhaps more than other tribes it has good foundations for a Modern deck.  Thalia's Lieutenant could make a good addition to such a deck and supplements Champion of the Parish nicely.

I wrote an article about Kytheon, Hero of Akros after Magic Origins was released that featured a pretty potent White Weenie deck.  The deck primarily runs one-drop Humans so it would not be hard to change that list up to be more Human-focused and feature the Lieutenant.

I actually think this card is deceptively powerful.  Topplegeist may not look like much but once you get Delirium it is going to be a very frustrating card to have on the board.  Could be a very interesting lock piece in the right deck.

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Engulf the Shore
Engulf the Shore
This was PureMTGO's preview card and worthy of a mention.  A cheaper Evacuation is an interesting card though the fact it relies on Islands does make it a little restrictive.  I could see using this in an interesting Mono-Blue or Ux Control deck or perhaps the Taking Turns deck as Joshua suggested.

Epiphany at the Drownyard
Epiphany at the Drownyard
This is a card that really excites me.  Wizards last attempt at powerful draw spells in Modern didn't work out well.  Treasure Cruise and Dig Through Time ended up on the banned list after proving too powerful.  Epiphany certainly isn't on the level of those cards but is a powerful and versatile instant-speed draw spell.  Early on it's a good way to draw an extra card or two, however, it really starts to shine in the late game where it more resembles Fact or Fiction. The difference between Epiphany and Fact or Fiction is that the onus is on you to split the cards and then your opponent decides which ones go in your hand, which is a reverse of Fact.  Additionally you need to pay an extra mana to look at the same number of cards as a Fact or Fiction.

When it comes to comparing Epiphany to cards that actually in Modern, I guess it is most comparable to Sphinx's Revelation.  UWx Control decks used to run a copy or two of Revelation as a long game play to cement their advantage.  I think Epiphany gives a lot more versatility than Revelation and so should definitely see some play in Control decks.  It may even have further applications in decks that can take advantage of those cards being dumped in the bin.

Essence Flux
Essence Flux
It's another Cloudshift with upside for Spirits.  Was there a deck that was looking for Cloudshift 5-8?  Not that I'm aware of but it's possible there is some wacky home for this.

Invasive Surgery
Invasive Surgery
I don't think there was an Envelop in Modern, not that there was a huge call for it.  Invasive Surgery has some upside too if you have Delirium.  The dream is countering Scapeshift with this while having Delirium and denying them their combo card.  I can't see this seeing a ton of play just because there aren't a lot of sorceries in Modern that demand this kind of response.

Jace, Unraveler of Secrets
Jace, Unraveler of Secrets
Five mana is a lot for a planeswalker in Modern and this Jace doesn't have all that much impact.  The only real upside I can see is that this Jace is better than his counterparts at bouncing creatures.

Spirit tribal decks haven't really ever been a thing in Modern but Rattlechains gives us more reason to look into this avenue.  The card reminds me a lot of Spellstutter Sprite in Faeries - it drops down with flash and counters a removal spell and its presence on the board improves everything else for your deck (all your creatures gain flash in this case).

The real question is whether there are enough other supporting cards to make a Spirit deck competitive in Modern.  Lingering Souls, Drogskol Captain and Geist of Saint Traft are all pretty good cards so that's a start but the concept probably requires further investigation.

Startled Awake/Persistent Nightmare
Mill is a legitimately viable strategy in Modern and Startled Awake could be an addition to the UB Mill decks of Modern.  I have concerns that it is all a bit too slow but a repeatable mill effect is interesting.

Stitchwing Skaab
Stitchwing Skaab
This is a really nice card for a Dredge based deck.  A 3/1 flyer is a decent sized body and it also acts as a handy discard outlet for Dredge cards.  Stitchwing Skaab also works really nicely in tandem with
Prized Amalgam(discussed below).  The only real problem is that Dredge decks tend to be Jund colours so you have to find room for Blue in the deck, or cut some of the other colours all together.  Stitchwing Skaab and Prized Amalgam seem like good incentives to make it work though.

