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By: jamuraa, Marie Janssen
Jan 22 2008 11:24pm
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Life is nice on Lorwyn, it's all fantasy and bright and colorful.  Of course, Black doesn't care about all that stuff - it just wants to take your life.  We see some strange effects for Black in Morningtide, including Haste.  There are a lot of very interesting cards here, but overall I don't think it will make a huge impact on the constructed field.  We don't get Morningtide for at least a month yet at Magic Online, but you can look forward to seeing these cards used when it is finally around.  I looked at each card in Morningtide in three different ways - once for constructed like Block and Standard, again for Limited where you can usually get a little more by, but some of the other things you might build a deck around aren't as reliable, and thirdly each common also has a PDC rating associated with it.  PDC is interesting because it focuses more on commons like limited does, but it also is a constructed format so a card like Frogtosser Banneret is more useful.


Auntie's Snitch - 2B - Rare
Creature - Goblin Rogue    - 3/1
Auntie's Snitch can't block.
Prowl 1B
Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.
        

While this is a nice showing-off of the new Prowl mechanic, allowing you to basically recurse this every time you attack, I don't think  this is really material for a great card.  It may be good in limited where getting meat out of your grave is more important, and smaller amounts damage get through more often.   Still, the Snitch sits well on the mana curve with it's prowl - drop a Prickly Boggart on turn 1 and this on turn 2 after a ping.

Limited: ***
Constructed: *
PDC Invalid

Bitterblossom - 1B - Rare
Tribal Enchantment - Faerie
At the beginning of your upkeep, lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

When I looked through the tribal enchantments of Lorwyn, the Fae one seemed a bit underpowered (well, most of them seem underpowered now in hindsight).  Many people look at this as a free creature every turn, and a Faerie to boot.  This will pump up the Spellstutter Sprite and generate tokens to be championed by Mistbind Clique leaving your other attackers in the game.  It also creates a pretty good shield since the tokens are both black and have flying.  Chump blockers for the rest of the game?  Not a bad thing.  I suspect that this will be a target for a Naturalize or Seal of Primordium pretty quick.

Limited: ****
Constructed: ***
PDC Invalid

Blightsoil Druid - 1B - Common
Creature - Elf Druid - 1/2
{T}, Pay 1 life: Add {G} to your mana pool.

What is this?  A Druid?  I thought this set was based on five classes, and Druid isn't one of them.  There is not much to say about this common creature other than it's a Druid for some of the minor mechanics that are present in Morningtide, and can accelerate the mana.  Still, this seems much, much worse than Vesper Ghoul, giving only one color of mana for the life that you lose.  Add to the fact that you can't even cast it on your first turn like our friends the Llanowar Elves and I don't see this card doing well in almost any Deck.  Even PDC has better creatures hanging around.

Limited: (none)
Constructed: (none)
PDC: (none)

Earwig Squad - 3BB - Rare
Creature - Goblin Rogue    - 5/3
Prowl 2B
When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.

This set of Goblins is not bad.  The Prowl cost for this guy is pretty cost-efficient for a body that hits for 5.  Even if you end up paying full price for the 5/3, it is simply a Mass of Ghouls that works along with all of that fun tribal stuff that came around in Lorwyn.  I don't know about you, but in Sealed and Draft, Ghouls was pretty playable, although that might have been because it was printed at common so you would have a better chance of seeing it.   In constructed I see this guy as doing a good job of dismantling decks.  One thing that some people miss about this card is when you go searching for cards via it's Prowl trigger, you don't need to choose the same card.  This gives it a leg up on cards like Extirpate which take a lot out of a deck, but require some conditions to be met before.   You get to take a look at the library, choose the three cards that your opponent would use the most against you, and remove them from contention.  I have a feeling that this will be a huge boon in constructed where you could take a good portion of a splash color's land - or for example remove all but one Tarmogoyf from their deck.

Constructed: *****
Limited: ***
PDC Invalid

Fendeep Summoner - 4B - Rare
Creature - Treefolk Shaman - 3/5
{T}: Up to two target Swamps become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.

This treefolk in black is a 3/5, so he works pretty good with Doran, but that's about all I can say about this card.  It seems like it is bound to be in the crap rare bots by the end of the release week at the latest. It does make a couple more Treefolk warriors which are copies of itself for blocking or attacking, but it seems like a very bad card when considered alone.  Still, animating lands is a stable of infinite-mana combos, so it may be a combo piece eventually. In limited, it seems like it is a bit high on the mana curve to see any real play, and at rare, I can see it being passed around the table in favor of some of the better commons that are out there in this set.

