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By: runeliger, Sebastian Park
Jan 23 2008 11:53pm
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“Well no one else wanted to do it. Here you go write a review on red” –JXClaytor

Ok, haven’t done this in a while but… it’s time to write an article… Let’s get started then. Ok Checklist time.  Pencil? Check. Paper? Check. Topic of abuse? Red? Wait… nobody wanted red? WHY THE HELL NOT!?


Anyway, Welcome to the fiery red edition of the Morningtide review! So exactly what am I reviewing? I’m reviewing the quintessential color of aggressive curves, burning face, and beating hard and fast! Keeping to that theme, Morningtide has 28 red cards, some better than others, but all of them worth looking over.

So how is this review going to work? “Make it about Standard” –JXClaytor

Ok Capt!

So basically, as a disclaimer, I’ll be reviewing the set specifically on the basis of playability in standard. I’ll analyze how the cards fit into certain archetypes (and be completely wrong), how they could make for a new crazy archetype (and still be wrong), and how they’re amazing (and how so wrong I’ll be about this too). If you don’t get the disclaimer portion yet, please don’t take my advice. There is definitely a high probability I’m wrong. So anything I get wrong, blame someone else (I recommend others who do set reviews like djdark). But on the off chance I did get something right... it was all me!

Secondly, I’m reviewing it specifically on standard playability only. A pyroblast on a stick may be amazing in draft, but in constructed, it may very well be terrible. Please don’t post comments about how this review isn’t relevant because I said your favorite draft bomb is a terrible constructed card (because in all probability, it probably is).

Lastly, when I began writing this article, I had to go off of a spoiler list from a certain site (don’t sue me WotC!). My kind editor Mr. Joshua Claytor assures me that he’ll fix any mistake… Let us hope so…

So let’s begin.

Boldwyr Heavyweights - 2RR
Creature - Giant Warrior (Rare)
When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it.

First off is this aggressively costed 8/8 Trampler for 4 mana. Sure it may seem to have a harmless effect… Until one realizes what cards are heavily played in standard. Among the most commonly played? Shriekmaw by itself makes this card useless. Especially since one’s opponent is searching his (or her for all of you playing someone of the opposite sex) deck to find a creature. Imagine an opponent playing Shriekmaw and killing the Heavyweights. What has been accomplished? Well, 2RR was paid so your opponent could have a free 3/2 Fear creature. And if that’s not bad enough, imagine a scenario with Riftwing Cloudskate

Boldwyr Intimidator - 5RR
Creature - Giant Warrior (Uncommon)
Cowards can't block Warriors.
{R}: Target creature becomes a Coward until end of turn.
{2}{R}: Target creature becomes a Warrior until end of turn.

A virtually unblockable 5/5 is great, especially since it makes your opponent’s creatures into cowards! How awesome is that? Well, considering it’s been around since future sight… apparently not so awesome. I can’t imagine someone deciding to build a deck with this card considering its prohibitive 5RR mana cost.

Borderland Behemoth - 5RR
Creature - Giant Warrior (Rare)
Borderland Behemoth gets +4/+4 for each other Giant you control.

Hmm…. An 8/8 trampler, then a 5/5 coward killing warrior, and now a giant that gets progressively bigger..? Has the almighty red given the fool’s duty of being the Timmy’s fatty color..? I hope not…

Anyway, a 4/4 trampler that pumps itself with other giants and the occasional changeling. Sounds good, but with a seven mana casting cost and cheaper big guys like Spectral Force not seeing play outside of outdated UG archetypes, don’t expect to see Borderland Behemoth across the table at PT Hollywood.


Brighthearth Banneret - 1R
Creature - Elemental Warrior (Common)
Elemental spells and Warrior spells you play cost {1} less to play.
Reinforce 1 - {1}{R}

2 mana for a 1/1 has never been a great deal in standard. However, it may find a home in some elemental archetype that could use Smokebraiders in combination with this card to put into play Vigors and Dreads. probably not though.

Countryside Crusher - 1RR
Creature - Giant Warrior (Rare)
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.