Thing in Ice/Awoken Horror
A two-mana 7/8 - well that is something.  As a 0/4 pre-flip it is nicely protected against Lightning Bolt and casting 4 sorceries/instants isn't exactly a hugely tall order in Modern.  Then you get to the fact that Awoken Horror performs an Evacuation on the board when it flips, which adds even greater upside to the card.  Is this all a bit too slow for Modern?  That remains to be seen but I'm excited about the possibilities for this card.

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Asylum Visitor
Asylum Visitor
Asylum Visitor is a pretty powerful two-drop with some aggressive stats and has a cheap Madness cost too if you are looking to take advantage of that.  On first read I thought its ability was symmetrical but it actually only ever draws you cards, which is far better than I thought.  If you have no cards in hand on your upkeep you draw a card and lose 1 life and if your opponent has no cards on their upkeep you draw a card and lose 1 life.  It's all good news. The obvious comparison is Dark Confidant but unless you are able to empty your hand or your opponents very quickly you are unlikely to get the kind of value out of Asylum Visitor that you would from Confidant.

In Modern, it could make a good pairing with Zombie Infestation allowing you to empty your hand and draw extra cards.  You can also discard Asylum Visitor to the Infestation and cast it for its Madness cost.  That said the Asylum Visitor is a great value creature in general as it really is all upside, it just has stiff competition in the form of Dark Confidant.

Call the Bloodline
Call the Bloodline
A powerful discard outlet.  I think Zombie Infestation is a better discard outlet in general but 1/1 lifelink Vampires have their own upside.  A card that certainly has its uses.

Diregraf Colossus
A sort pseudo-lord for the Zombie tribe.  Colossus has a lot of potential.  Even just a couple of Zombies in your graveyard put it out of Bolt range and then every Zombie you cast gives you another 2/2 Zombie token.  Colossus works really nicely with Gravecrawler as you 'cast' it from your graveyard, meaning every time you cast your Gravecrawler from the yard you will be getting another token.  This interaction can very easily be abused with a sacrifice outlet.

I don't think it's as good as Stitchwing Skaab but it is another option if you don't want to stretch into blue mana.

Heir of FalkenrathHeir to the Night
Heir of Falkenrath
It's no Delver of Secrets but a 2-mana 3/2 flyer is still nothing to be sniffed at.  Also, if you can take advantage of the discard then all the better.  Could be a good role-player in the right deck.

Indulgent Aristocrat
Indulgent Aristocrat
Indulgent Aristocrat is a creature I like a lot.  He is the kind of creature a tribal deck needs.  A cheap creature that gives you a good reason to play to a tribal theme (the sacrifice ability is clearly a lot more exciting if all your creatures are Vampires).  The Aristocrat is also the kind of creature that your opponent will not want to use their removal on but may be forced to as it will become a problem in the late game.  The 2-mana in addition to the sacrifice is a bit steep but it makes this a 1-drop with considerable late game upside.  It's also very possible to combine the Aristocrat with Bloodghast in a Vampire tribal deck to get free pumps for all your other creatures.

Merciless Resolve
Merciless Resolve
Instant speed draw is powerful.  The additional cost is pretty hefty but if you can afford it, or better yet take advantage of it, then it's pretty good.

Relentless Dead
Another addition to the suite of cheap recurrable threats in Black's repertoire to go alongside Gravecrawler, Bloodghast and Bloodsoaked Champion.  There is certainly a lot of power here.  A difficult to block 2/2 that you can return to hand and then get even more upside if you have other Zombies to return in your graveyard.  This seems like a great long-term engine for a Zombie deck.

My concern about Relentless Dead is that it's actually quite mana intensive to get going.  If your opponent kills it when you have no mana available then it is gone.  I also query how readily you'll be able to use its second ability to grab an extra Zombie out of the yard as again this can be quite a hefty mana investment.  However, if you can afford to keep that mana open then you are in great shape.  The answer may be to Dredge creatures into the graveyard to ensure you have targets. Also, a sacrifice outlet would be a good way to abuse the second ability on your own terms.