Constructed: *
Limited: *
PDC Invalid

Festercreep - 1B - Common
Creature - Elemental - 0/0
Festercreep comes into play with a +1/+1 counter on it.
1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.

The first "counters matter" creature in the black cards is a pretty good card to say the least.  The guy seems kindof fragile at 1/1, but his ability can wipe the board pretty quick, especially if you consider that his ability doesn't effect himself - this makes it possible to make a weenie-wiping at 2BB if you have the counters on the creature, which seem to be more likely than ever with a slew of other cards in the set which will place counters on creatures.  I suspect this to be a pretty high pick in limited formats, and I can't imagine this not being a sideboard superstar in PDC due to it's tendency to have a lot of  1/1s around.

Constructed: **
Limited: ****
PDC: ****

Frogtosser Banneret - 1B - Common
Creature - Goblin Rogue    - 1/1
Haste
Goblin spells and Rogue Spells you play cost 1 less to play.

Bannerets are a cycle, including the other five colors, each of which gets one of the cost-reducing creatures.  This one is focused towards Goblins and Rogues.   Whether cost-reducers are good or not is a question of what they can be used to cast, and this one is pretty good, because of what it CAN cast.  It can reduce the costs you pay for all rogues, including the new Rogue cards with the Prowl mechanic, meaning that the already reduced costs are reduced even more.  That's in addition to the other spells that you also get reducing for - like Nameless Inversion, now costing just B.   As a bonus, this guy has haste, allowing you to drop him, attack, damage your opponent, and then cast your Prowl card for one less.   As a PDC card, a 1/1 for two isn't really at the right place on the mana curve, but it does have Haste in black, which isn't common at all.  With the slower mana curve of limited, I don't think this will be as much used however.

Constructed: ***
Limited: **
PDC: ***

Final-Sting Faerie - 3B - Common
Creature - Faerie Assassin - 2/2
Flying
When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn.

In limited, a 2/2 flying for 4 mana is a good pick in any case.  Lorwyn has a number of other flyers that are a bit more mana-efficient, but I'll take another 2/2 flyer in my limited faerie deck any day of the week.  Now you add to the fact that it could possibly kill a creature when it comes into play - for example, taking down any big fattie after a quick Shock, or after a block from a random creature.  In PDC, creature combat is everything, so this will be coming into play and assassinating someone from the other side of the board more often than not.  However, I don't see this guy getting much play in constructed where there are much better ways to take out your opponent's creatures.

Constructed: *
Limited: ****
PDC: ****

Maralen of the Mornsong - 1BB - Rare
Legendary Creature - Elf Wizard    - 2/3
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library.

Now HERE is a Johnny card.  This is close to exactly what every one wants from a tutor.  Repeatable every turn, get exactly what you want, put it into your hand, and little downside.  Well, not much downside at least.  Three life a turn is little price to pay for getting exactly what you want from the draw step.  Oh, and the other downside of having your opponent be the first one to use it.  At 2/3, you can expect them to grab whatever removal they want, and nix this creature out of existence before you even get a chance.  This card is just waiting to be broken - the easiest way would be to get it in on your opponent's turn.  If you could do it just before they're about to draw cards, it's a bonus because Maralen doesn't just turn off your draw step, it turns off every drawing of every card ever.   If you cast it before a Brainstorm, they will have to put two cards back without drawing.  I don't see this as being great in limited, it's a combo piece - any good limited player will have removal in their deck ready to blow her away.  It's sure to be a chase rare at release, but I think it's a card looking for a deck to be broken in.

Constructed: ***
Limited: *
PDC: Invalid

Mind Shatter - XBB - Rare
Sorcery
Target player discards X cards at random.

And we come to the other "big" black card in the set.  When anyone first sees this card, they immediately compare it to Mind Twist and it's so much worse because it costs one more B.  I don't think it's really a valid comparison, as the twist isn't going to be coming back to standard any time soon, it was just way to powerful.  This one has more balanced power, but as a bonus it's a little more powerful on the discard. Forcing a discard is one thing, but forcing a discard of a random card is yet another.  Even when cast at X = 1, this card can pick away the card that you've been holding for a while waiting to cast.  Your combo piece or your bomb that you're holding and waiting to cast. In classic I can see this being cast with two dark rituals for a pretty explosive first turn against anything - that is if it doesn't get countered right away.  In the late game I don't think it is as good however, as you need to have cards in your opponent's hand in order for this to be useful.  I'd rather pick up the other XBB sorcery in the block, Profane Command.