The shining glory that is red is found in this card. Aggressively costed at 1RR for a 3/3 (Trained Armodon in red), it has an absolutely ridiculous ability. Ever been in a situation where you need that burn spell off the top, and you draw a land? Countryside crusher to the rescue! Draw burn/creature/non-land spell guaranteed! There’s also a nifty interaction in standard that involves Scrying Sheets and this card. Basically having a scrying sheet and a couple of lands in play lets you draw lands. I wouldn’t worry too much about not being able to draw lands though. Having a creature that can quickly grow larger than Tarmogoyf is definitely going to draw the hate of certain cards… Shriekmaw *coughs* Regardless, expect this card to be in pretty much every aggro based red deck archetype in standard for a good while.

Fire Juggler - 2R
Creature - Goblin Shaman (Common)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it.

 A great limi... *Claytor’s ominous voice “Remember to do it about standard...!” *

Er… Simply put, Countryside Crusher pretty much outclasses this card in every way. You really don’t want to clash unless absolutely necessary in standard, and beyond that, with Tarmogoyf at 1G being able to take all 6 damage from this Juggler, I don’t see this seeing play at all.

Hostile Realm - 2R
Enchantment - Aura (Common)
Enchant land.
Enchanted land has "{T}: Target creature can't block this turn."

Just no. The last good enchant land for red decks was a recurrable 6/1 in the form of Genju of the Spires. Paying 3 mana to get an invested Frenzied Goblin effect? Not a recurrable 6/1. If a deck at PT Hollywood wins with this main deck, I’ll eat a Guile and a Pact of Negation as a dessert.

Kindled Fury - R
Instant (Common)
Target creature get +1/+0 and gains first strike until end of turn.

With Tarfire pumping Tarmogoyf a good +2/+2, AND dealing 2 points of burn damage, I can’t imagine this being useful. Sure some casual player will speak of its wonders about how “I used it on my Akroma to kill his Tarmogoyf”, but to be frank, Akroma has protection from Red if it’s the wrath variant, so I have no idea how you pulled that off (a glitch perhaps?), and the Fury version… Well if you’re blocking a Tarmogoyf with an Akroma, Angel of Fury, you’re in bad shape to begin with. Long story short, not playable in standard. Just too many better alternatives.

Lightning Crafter - 3R
Creature - Goblin Shaman (Rare)
Champion a Goblin or Shaman {T}: Lightning Crafter deals 3 damage to target creature or player.

Hm… a finisher in Goblin decks..? Naw…. Unfortunately for Lightning Crafter, it has a a 3/3 body, making it prone to the ever present Incinerate. This makes it an easy target for a quick burn out. On top of that, it doesn’t have haste, meaning the recursive lightning bolt effect need wait a turn… Overall given its cost (3R for a 3/3 hasn’t been good for a while) and drawbacks (Yes, Champion is in fact a drawback no matter how you slice it *awaits angry e-mails about how championing a Flamekin Harbinger won them a FNM draft*) I doubt this will see play.

Lunk Errant - 5R
Creature - Giant Warrior (Common)
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.

No? 6 mana for a 5/5 trampler is a terrible cost to pay in standard… Especially when it’s only a 5/5 when it attacks by itself. Yet another overcosted, semi-useless Giant warrior…


Mudbutton Clanger - R
Creature - Goblin Warrior (Common)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn.

I sort of feel bad for this little guy. If he had been printed a tad earlier (imagine 10th edition not existing), he would have been a perfect addition to a goblin deck. As it stands, the 1 slot has insane creatures such as Mogg Fanatic (One of the best 1 drops made in the history of magic) and Knucklebone Witch (a 1 drop that grows… for the goblin deck of course). Poor Mudbutton Clanger never had a chance in standard… Hope he gets a shot in block.

Pyroclast Consul - 3RR
Creature - Elemental Shaman (Uncommon)
Kinship - … Pyroclast Consul deals 2 damage to each creature.

Wow! Pyroclasm on a creature! That’s amaz… not. 5 mana for a 3/3 is not great, and an ability that only triggers during an upkeep off of a Elemental or a Shaman..? Not great at all. Besides, with a lot of the top creatures being more than 2 toughness, decks that could probably run this, would probably run Sulfurous Blast (to take out those nasty planeswalkers… Garruk Wildspeaker I’m looking at you) ) for its instant speed and its ability to deal 3 damage.

Rage Forger - 2R
Creature - Elemental Shaman (Uncommon)
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.