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Dual Shot
Dual Shot
Forked Bolt can be a very powerful sideboard card in Modern.  Dual Shot actually has some advantage over Forked Bolt being an instant speed spell but is also narrower - it can't kill 2-toughness creatures or go to the dome.

Falkenrath Gorger
Another aggressive Vampire for a potential tribal deck in Modern.  I'm not sure how good giving all your Vampires madness is but the synergy with Liliana of the Veil is enough to keep me interested.

Harness the Storm
An interesting build around me card.  Unfortunately Pyromancer Ascension and Past in Flames pretty much have a lock on this area in Modern and so Harness the Storm is unlikely to get a look in.

Sin Prodder
A reverse Dark Confidant of sorts.  Sin Prodder allows you to draw an additional card if your opponent chooses not to take damage equal to the CMC of the card revealed.  I like this card quite a lot - it's aggressive and has the potential to let you draw extra cards.  It's a powerful ability and on a nice aggressive body.  At 3-mana it's a little expensive and obviously you need to play it in an aggressive enough deck that your opponent can't just afford to bin all your additional cards but it could find a home.

It is actually quite interesting to compare Sin Prodder's ability to Dark Confidants.  There are some positives and negatives:
1. You won't ever kill yourself with Sin Prodder.  Anyone who has played with Dark Confidant will probably have killed themselves with it or come close to doing so at some point.  All the life loss is on the opponent's end if they choose not to let you draw the card.
2. It puts pressure on your opponent.  Prodder puts the onus on your opponent to decide whether they can afford to let you draw the card or whether they are better off taking the damage.  This puts the pressure on your opponent to make the right decision.  Dark Confidant on the other hand puts the pressure on you not to put yourself in a position where you kill yourself.

1. Revealing a land is much worse.  It may seem small but hitting a land with Sin Prodder is pretty bad.  The opponent will not let you draw the land, unless they have some reason to want you to have it, and they will take no damage for getting you to put it in the graveyard.  Given that roughly a third of most decks are land having a (very roughly) 1 in 3 chance of achieving virtually nothing is pretty poor.
2. Your opponent has all the power.  Your opponent is in control of whether you draw the card or whether they take damage.  As such the perfect player will only let you draw irrelevant cards and prevent you from drawing the relevant cards.  This probably shouldn't be taken too far - the Prodder draw is a potential additional draw so it's all gravy, you aren't missing out on your regular draw and your opponent is taking damage.  Pressuring your opponent's life total makes the decision much harder for the opponent.
3. You will draw fewer cards generally.  Dark Confidant will always draw you an extra card.  Sin Prodder will sometimes draw you an extra card, sometimes it will deal damage to your opponent and sometimes you'll hit a land and it will do neither.
4. It encourages you to play higher CMC cost cards.  This isn't necessarily a negative in itself but in Modern it is.  Modern decks generally run on a very low curve which is advantageous for your opponent in this case.  For instance, paying 1 life to prevent you drawing that Lightning Bolt seems like a small price to pay.  It's not really worth compromising the quality of the rest of your deck for the benefit of Sin Prodder.

Village MessengerMoonrise Intruder
Village Messenger
Another in a long-line of powerful red 1-drops available in Modern.  It doesn't quite give Goblin Guide or Monastery Swiftspear a run for their money but is another good option.

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Cryptolith Rite
Cryptolith Rites
This seems like solid combo fodder.  You can potentially generate a ton of mana with this card, particularly if you have ways of untapping your creatures.

Pack Guardian
Pack Guardian
Being able to put 6 power onto the battlefield at instant speed for 4 mana and a land out of your hand seems like a solid deal.  Pack Guardian has the potential to be a great combat trick and in general is a good deal for the cost.

