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By: gwyned, gwyned
Jan 18 2016 1:00pm
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I. Introduction

It's nearly release time for Oath of the Gatewatch, where four planeswalkers team up to defeat the massive Eldrazi titans and secure the Multiverse from such powerful threats for all time.  If you're looking for superb analysis of this set's impact on Limited and Standard, I'm afraid you've clicked the wrong link. Instead, it is the purpose of this article to break down this unique set from the perspective of the Standard Pauper player. This set introduces three new mechanics alongside the major headliner - the colorless mana symbol, which may or may not have a dramatic impact on Magic moving forward.  It might not be a bad idea to brush up on these mechanics before continuing, as I will assume you understand how all these work. For the purpose of this article, I will be limiting myself to the "true" Colorless, White, and Blue cards before turning to the Black, Red, and Green cards of the set in Part Two.

If you've read my previous set reviews, you should be familiar with my methodology. Rather than assigning a particular letter grade, I will instead note each card as a "hit or myth" and discuss why I believe this card will or will not be relevant. My reasoning is simple: unlike in Limited, you will never have an instance where you have to prioritize one card over another in any meaningful way, and thus a letter grade is not that helpful in actual practice. I also make use of a third category - borderline - for those cards that aren't great, but might see some play in the right deck. But enough explanation - on to the cards!

II. "True" Colorless

1. Bone Saw is a reprint from Conflux in Alara Block, and at first it looks like a pretty good deal. It's free to cast and only costs a single generic mana to equip. What more could you ask for in a piece of equipment? But if you consider for a moment, you realize that an Instant speed effect for one mana that only boosted a creature's Power by one point is a card you would never play, since the effect is so mediocre. And while Bone Saw essentially allows you to cast that spell over and over again (but never targeting the same creature more than once), that still isn't a big enough effect to make this card worth playing. I'm not sure what it will take to have a playable piece of Equipment at Common again, but this certainly isn't it.

Verdict: Myth - No one should ever report that they saw you play this.

2. Crumbling Vestige is one of the more interesting Lands in Oath of the Gatewatch. On the turn it comes into play, it essentially taps for any color of mana, but only taps for colorless mana in subsequent turns. If it turns out that you want access to colorless mana in a reliable way, this card would seem like a solid choice, since it not only provides access to it but also helps early on to cast one of your other colored spells before you find the appropriate lands. However, unless one of your colors is merely a splash, the fact that you only get colored mana out of this once is a pretty substantial drawback. Still, if you need to play colorless mana sources, you could do far worse than this.

Verdict: Borderline - It's not amazing, but it certainly has more than a vestige of utility.

3. So-called "mana rocks" that cost only 2 mana and tap to add one mana to your pool are quite strong, which is why cards such as the original Ravnica Signets are good enough to be high picks even in a Vintage Powered cube. So one might forgive someone for mistaking Hedron Crawler as having similar value. But as a creature (and not just an Artifact) it has two major liabilities. First, it's vulnerable to almost every kind of removal. Second, and more importantly, it also has summoning sickness, meaning that you can't make use of the mana right away. So while it does technically ramp you on turn 3 and fixes your deck for colorless mana, its utility is overshadowed by its liabilities.

Verdict: Borderline - I want to call this unplayable, but it managed to crawl back into my good graces.

4. Holdout Settlement harkens back to Springleaf Drum, a card that at one point was judged too good to be reprinted at Common. In fact, this card is probably superior to the artifact, since it's much less vulnerable to removal, taps for colorless mana without any additional cost, and doesn't take up a card slot in your deck. This essentially allows you to turn any creature into a virtual Birds of Paradise, but in doing so ties up one of your Lands. Still, any deck that generates any sort of tokens or a high number of creatures can make very good use of this as a fixer, and even at its worse it at least taps for a single colorless mana right away without penalty. I'm not certain, but I think this could be pretty good.

Verdict: Hit - I'm not totally settled on this, but I'm holding out that this could be one of the better Commons.

5. Kozilek's Pathfinder is about on par with what we'd expect for a 6 mana creature. It's a reasonable but not notable 5/5, with an activated ability that gives it pseudo-evasion in the form of allowing you to pay colorless mana to prevent a creature from being able to block it. This certainly has the capability of finishing off an opponent quickly if you can pay the cost to keep opposing creatures at bay. On the other hand, Hooting Mandrills already gives us almost as much Power combined with Trample for the same amount of mana, and often much cheaper thanks to Delve. This isn't much of an incentive to play colorless sources, and as such this often won't be better than just an expensive, dumb beater.