Constucted: ***
Limited: ***
PDC: Invalid

Moonglove Changeling - 2B - Common
Creature - Shapeshifter - 2/2
Changeling (This card is every creature type at all times.)
{B}: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)

Yes this group gives us more changelings, and they are as a bonus not only all tribes, but also all classes as well.  The Moonglove works with the Rogue's prowl mechanic nicely, going down on turn three, or turn two with some help from an artifact or acceleration.  At 2/2, he's not a huge body, but the fact that with B he can suddenly take out almost anyone on the board in single combat makes it one of the better commons in this set.  I don't see Moonglove changeling fitting into the curve of many B/x PDC decks, and the ability won't bring him in.  I see this guy as a pretty high pick in limited however, being a great removal for your opponent's big bomb.

Constructed: **
Limited: ****
PDC: ***

Morsel Theft - 2BB - Common

Tribal Sorcery - Rogue
Prowl 1B
Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.

Wow, now this is a common that I can get behind.  Okay, at 2BB it's comparable to a Soul Feast for one less life swing, or a slightly more effective Highway Robber without the stick.  That makes it good enough to both save your life and get that final swing in at your opponent at the same time.  Of course, noone in constructed is ever going to pay for this without paying the Prowl cost, which makes this card just amazing.  Combine this with the Banneret, and you can cast it on turn three for only B!  That is quite the deal for a six life swing.   Mark my words, this card will see play in limited and PDC, and will be the decider for games.

Constructed: ***
Limited: *****
PDC: *****

Nightshade Schemers - 4B - Uncommon
Creature - Faerie Wizard - 3/2
Flying
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.

Uncommons are like the unloved children of Magic reviews.  Everyone wants to cover either the flashy rares of the set which will see a ton of constructed play, or the crazy commons of the set because they will be the most useful in limited.  Uncommons don't get as much coverage.  Unfortunately they are sometimes not great, as in this case. The Schemers are not going to be great in anything - they cost entirely too much and they're ability isn't consistent enough or strong enough to get a lot of play.  I don't see them being great in constructed, even with a deck built around them - half of the time you won't have a card being revealed, and 2 life isn't enough.  The only place I can see this guy being played is in Multiplayer, where he will be taking more away because you have more than one opponent.

Constructed: *
Limited: *
PDC: Invalid

Noggin Whack - 2BB - Uncommon
Tribal Sorcery - Rogue
Prowl 1B (You may play this card for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. Choose two of them. That player discards those cards.

Now this is not a bad uncommon card - getting two of three cards revealed isn't bad for four mana, but getting it for 1B or B due to a prowl isn't bad.  It could even be considered better than the earlier Mind Shatter from earlier in the review - at four mana, you still get two cards, and later in the game when your opponent has less cards in their hand, you are more guaranteed to get the cards that you want specifically.  Using this when your opponent has three or less cards and you can pick away their Wrath or Damnation that they're saving to wreck your field.

Constructed: **
Limited: ***
PDC: Invalid

Offalsnout - 2B - Uncommon
Creature - Elemental - 2/2
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke B

Wizards continues to wreck the graveyard, including this graveyard hate.  The most crazy graveyard shennanigans currently is Dredge in extended, working off of Bridge from Below by getting a lot of tokens by killing your own creatures.  Offalsnout will completely destroy that plan.  Not only can it be cast with evoke in order to get the Bridges out of the opponent's graveyard, it can also pick away at the other good graveyard cards such as a good Dredger or one of the multiple Ichorids that will be sitting in the grave and waiting to hop back into play.  Given flash, he can be brought out on the opponent's turn in any case, which isn't bad in general.  This could be a sideboard superstar if Reanimation ever comes to be a Tier 1 deck again - nothing like removing the reanimation target that Dread Return or Makeshift Mannequin is targeting.

Constructed: ***
Limited: *
PDC: Invalid

Oona's Blackguard - 1B - Uncommon
Creature - Faerie Rogue    - 1/1
Flying
Each other Rogue creature you control comes into play with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.