Traverse the Ulvenwald
Traverse the Ulvenwald
It might take some work to get Delirium online but when you do Traverse the Ulvenwald is an extremely powerful creature/land tutor for just one mana.  The problem is that before that time it's not particularly useful.  Is it really worth the effort?  I am not sure it is.   Summoner's Pact can tutor a creature for free if you are going for some killer combo and Chord of Calling/Collected Company can put a creature onto the battlefield for far less work.

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Anguished Unmaking
A very versatile piece of instant-speed removal.  I can't see this card seeing tons of play but it could be a nice 1 or 2-of in a deck in the right colours. The drawback is definitely real, particularly against Aggro/Burn so I think you will need to use the card sparingly. Abzan decks already run the occasional 1-of Maelstrom Pulse and I think Unmaking has some upside on Pulse as it exiles and is instant speed.

Arlinn Kord/Arlinn, Embraced by the Moon
Arlinn Kord is a new Werewolf Planeswalker, which is pretty cool in itself. Her card is pretty exciting too. She's certainly well suited to an aggressive deck as in general her abilities push you in that direction. She could make a nice top end to a Zoo deck and could even be played in a suitably aggressive Jund build if desired. 

I think the easiest card to compare Arlinn Kord to is Huntmaster of the Fells which certainly saw a fair amount of play in Modern for a time.

Fevered Visions
Fevered Visions
This is a weird card in a lot of ways.  For starters it's a Howling Mine-style card but you and your opponent draw a card on your end step rather than your upkeep.  It then has a Sulfuric Vortex-style clause hitting your opponent for two on the end step but only under the condition that they have 4 or more cards in hand.  I'm really not quite sure what to make of it.

Places I could see playing this card?  Owling Mine was a deck once upon a time and you could probably build a pretty reasonable version of that deck for Modern.  Runeflare Trap, Howling Mine and the new Engulf the Shore could all be solid players in such a deck.  I suppose you could also play this card in a UR Prowess deck as a way of keeping stocked up on spells and hopefully punishing your opponents life total.  However, giving your opponent extra cards is always a risky prospect and the low curve of Modern perhaps doesn't lend itself to these kinds of strategy.  Still a very cool card to brew around.

Nahiri, the Harbinger
Nahiri is quite a strange one. She can draw you cards but not in the way you would necessarily want, unless a Madness deck eventually emerges. She can also act as removal but in rather odd narrow circumstances. Her ultimate is also quite dismal if you manage to get that far. Nahiri could certainly have her applications but I am not left terribly impressed by her.

Olivia, Mobilized for War
Olivia, Mobilized for War
The new Olivia is a very aggressive card.  A 3-mana 3/3 flyer is a decent body and the ability is pretty cool, though I am unsure how best to take advantage of it.  Giving a creature a +1/+1 counter and haste is powerful but discarding a card is a big price to pay.  It combines well with Falkenrath Gorger though as you can then play an additional creature off the discard.

Prized Amalgam
Prized Amalgam
Prized Amalgam is a great Dredge card. 
  It already works excellently with cards like Gravecrawler and Bloodghast and the new Stitchwing Skaab is another card that pairs nicely with the Amalgam.  I can see a deck building itself before my very eyes.  I really like Prized Amalgam and look forward to seeing how good a Dredge deck can be made with it.

Sigarda, Heron’s Grace
Sigarda, Heron's Grace
The new Sigarda seems like a nice addition to the Chord of Calling toolbox.  The part I am really focusing on is Sigarda being a True Believer, she gives you Hexproof (yes, ok True Believer grants Shroud).  This makes her a great answer to Burn and also a counter to various combo decks, such as Ad Nauseam.  Also, if your opponent casts Scapeshift and sends all the Valakut, the Molten Pinnacle triggers at you then casting Chord of Calling for Sigarda in response would counter all the Valakut triggers on the stack.  Getting past the Hexproof, Sigarda is also a sizeable body and has a very powerful token generating ability.  I see this as good sideboard material for a Chord deck.