Verdict: Borderline - I doubt we will soon find a clear path for this to see widespread play.

6. Seer's Lantern is the more typical three-mana "mana-rock" that we've seen often at Common. Even when these have tapped for any colored mana in the past (such as Manalith), these have not seen much if any play in the format, simply because it is such an expensive and clunky way to both ramp and fix your mana. In this case, you also get the benefit of a repeatable Scry 1, an effect that many players value at about half a card. That works out to being a card worth of value over two turns for 4 mana (Jayemdae Tome, anyone?), which is nothing to sneeze at. In a true Control archetype that needs access to colorless mana, it's just possible this might find a home.

Verdict: Borderline - In light of its potential advantage, you might be able to see a use for this.

7. Unknown Shores has once again been reprinted, and now showcases its new form as producing true colorless mana (as opposed to merely generic mana). This essentially allows you to tap 2 Lands to produce a single color of mana, which is not the kind of fixing that you want in your deck. Typically though in Standard Pauper this card has seen play as a singleton in decks that need access to more than two colors of mana, simply because it's a nice stopgap against being mana-screwed and isn't totally useless when you don't need its secondary ability. Once again, this is probably reasonable if you want access to colorless mana, but otherwise you probably don't want to include this is your deck.

Verdict: Borderline - It's not unknown for this to appear in winning decklists, but it shore ain't all that desirable.

8. Warden of Geometries is usually worse than a Hill Giant, since you only get a 2/3 with Vigilance for your 4 mana. The fact that it taps for colorless mana isn't going to be that relevant, seeing as how you won't even be able to take advantage of that effect until Turn 5 at the earliest. At one mana cheaper, this would be worth consideration if you needed reliable access to colorless mana in your deck. But given both its expense and the relatively small incentive for having access to colorless mana in the first place, this simply isn't very good, especially given the fact that for one additional mana you could cast Kozilek's Channeler, which not only has better stats but taps for two colorless mana instead of one.

Verdict: Myth - Do the math and ward off the temptation to play this card.

9. I don't typically review Basic Lands, but since Wastes is the first brand new Basic we've had since Snow-Covered Lands from Ice Age, I figured it was worth including. Like all basics, you can play as many of them as you want in your deck, and they can also be fetched by an Evolving Wilds, since that card allows you to search your library and pick any basic Land card. Interestingly enough, it doesn't have a land type, so (for example), you couldn't create Colorless mana with Nylea's Presence from Theros block. In any case, this essentially works like another color of mana, with all of the corresponding ramifications for building a mana base. Bottom line - you better have a really good reason to include these in your deck!

Verdict: Borderline - Except in very specific builds, these will be a waste of a Land slot.

Other than the two new Lands, there doesn't seem to be much of interest at Common from these colorless cards. Holdout Settlement definitely seems to be one of the better cards for Standard Pauper in the set though, so that helps make up for the lackluster showing from the rest. Seer's Lantern is also worth a second look, if for no other reason than the potential value of being able to scry each turn for the reasonable cost of 2 mana. While I would have loved to see one or two big Eldrazi to finish out this block, sadly it was not to be.

III. White

1. If Affa Protector is any indication, the Allies are now getting Horned Turtles to aid them in their mission to overcome the Eldrazi. The Allies in White were fairly mediocre in Battle for Zendikar, and this card certainly doesn't do much to change that evaluation. If you're playing a more Control oriented build and have synergy with Allies, this might be worth a slot in your deck. Given the high number of Allies in Oath of the Gatewatch, I wouldn't be surprised to see an Allies archetype emerge that includes White, and in that case you certainly could do much worse than 1/4 with Vigilance for 2W. But outside of that specific archetype, there's no real incentive to play this otherwise.

Verdict: Borderline - I'm trying to be affable by giving this a pass.

2. Dazzling Reflection is an interesting combination of effects. On average it will probably net you a mere 3 Life, but assuming that creature is attacking you, it's almost as if you gain the Life twice, since you can simply choose not to block and ignore the damage it deals to you. Alternatively, you can also use it as a combat trick, changing a scenario where your creature would trade with your opponent's into one in which only their creature dies. As such, it's not quite a simple Lifegain spell, nor is it quite a one-creature Fog, but a card that has a small range of effects. I don't think I'd want this is most matchups, but it might be an interesting Sideboard option against decks with high Power creatures.