It's a Lord!  Wait, it's not a lord - because it doesn't work on creatures that are already in play.  But as a bonus, the counters stay around after the blackguard is killed.  And at 1/1 flying, it will be quite the target of removal spells.  The bonus that it adds to the other creatures with +1/+1 counters on it is good enough to play, with counters being a major part of Morningtide.  It works with the counters which are around from say, the Reinforce mechanic, or the Elementals which are new and use the counters as one-offs.  I myself am wishy-washy about these new lords, and specifically this one, as it seems quite very frail and has a pretty large target on it's head.

Constructed: **
Limited: ***
PDC: Invalid


Pack's Disdain - 1B - Common
Instant
Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent you control of that type.

Targetted removal.  This was a card that got pushed back from Lorwyn almost certainly, as it is a 'choose a creature type' and they didn't want anything relating to classes, trying to get us to ignore that second type which was on all of the Lorwyn creatures.  This doesn't seem like it's excellent, except in major tribal decks such as the GB Elves or RB Goblins.  It remains to be seen how strong this will be for 'class matters'.  It seems like this will be at worst a -2/-2, and at best will just be a Terror that works on black and artifacts.

Constructed: *
Limited: ****
PDC: ****

Prickly Boggart - B - Common
Creature - Goblin Rogue - 1/1
Fear

It's a 1/1 with Fear for one mana.  Well, that's about it.  It will fit in mana curves, and it's a Goblin and Rogue, so you can use it as a Prowl enabler if you want.  There's not much more to say about  this "french vanilla" one-drop though.

Constructed: *
Limited: *
PDC: *

Pulling Teeth - 1B - Common
Sorcery
Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card.

One card of discard at 1B is something that we've seen before in Surging Dementia, which didn't see much play at all, even in PDC decks.  The only deck that I ever saw it being played in was a pet deck by Captain_Orrak in a PDC tournament - he gained the nickname Captain Ripple because he was playing a deck which contained all of the Coldsnap Ripple spells in a single deck, and sometimes he would hit all four of them at once.  Even when you got another one free, this cost of a single picked discard wasn't that great.  It is a pale comparison to Ravnica block's common discard spell, which cost only B and also had the possibility of forcing another discard later.  This card goes in the pile of cards from Lorwyn which are only really great if you win the clash - a set of cards that doesn't really see much play.

Constructed: *
Limited: *
PDC: *

Revive the Fallen - 1B - Uncommon
Sorcery
Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand.

While Pulling Teeth was an example of a bad clash card, I think that Revive the Fallen is an excellent example of a good clash card.  Graveyard recursion is good in any set, and grabbing a creature to recast it (evoke, anyone?) can be good way to get advantage.  Add in the fact that you might get this card back in order to grab multiple creatures into your hand in the same turn - given that the guy wants the card and you are winning the clash.  If this is the case, I can see this being a pretty playable card in decks that evolve from Mannequin, grabbing that Shriekmaw that you want to re-evoke, or hardcast finally.

Constructed: ****
Limited: ***
PDC: Invalid

Scarblade Elite - BB - Rare
Creature - Elf Assassin    - 2/2
{T}, Remove an Assassin card in your graveyard from the game: Destroy target creature.

Normally I would look at this card and say "wait a minute, assassin isn't one of the major types", but this is where the Changeling creatures (and cards like Nameless Inversion), come in handy.  I can see this card being somewhat akin to a watered down Avatar of Woe in the late game, where you might have eight or more cards that count as assassins in your graveyard.  Put him down on turn three after a Nameless Inversion or Wings of Velis Vel and you suddenly have a threat that needs to be dealt with.  Add to the fact that he can eat up his fallen comrades that showed their faces earlier in the game, and you have an Assassin that works pretty good in most decks to get rid of those pesky creatures.

Constructed: ****
Limited: ***
PDC: Invalid

Squeaking-Pie Grubfellows - 3B - Common
Creature - Goblin Shaman - 3/2
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking-Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.