Sorin, Grim Nemesis
Sorin, Grim Nemesis
Six drop planeswalkers don't tend to get a lot of love in Modern.  Though Elspeth, Sun's Champion has seen a bit of love in UW Control during the Eldrazi Winter.  Sorin is powerful but I can't really see playing him in Modern, for 6-mana you won't him to do something big in Modern and he just doesn't have that kind of impact.


Choked EstuaryForeboding Ruins
Shadow Lands
The Shadows cycle of lands aren't exciting for Modern purposes.  They don't work with Fetchlands and though they do work with the Ravnica duals on the positive side.  Revealing a card from your hand is a cost that you don't really need to pay for access to this type of mana fixing.

Drownyard Temple
Drownyard Temple
I'm not sure what the applications are for this card but it feels like a card that could find a use one day.  A cool design that hasn't been seen before to my knowledge and could find a use eventually.

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My Top 8 Cards of Shadows over Innistrad
Here are my Top 8 cards for Modern from Shadows over Innistrad:

  1. Epiphany at the Drownyard
    The last attempt at printing good draw cards in Modern went a bit wrong.  Epiphany is not on the level of Treasure Cruise or Dig but it is good enough that I could see myself playing this card.  It's not for every deck but it does have broad applications which is why I am rating it so highly.
  2. Thing In Ice/Awoken Horror
    I like this card a ton, so much so that I am probably vastly overrating it.  However, there is a ton of upside to this card.  It may be that it is just that bit too slow for Modern or it might not find a home in a viable deck but I am really intrigued by this card.
  3. Prized Amalgam
    It may not amount to much but this card seems like a dream card for Modern Dredge decks.  There are a lot of other nice Dredge support cards in the set to complement Prized Amalgam but this card feels like the most important addition.
  4. Arlinn Kord/Arlinn, Embraced by the Moon
    I often find myself hedging my bets on planeswalkers and it doesn't always work out.  Arlinn Kord is a planeswalker than I am more confident in than most.  I reckon she will see some play, at least for a time, in Jund and maybe elsewhere.
  5. Anguished Unmaking
    Anguished Unmaking is just a very solid and flexible removal spell.  The life loss is relevant so I can't see it being a 4-of in many decks but it's a nice little role-player that you might run 1 or 2-of in the right deck.
  6. Asylum Visitor
    I'm not sure it can see out Dark Confidant but this Vampire is definitely pushed for power level.  If Confidant didn't exist I think we'd be drooling over this card but Confidant is just a better card advantage engine.  Could still see play in right deck though.
  7. Relentless Dead
    I'm concerned about the speed of this card for Modern but it's not hard to see how this could be a pretty great engine for a deck.
  8. Sigarda, Heron's Grace
    Probably not a main deck card but an exciting sideboard option for Chord of Calling decks.

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Reader's Poll
Well I've had my say so now you can have yours.  Please vote for your favourite SOI card in the poll below and let me know if I've missed your favourite card.

What is your favourite Shadows over Innistrad card for Modern?
Epiphany at the Drownyard
Epiphany at the Drownyard
Thing In Ice/Awoken Horror
Prized Amalgam
Prized Amalgam
Arlinn Kord/Arlinn, Embraced by the Moon
Anguished Unmaking
Asylum Visitor
Asylum Visitor
Relentless Dead
Sigarda, Heron's Grace
Sigarda, Heron’s Grace
Please Specify:
Poll Maker

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I am not sure Shadows over Innistrad will have a dramatic impact on Modern but there are certainly enough cards to keep me interested.  I look forward to testing some of these cards out and maybe giving tribal another shot in Modern.  In terms of the tribes I think Zombies is probably the tribe that got the most exciting additions and I would say they are closely followed by Vampires in that regard.

The set looks like a lot of fun and I look forward to the release.

Thanks for reading,

Oliver Law (olaw on MTGO)
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