Verdict: Borderline - Upon reflection, I can see spots where this could be good.

3. Expedition Raptor is our first Support card at Common, and it joins a long line of expensive flyers in both White and Blue with weak stats but a decent ability. You are getting 4 points worth of Power and Toughness for your five mana, and two of those are in the air, but it also requires you to have two other creatures already in play to get that value, since Support only allows you to put the counters on other target creatures. If you're playing a wide strategy where you expect to have 3 or more creatures on the virtual battlefield pretty consistently, there is certainly value to be had here. On the other hand, the times when this ends up a 2/2 Flyer for 3WW, that's a pretty miserable result.

Verdict: Borderline - At least you know what type of expedition this would be useful on.

4. Once upon a time, White got access to two very strong removal spells in Oblivion Ring and later Journey to Nowhere, but nowadays both of those are deemed too strong to print at Common. Isolation Zone, then, seems to be an attempt to fix those cards, giving you a similar effect but requiring you to pay a whole 2WW for the privilege. Most of the time this will be able to remove whatever permanent is giving you trouble, but it is worth pointing out that unlike Oblivion Ring it can't target Artifacts (or Planeswalkers, in case you were wondering). It's also worth pointing out that since it does exile its target, it has synergy with the Processor cards from Battle for Zendikar, which is a small but still helpful bonus feature.

Verdict: Borderline - In isolation this looks pretty solid, but too often you'd rather just have Pacifism.

5. Kor Scythemaster is almost Porcelain Legionnaire reborn, save that you not only need the full three mana but also can't use its First Strike ability defensively. Even so, most three drops won't be able to block this without help, making this pretty solid value for White. It's also an Ally, which I predict will play a more important role given the high number of new Allies at Common in Oath of the Gatewatch. Of course, having only 1 Toughness is definitely a liability, particularly with the popularity of Twin Bolt in the metagame right now. We haven't seen much of the traditional White Weenie archetype in Standard Pauper as of late, but should such a deck have a resurgence, this is definitely a card that would fit right in to such a deck.

Verdict: Borderline - If you can master its liabilities, this definitely could be a kor part of a strong deck.

6. For the exact same mana as the card prior we get Kor Sky Climber, which trades in that card's offensive-only First Strike for an extra point of Toughness and an activated ability that gives it Flying until end of turn. A 3/2 for 2W even without any abilities is borderline playable already, and the option to give it Flying each turn for a mere 1W is pretty decent. Interestingly enough, it almost has pseudo-Reach, since as long as you have the mana untapped to pay its cost, your opponent has to treat it like it can block his flyers when they attack. And yet again, it's also an Ally, which could prove to be important in the upcoming metagame. So overall while not amazing, it's worth considering in the right deck.

Verdict: Borderline - Time will tell how high this is capable of climbing.

7. Apparently the fact that none of the White Flyers were Allies in Battle for Zendikar gave them a bad reputation, as Makindi Aeronaut is now more than willing to help out its fellows. This is a reprint of Concordia Pegasus with a much more relevant creature type, and the pegasus certainly saw play last time it was in the format. As such, I have pretty high hopes for this card as well. If your opponent can't block it early, it will get in several points of damage, and its three Toughness means it's also fairly effective in keeping a lot of other flyers at bay. And this is our third White Ally in a row that seems playable at the very least, which just might make these three cards cornerstones of a new Ally archetype.

Verdict: Borderline - Given its versatility in the air, why would you naut play this?

8. Mighty Leap has been reprinted yet again, guaranteeing we'll have access to this card even after Magic Origins rotates out later this year. This is a solid if uninspiring White combat trick, despite the fact that you have to play it before blockers are declared if you want the Flying ability to actually matter. But it's cheap, it boosts both Power and Toughness, and it's strong enough that most of the time the targeted creature will finish off whatever was blocking it and survive to fight again. Of course, this card will continue to be overshadowed by Tandem Tactics, which is probably preferable in most scenarios. That probably explains why this has seen so little play in the format as of late.

Verdict: Borderline - This isn't mighty enough that I would leap to play it.