Repeatable discard at common is rare.  The Kinship mechanic makes another showing at common, which makes the PDCers happy in the crowd.  This gobbo will be glad to be placed in perhaps the top of the curve of the Buffeting Boggarts deck which is making a decent showing in  Standard PDC tournaments lately.  It denies the opponent cards, which is something which wins the game a lot of times.  If you put it in the right constructed deck, you are looking at an opponent's hand that is always staying the same or shrinking instead of growing sometimes. This is a very good thing.  Add to the fact that you might see quite a few of these, and getting multiples on the board puts your opponent into topdeck mode, with the possibility of a forced discard at the beginning of your turn.  At 3B it is a little high on the mana curve for me, but it is definitely splashable.

Constructed: ***
Limited: **
PDC: ****

Stenchskipper - 3B - Rare
Creature - Elemental - 6/5
Flying
At end of turn, if you don't control a Goblin, sacrifice Stenchskipper.

6/5 Flying creature for 4 mana? Seems pretty efficient.  There's just the one downside - it has a builtin two-for-one.  However with evasion and a cheap casting cost, this card will find a home in the goblin decks that are already showing their strength in Lorwyn block constructed. If you can somehow make the skipper itself a goblin before the end of your turn with perhaps some Runed Stalactite shenanigans in limited, you it is quite the nice beater.  Just like all of the other creatures in this review, it's also black so untargetable by Shriekmaw's trigger. I don't think this card is strong enough to be seen in a lot of standard constructed decks because the loss of all of it's Goblin friends is too much of a risk.

Constructed: ***
Limited: ****
PDC: Invalid

Stinkdrinker Bandit - 3B - Uncommon

Creature - Goblin Rogue - 2/1
Prowl 1B
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.

The stinkdrinkers continue to make other cards better in your deck. The daredevil in Lorwyn helped the giants, but this guy is helping himself as well.  At 4 mana, I wouldn't really play this guy, and at two mana I still don't think he's that great.  There is no evasion so I don't see how he helps his own puny body that much.  All in all this feels a lot like a 'win-more' card - if you're already damaging the opponent (or his plainswalker), this just piles on the beats.

Constructed: *
Limited: **
PDC: Invalid

Violet Pall - 4B - Common
Tribal Instant - Faerie
Destroy target nonblack creature.
Put a 1/1 black Faerie Rogue creature token with flying into play.

It's removal, but it's really REALLY bad removal.  I can see picking this in draft because, well, it's removal and removal is good in draft at almost any cost, but I might consider this an exception to the rule.   The addition of a 1/1 token with evasion isn't enough to justify the cost above other good removal that is available out there. Granted, this is the only 'destroy target' removal that is in black at common in Lorwyn block (yes, I checked), but oftentimes weaker removal like Peppersmoke will do the job.

Constructed: (zero)
Limited: **
PDC: (zero)

Warren Weirding - 1B - Uncommon
Tribal Sorcery - Goblin
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn.

Look, it's an Edict!  Wait, it's not exactly an Edict, because it's a little more conditional.  True, you would use it against someone in the same situation - let's get rid of that big non-targetable creature (Akroma, Angel of Wrath anyone?), but you might think twice before using it in a Goblin tribal mirror match.   Then again, it does say "target player" on there, so you might be able to use it to give your own army that additional oomph that it needs to get in and take your opponent down.  Given that the tokens show up with haste, you can pump your Knucklebone witch with that 1/1 that just came into play, and this card is strictly a win-win.  Too bad it's at sorcery speed, or it would be a great combat trick.

Constructed: ***
Limited: ***
PDC: Invalid

Weed-Pruner Poplar - 4B - Common
Creature - Treefolk Assassin - 3/3
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.

This guy has a special place in the hearts of all PDC players in Black. They are looking at this guy as their friend against the hordes of flyers and saprolings that will be on the other side of the board.  Put two into play and you have a nice force to be reckoned with, as your most useful 2/2 becomes recently deceased, or a couple of your weenies get picked off.  The casting cost is pretty high, which is what I expect to see this type of repeatable weenie removal at.  If it was too low, you could easily dominate the board by dropping multiple of these down.  I see this as filling a niche - it might be good against Faeries in block as well, but I really think it's a little too overcosted to see that kind of action.

Constructed: *
Limited: **
PDC: ****

Weirding Shaman - 1B - Rare
Creature - Goblin Shaman - 2/1
3B, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play.