Reading is tech. At first, I thought this card would be highly playable, given that I thought it gave Elementals counters. Could you imagine? It would make that Elemental aggro deck viable! Unfortunately, it gives the counters to shamans. That said, there are a few standard playable shamans such as Martyr of Ashes, Ashling the Pilgrim (crazy interactions here by the way), and the rare goblin lords from the Lorywn (who would have thought Wort, Boggart Auntie and Mad Auntie and I suppose aunties in general were shamans?). Although there are enough shamans that see play for Rage Forger to be relevant, I don’t see it seeing any play in standard. There just are not enough aggressive shamans to curve out with this card.

Release the Ants - 1R
Instant (Uncommon)
Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand.

Best card name ever! Ability isn’t that great though. Dealing 1 damage to target creature or player, even assuming you win the clash isn’t that great for two mana. You’d have to win the clash three times and invest more than 6 mana for it to match a simple Incinerate. Also, like I’ve said before, clashing in Standard is a really bad idea, because no  matter how much deck manipulation you’re giving yourself, you provide your opponents with the same opportunity (in standard, you want your advantages to be one sided. IE help you only).

Rivals' Duel - 3R
Sorcery (Uncommon)
Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other.

Other than being rather confusing in wording, Rivals’ Due playability in the current Standard format is questionable. The problem lies in its damage. It requires your opponent to have a two creatures that are capable of killing each other in order for it to be a 2 for one (IE, trading this card for two creatures). However, someone could try to fit this card into some Stuffy Doll board control deck to deal with a stalled board, but I honestly don’t see that happening.


Roar of the Crowd - 3R
Sorcery (Common)
Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents of that type you control

Back prior to Lorywn’s release, a deck that I myself had the joy of piloting (and winning with quite often) was RG Saprolings. It ran on a bunch of pretty bad cards that made tokens like Scatter the Seeds and (Fist of Ironwood) in combination with Overrun to win the game. It ended up beating a pro laden pool containing both former US national champion Paul Cheon and Luis-Scott Vargus at California States 2007 Standard tournament to win the entire thing. Where am I getting with this? Roar of the Crowd may have a place as a finisher in certain decks that run on token generation such as RG saprolings as the 4 mana for a good deal of damage seems quite useful. This may see play in Goblins.dec as well, but that remains to be seen.

Seething Pathblazer - 2R
Creature - Elemental Warrior (Common)
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.

A decent 3 drop, but yet again, with Standard being so full of amazing creatures at the three drop (the Crusher, Troll Ascetic, (Doran the Siege Tower), Imperious Perfect, among others), a 2/2 for 3 mana just doesn’t cut it anymore. Also, its sacrifice ability for the most point is useless in a tempo driven format like Standard.

Sensation Gorger - 1RR
Creature - Goblin Shaman (Rare)
Kinship - … each player discards his or her hand and draws four cards.

Now his card has me very interested. When you’re running a red aggressive deck like Goblins.dec or RDW, it becomes imperative to refill one’s hand to keep up the burn. Sensation Gorger does just that in a goblin deck. Combine the fact that it has a relevant kinship type (psst, Goblins are very playable for your information), I can definitely see this having an impact. The scenario of 3 lands, 2 burn spells, and a 2 creatures + 2-3 more cards, is amazing. Also, it has the added bonus of forcing your opponent to discard the hand he currently has. This would be useful against specific types of decks that strive on card quality in hand. And worst comes to worst, you’re burning out faster than others. Definitely look out for this card when Morningtide hits the game (online anyway).

Shard Volley - R
Instant (Common)
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.