9. It would seem Ondu Cleric has been training for war, as its War Cleric form has an additional point of both Power and Toughness yet even with the help of other Allies can never heal more than 2 Life a turn. Cohort as an ability is pretty weak, since it require you to tap two of your creatures to produce what is typically a very marginal effect. Of course, the fact of the matter is you can use it every turn, and can even block with both Allies before you do so. At worst, it is a borderline playable White Ally 2/2 for 1W, and in some board states its Cohort ability might be the difference between life and death. That's a pretty narrow upside, but I think it saves this card from being totally unplayable.

Verdict: Borderline - I don't want to give it ondu respect, but I don't think this is as terrible as it might seem.

10. White removal just keeps getting cheaper, as is clearly the case in Searing Light. For a mere W, you get to destroy a creature; of course, that creature not only has to be attacking or blocking, but also has to have 2 or less Power, which much of the time means that the creature probably isn't worth a removal spell in the first place. Worse still, almost any combat trick will save a creature from this, since it takes so little to pump up a creature beyond 2 Power. If your deck is so aggressive that you expect to win in the first six turns or so, this might be worth consideration. Otherwise though, the fact that it's so cheap doesn't make up for how often this will simply be a dead card in your hand.

Verdict: Myth - In light of its major restrictions, you're better off not even considering playing this card.

11. It's a shame that Shoulder to Shoulder wasn't printed as an Instant, as it would be a reasonable if not amazing combat trick in that scenario. As is, the fact that it replaces itself hardly makes for the fact that you have to play this prior to attacking, and you have to have two different creatures, and both of them only get a mere +1 / +1, even if the counter is permanent. I still think I would prefer Tandem Tactics to this, even though that card doesn't boost stats permanently and doesn't cycle either. It's just such a marginal effect, and being at Sorcery speed means your opponent can easily respond by removing one or both of the creatures. For 3 mana, there are simply a lot better things you can be doing.

Verdict: Myth - I won't shoulder the burden of trying to setup a situation where this card is good.

12. At first glance Spawnbinder Mage seems like it might have potential, if for no other reason than I typically like 2/4s for 4 mana with an interesting ability. It is yet another White Ally, and does allow you to tap down one of your opponent's creatures each and every turn with its Cohort ability. Of course, the problem is you're tapping down two of your own creatures to do so, both this card and another one of your Allies.  It's a shame there isn't any way to generate Ally tokens at Common, as they would be excellent support for the Cohort mechanic and could potentially make this card much better. As is, it will be a very unusual board state where your best option is to tap two of your creatures to tap one of your opponents.

Verdict: Borderline - I'm not bound to the idea that this is even playable.

The best White Commons in the set seem to revolve around the Allies, particularly the trifecta of Kor Scythemaster, Kor Sky Climber, and Makindi Aeronaut, with the possible inclusion of Ondu War Cleric as well. Isolation Zone is also worth mentioning as well, since it's a decent way for White to deal with a variety of different threats, but it's also got a lot of competition in the White removal slot. While none of these are strong by themselves, taken together there certainly could be enough here to make a White Weenie archetype a contender once again.

IV. Blue

1. Apparently Ancient Crabs in Zendikar are even mightier than the infamous Horned Turtle, as this gives you an extra point of Toughness for the same converted mana cost. Yet, it's not unheard of to get a similar creature for only two mana, or at least get a relevant evergreen ability to go with it. Control archetypes do sometimes want to lock-up the board by utilizing creature that are difficult to kill in combat, but it takes a very efficient mana cost for a simple vanilla creature to ever make the cut in a Constructed format, even one with a relatively flat power level like Standard Pauper. There are numerous better things you can do with your three mana, so this is a card that should never see play.

Verdict: Myth - Don't let cards like this make you crabby about the state of Commons in recent sets.

2. While there isn't much incentive to play true colorless mana in Oath of the Gatewatch, Blinding Drone might just offer enough value to make it worthwhile. This is almost a reprint of the excellent Blinding Mage from Magic 2011, but with an extra point of Toughness added into the mix. Obviously this isn't a card you want to play if you can't reliably activate its ability every turn. However, once you can, this becomes a very potent weapon in your arsenal, and one that you don't typically see in Blue. While this still probably isn't enough to make you want to run basic colorless Lands, cards that produce incidental colorless mana may be enough to make this an option worth considering in some Blue builds.

Verdict: Borderline - Not to drone on about it, but I still doubt the wisdom of running colorless mana sources.