As the last card that I will be covering today, I get to cover what I think will be one of the most powerful cards in the set.  Currently the common one-drop Facevaulter is being used in Goblin decks in Lorwyn block as a sacrifice outlet, but I think that this shaman might just replace a couple of those slots, because this guy not only will sacrifice some Mudbutton Torchrunner to make him hit for three to the face, but it also creates replacements just waiting to be sent to the chopping block.  As a bonus it can also sacrifice that Boggart  that might just be headed to the graveyard anyway and replaces the body with two more.  Repeatable token generation effects are good in themselves, but the fact that this guy produces Goblin Rogue tokens is just the icing on the cake.  Get enough of the tokens into play, and the opponent won't have a choice but to let you hit him with  some Rogue damage in order to trigger all of the lovely Prowl cards that I covered earlier in the review.  It's a great card, and I hope that I see it in play a couple times soon.

Constructed: ****
Limited: ***
PDC: Invalid

Well, that's all of the new cards in Morningtide for black. Twenty-eight new cards, fresh from the presses.  That's a lot of cards, so I chose five as my favorites:

1. Scarblade Elite
2. Morsel Theft
3. Final-Sting Faerie
4. Earwig Squad
5. Wierding Shaman

I may be really wrong on my valuations of these cards - well, history has proven that set reviews are mostly wrong, so I won't feel so bad.  What do you think?  Did I get something totally wrong?  Tell us in the comments.

 

11 Comments

by Anonymous (Unregistered) 67.163.142.45 (not verified) at Sun, 02/03/2008 - 15:32
Anonymous (Unregistered) 67.163.142.45's picture

Oona's balckguard can simply get you killed hard core.  a decent number of people play that elf that lets you kill a creature with a +1+1 on it.

you could potentially never get dudes again! 

blackguard by TheWildDave (Unregistered) 67.163.142.45 (not verified) at Sun, 02/03/2008 - 15:33
TheWildDave (Unregistered) 67.163.142.45's picture

Oona's balckguard can simply get you killed hard core.  a decent number of people play that elf that lets you kill a creature with a +1+1 on it.

you could potentially never get dudes again! 

by Cyrrix_chipset (not verified) at Fri, 01/25/2008 - 07:04
Cyrrix_chipset's picture

Glad to see you didn't just get defensive about my comments.  Nothing personal was intended.

 

by jamuraa at Wed, 01/23/2008 - 13:12
jamuraa's picture

I'm glad you liked the review!  I enjoyed creating it and I'm happy to see it garner some comments.

I'm not a limited player most of the time - usually I am writing about contstructed.  When I do play limited, I tend to make heavy heavy aggro decks, so my ratings may be skewed in the direction of winning by turning cards sideways.

With regard to the specific comments on cards - Blightsoil Druid is just bad in constructed.  Leaf Gilder is practically better in every way.  Violet Pall I see as basically worse than a lot of removal that you can pick up at common in Lorwyn.

Wow I totally whiffed on the Schemers.  It is indeed a 3 power flyer for 5 mana, which gets played in limited all the time.  Also a good point on the Warren Weirding in limited though, it is true that lots of Changelings and stuff get played in limited more. 

by jamuraa at Wed, 01/23/2008 - 13:07
jamuraa's picture

I don't know, lots of people have come back at me for the Auntie's Snitch rating, but I can see it going either way.  The fact that it feeds itself into a loop in the late game is countered by the fact that in the late game, you are more likely to come across mass removal so you will end up topdecking for Rogues.

I also gave them a 3 star limited and 1 star constructed, not a 2, but the stars can be hard to read sometimes.  If I end up doing this for Shadowmoor or some other set, I will probably list out the numbers, or make it clearer somehow. 

by Cyrrix_chipset (not verified) at Wed, 01/23/2008 - 10:23
Cyrrix_chipset's picture

Auntie's Snitch - 2B - Rare
Creature - Goblin Rogue    - 3/1
Auntie's Snitch can't block.
Prowl 1B
Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.

 

 

With the card you discribe this with I would rate this as a 5 for sure.  With a rogue hitting them to trigger the return to hand ability, you can pay 1B to play it since a rogue dealt damage.  Very good since there are quite afew Goblin/rogues and these guys can trigger themsevles.  Not sure how you could rate them as a 2?  I would have to say they are at least a 4.

 

Also sorry to sound all mean, but if possible I think there should be only 1 person doing reviews.  so far 3 people's thoughts on 3 different colors makes it harder to see the way the writer feels about MTG through all the colors

Writers. by JXClaytor at Wed, 01/23/2008 - 10:49
JXClaytor's picture

This was my idea.  I know how burdensome doing a set review can by when one person is going at it, and assinging a writer a color that they want to write about was in my opinion the best way to go about it. 