3. Comparative Analysis is our first Surge card, and makes for an interesting test-case for the mechanic. It's technically a virtual reprint of Inspiration, but also has the option of an Instant speed Divination if it's not the first spell you cast that turn. Of course, since you're only getting a single mana discount, even a minor one-mana cantrip isn't really netting you much other than a slight bit of tempo when you cast both spells in a turn. In this case, the alternate cost is really only useful when the slight discount allows you to cast it plus another meaningful spell during the late game. On the whole though, if you're looking for card draw in Blue, you're better off just sticking with Treasure Cruise.

Verdict: Borderline - My analysis indicates it compares favorably to Inspiration; is that enough?

4. Containment Membrane works in a similar way, since it's a virtual reprint of Paralyzing Grasp that gives you a discount when you've already cast a spell. A two mana discount is significantly better than a one mana discount, allowing you to cast a one-mana cantrip or similar effect and actually net significant tempo in doing so, potentially allowing you to even cast a third spell with the extra mana you've saved. On the other hand, Paralyzing Grasp is pretty weak removal even for Blue, and with Claustrophobia still in the format, even a deck like Izzet Tempo that wants to cast multiple spells in a turn probably won't get enough value to make it worth running this card over it. This is close, but in the end it just doesn't get there.

Verdict: Borderline - This contains the right elements, but just doesn't quite pass the threshold of being good.

5. You don't expect to see mana acceleration in Blue, but that's exactly what Cultivator Drone is. A 2/3 for 2U is pretty reasonable already for Blue, and in this case it can also be tapped to generate colorless mana, either when it's no longer a useful attacker or even after blocking a smaller creature. Of course, it's important to pay close attention to the restrictions on what you can use that mana for, but if you've made the choice to include this in your deck, it stands to reason that you've got spells or abilities that require colorless mana. This is probably one of the best non-land permanents that generates colorless mana at Common, and if that's an effect you're after, more than likely this should make the cut.

Verdict: Borderline - I'm trying to cultivate a deeper appreciation for this card.

6. Speaking of cards that require colorless mana, Gravity Negator is another card that potentially gives you enough value to make it worth your while. While you'd prefer a 3/3 with Flying for 3U, 2/3 worth of stats is pretty typical now at Common. The 3 Toughness is significant, allowing it to favorably match up against a wider variety of creatures. But even better, assuming you can activate its secondary ability each turn, you're attacking in the air with both a 2/3 and your best creature, which can potentially finish off your opponent pretty quickly. Pair this up with Blinding Drone and Cultivator Drone, and you already have the start of an interesting Blue Devoid Control deck. Whether that's actually good or not remains to be seen.

Verdict: Borderline - I don't want to crush or negate anyone's excitement about this card.

7. Jwar Isle certainly must have some interesting flora and fauna, and Jwar Isle Avenger has the potential to be a very efficient and very formidable threat in the air. Paying 4U for a 3/3 flyer isn't the absolute worst, but those times when you can cast a one mana cantrip and then slam this down on Turn 4, you've got an early threat that your opponent absolutely can't ignore. And like other Surge cards, the tempo it saves you can be quite valuable in the late game, potentially allowing you to cast two other spells in addition to summoning this to the virtual battlefield. So while at the end of the day it is just a french-vanilla 3/3 Flyer, you could certainly do much worse than that.

Verdict: Borderline - This is interesting, but perhaps not the best agent of your vengeance.

8. It appears that Negate has become a required Common in just about every new set now, which truth be told is probably a good thing. This card happens to be one of the best answers to a wide variety of spells and tricks, and often can be the difference between victory and defeat. It's not flashy or interesting, but the ability to prevent your opponent from carrying out a key part of his or her plan for a mere 1U is actually quite strong. If you're playing Blue in Standard Pauper, at the very minimum you should have a couple of these in your Sideboard, and given the current state of the metagame, there are certainly enough potential targets to make it worth including in your main deck.

Verdict: Hit - Boring as it may be, that doesn't negate its value.

9. Oath of the Gatewatch includes a handful of one-mana cantrips such as Slip Through Space, which are clearly designed to synergize well with the Surge mechanic. In this case, you get to prevent a single creature from blocking for a turn, an effect that is so minor and insignificant that you should really only consider playing it in a very tempo oriented build. Obviously the various Izzet Prowess decks will certainly want to try out this type of spells, since they also synergize well with that mechanic as well, but even there only some of the iterations of that deck would really benefit from keeping an opposing creature from blocking at just the right time. Essentially then, this is just too narrow to see widespread use.

Verdict: Borderline - This barely slips into the space reserved for playable cards.

10. Over the last couple blocks, Blue has increasingly gotten better ways to return opposing creatures to their controller's Library rather than simply bouncing them back to hand. Sweep Away is an interesting variation on Whisk Away, in that it can target any creature rather than simply attacking or blocking ones, but returns them to their owner's hand except in the specific case of attacking creatures, in which case they go to the top of the library instead. Essentially, it's playable in a wider variety of situations than Whisk Away, but is much weaker in the specific instance of dealing with blocking creatures. But despite this added versatility, I still think you be better served just to run Whisk Away over this.

Verdict: Borderline - I hate to make sweeping generalizations, but until rotation this card is clearly inferior.

11. There was a collective groan when some first saw Umara Entangler, as the last thing that the format needs is another strong Blue prowess creature. But while it is certainly playable, the only real advantage it has over Jeskai Sage is the additional point of Power, which isn't much compensation when you consider that the Sage also replaces itself when it dies. Looking over the current Izzet Prowess builds, the archetype isn't really in need of yet another Prowess creature, so I actually don't think this will find a home in that archetype moving forward, even as a replacement for Mage-Ring Bully. And since Blue doesn't have any strong Allies either, I don't see a good home for this card currently.

Verdict: Borderline - Don't get entangled in the mindset that Izzet is breaking the format.

Blue seems a little all over the place in this set, with no real cohesion among the various pieces. Blinding Drone and Gravity Negator seem to be the most overtly powerful of the Blue Commons, but both require you to commit to playing some sort of colorless sources to generate the mana needed to make them useful. Of course, Negate is the card that will see the most play, but given that it's appearing in almost every set now, that's hardly even worth mentioning here. Given how strong Blue is positioned in the metagame right now, it's probably a good thing that none of the new cards seem to work well with the best decks in the format.

V. Conclusion

So that's my first look at the first half of the Commons from Oath of the Gatewatch. In closing, let me remind you that you can check out all of my previous articles here on PureMTGO by clicking here. I also publish over on my blog on Tuesdays and Thursdays, and encourage you to keep up with all my projects there. You can get a sneak peek at any of my videos before they go live here at over on Simply search for "gwyned42," select one of my videocasts, and click the Subscribe button. You can keep up with everything I'm doing on Twitter at the username gwyned42; check out my profile here and click on Follow. Finally, I am the host of Monday Pauper Deck Challenge, which is a weekly PRE featuring a Swiss tournament in the Standard Pauper format, with prizes awarded for the Top 8 finishers thanks to the sponsorship of MTGOTraders. As always, if you've never checked out MPDC, I encourage you to browse over to for all the information and then come join us at 2:00pm EST / 7:00pm GMT in the /join MPDC room.

See you again soon for the second half of my review of Oath of the Gatewatch for Standard Pauper!


Analysis of 'blue' by ComixWriter at Tue, 01/19/2016 - 17:13
ComixWriter's picture

Thanks for the analysis of the cards. Stellar job inserting humor, as always.
You seem quite down on cards. Could lumping these together in their mana-cost be part of the drain? Surely, we will want access to {U} mana to cast some X Eldrazi spells, but that does that push us into reviewing the cards as blue in and of themselves? Understandably, with a smaller set to analyze, we may be tempted to evaluate devoid cards - even cards that need/use <> mana - by their their mana-cost colors, and not really considering how devoid is played yet. Are we throwing the baby out with the bathwater by dismissing colorless while also railroading it into certain color schemes? Perhaps only deck building and play will tell us the final verdict on these new Eldrazi cards. Regardless, thank you for your take on Azorius.

Colorless Cards by gwyned at Wed, 01/20/2016 - 09:49
gwyned's picture

If you think of the cards with true colorless activation costs as being multicolored, they have to be that much better in order to be worth playing, as you have a pretty major setup cost (having access to both colors). Some of them are decent, and I feel like I noted that in my evaluation. But none of them are so good that they easily justify the awkward mana they require.

There also is very little synergy with actual Devoid cards, so it's not like your rewarded for playing those.

Slip Through Space by gwyned at Wed, 01/20/2016 - 09:44
gwyned's picture

I actually had Slip Through Space right in my head, but messed up the wording in the review. While I definitely wrote it wrong, I don't think that changes anything about my evaluation.