I do not see any malice in your comments, I just wanted to explain my thought process.  :)  

by Anonymous (Unregistered) 12.47.110.206 (not verified) at Wed, 01/23/2008 - 11:26
Anonymous (Unregistered) 12.47.110.206's picture

I won't comment on Pall for limited as it has been done before, just a couple of things to add, mostly for limited as that is what I play.

 BitterBlossom:  this is a splashable 2 mana win condition.  Someone will build a winning deck around this.  Despite the hype of Marlen and Mind Shatter I consider this the chase black rare of the set.

 for limited....

Offlesnout:  A flash 2/2 blocker is good.  The ability to foil Makeshift Manakin/Pilf etc is gravy.  I will play a 2/2 flash blocker all day in limited.

 Oona's Blackguard:  Makes all other rouges/fairies better.  As stated by better limited minds than myself, there are cards that are made better by other cards and there are cards that make all the other cards better.  This is the latter, and I intend to get 4 quickly(consider this the equivalant of Perfect from Lor), and play every one I see in limited.

 

Thanks for the set reviews.

 

regards,

 

___helper_monkey on MTGO

by jamuraa at Wed, 01/23/2008 - 13:04
jamuraa's picture

I still don't see Bitterblossom as anything but a token generator that is slow and doesn't work that well.  I could be proven wrong though, and I would be happy to see that.

I don't play a lot of limited, and when I do I go all-out aggro more often than not.  I may not be the best guy to be evaluating these cards for limited. 

Oona's is great, but it doesn't make ALL the other Rogues better (it doesn't make Faeries better, mind you), it only makes the ones that are still in your hand or your deck better.  That's why it gets a lower rating from me.  I am so very annoyed when I want to hold a card I could play now back because it will be better to play when something else I have to wait to do. 

by Tarmotog at Wed, 01/23/2008 - 02:33
Tarmotog's picture

Great improvement to the morningtide review series I have to say.. =)

Weed-Pruner Poplar and Violet Pall are both very underrated. Poplar is a 5 mana 3/3 that feeds on merfolks and the small faeries. If peppersmoke was decent, poplar is sick. Really. Limited games come to a gum on the ground. The lack of stuff like 1/1 pingers allow the /1s to roam around freely. Poplar is the answer from wotc. I would definitely be happy to have this creature around in my deck.

Violet Pall is definitely great. It's a removal that gives you a blocker at the very least. The great amount of bombs running around make this alot better because good removal is hard to find. Especially when this destroys any creature regardless of creature type. Only the chameleon colossus doesn't die to this. Limited games don't really come down to how cheap your cards are. The are far too many good 2 drops in the set already. This allows mid game decks to stabilize and make a possible 2 for 1. Plus, this and poplar are so easy to splash with vivid lands.

Looking back, Weed Strangle wasn't very popular because it costs bb and you don't always win the clash and that could mean you have spent 5 mana to kill some random guy. Violet pall is instant and creates a blocker. Cast Glarewielder attack => kill friend, block wielder.

Nightshade Schemers, although less powerful than the above 2, isn't that bad either. A flying 3/2 for 4 colorless and 1 colored mana isn't that bad. Of course a 3/3 would be perfect but you can't ask for more when you get to cast it so easily.

Blightsoil Druid isn't that bad too. It provides mana acceleration. That's never bad. Plus it trades creeps with /1. It comes out on turn 2 so that you can fuel your 4 mana guys. Being a player who has played Vesper Ghoul many times, I believe this is superior in that way because the only thing good about it was that it spat every color. This may not fix your mana all the time but it accelerates into the 4s and 5s. This guy deserves some credit. Really.

Warren weirding isn't too great in limited. Reasons being people like changelings and people play with weak creatures. I'd really rather have a card that can target in limited. Unless you get really lucky, it's going to be very difficult for the goblin edict to work simply because lorwyn block has so many creatures. Edicts are usually better in constructed than in limited because they kill untargettables or big stuff.

I guess you evaluate cards this way because your limited decks are much more aggresive than mine. I don't have the luck aggro needs so I play control based decks which value removal and evasion higher. Not many people I know can be comfortable with 5 mana cards.

Just my 2 cents.

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