Being quite active in the Classic community and elsewhere, I heard a bunch of people claim this would be playable in Classic. Let me say right now, I don’t think it’s playable in Block, let alone Classic. That said, its playability in Standard is dubious. The added additional cost of sacrificing a land decreases its power level tremendously. I could simply end right there, but I feel as though people are overhyping this card so I’ll explain more thoroughly. The way additional costs work is that you pay for it as you declare it (similar to how you tap the mana to play it when you declare it being played). What does that mean? It means you lose the land instantly. I understand people are going to say “but it has synergy with Life from the Loam (As a side note, this card has cycled out of Standard, so I won’t be addressing it in the analysis) and more importantly the card you believe to be awesome Countryside Crusher. Also it pumps Tarmogoyf” and etc. However, the problem isn’t in its synergies. Outside some crazy (Flagstone of Trokair) interaction, which by the way isn’t consistent, it costs you a turn of turn development, and forces you back a turn. With decks such as Goblins and RDW playing an aggressive land base, the cost of throwing away lands is crippling early game, and even more devastating if you have this card in your hand stuck on X (where X is less than 3) lands. That said, will it see play? Yes, it may find a place in that Dragonstorm deck (This is deck tech by the way for those of you who haven’t realized this. Don’t say I didn’t include some ridiculous tech idea in my article like I usually do) or some other RW decks, but in all honesty, it shouldn’t. This card is probably the card I’m most unsure about in the entire set.

Shared Animosity - 2R
Enchantment (Rare)
Whenever a creature you control attacks, it gets +1/+0 until the end of turn for each other attacking creature that shares a creature type with it.

Hmm… If only it gave trample. Another attempt at creating an enchantment worth investing in, Shared Animosity falls short in that, although it allows for some incredible power boost, it doesn’t compensate for the lost in tempo (Burn baby burn). Someone may try to fit it into a goblin deck for a little while, but inevitably, playtesters and netdeckers alike will ditch this card for something with a bit more potential for Goblin.dec . Sensation Gorger, I’m looking at you.

Spitebellows - 5R
Creature - Elemental (Uncommon)
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke {1}{R}{R}

If anything, at least the names for red cards are getting cooler… Spitebellows, however, isn’t the Flametongue Kavu people hope for (I guess a more modern reference would be the “Shriekmaw” people hope for). At a huge mana cost of 6, combined with a leave play ability, Spitebellows falls short of entering any major standard or constructed deck. Although the evoke cost is somewhat reasonable, inevitably there are better removal spells around that casting cost.

Stingmoggie - 3R
Creature - Elemental (Common)
Stingmoggie comes into play with two +1/+1 counters on it.
{3}{R}, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.

So a pseudo- 2/2 for 3R that destroys lands (and the occasional artifact)… Although the added ability to destroy artifacts is a definite plus, Stingmoggie loses out to a timeshifted Pro Tour Champion that is Darwin Kastle as Avalanche Riders. Avalanche Riders just seems better in the type of deck that would run Stingmoggie. It has the come in play ability, swings for 2 immediately, and doesn’t require you to pay the extra cost (while Stingmoggie you need to have another 4 mana on hand to destroy anything). I suppose when fighting for the hearts of standard players, it’s Kastle 1 :: Stingmoggie 0.

Stomping Slabs - 2R
Sorcery (Uncommon)
Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player.


 This card brings a story I heard from a Pre-release in Southern California. Apparently, in some rigged MMM (that’s triple Morningtide) draft, a lucky fellow managed to pick up 9 of these Stomping Slabs! Latchkey Faerie had nothing on this guy! Without a doubt he won, with a whopping 22.5% of his 40 card deck being this hilarious card.


This card is utterly unplayable in standard. The unfortunate fact is that unlike drafts, one is limited to 4 of these per deck. Also, one must present a deck with at least 60 cards (for all of those 61+ card proponents out there, note the at least clause). That leaves a .06666% threshold in one’s deck. Now for this card to be useful and deal the 7 damage for 3 mana, not only does the card have to be in one’s hand, but also on the top 7 cards of one’s library! Definitely not constructed playable.

Sunflare Shaman - 1R
Creature - Elemental Shaman (Common)
{1}{R}, {T}: Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.

Huh. 2/1 for 2 isn’t too bad. The ability is semi-useful… wait… Elemental cards? Who plays those?? The Sunflare Shaman stands only one chance of being playable, and unfortunately that chance is in a non-existent Elemental deck. However, if one of those decks emerge in the next standard meta (highly unlikely, but still possible), Watch out for Sunflare shaman as a Grim Lavamancer-esque card in elemental.dec.

Taurean Mauler - 2R
Creature - Shapeshifter (Rare)
Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler.

Going back to Classic, one of my favorite writers of all time Stephen Menendian as well as other Vintage players wrote an interesting statement in regards to the Tarmogoyf versus Quirion Dryad arguments. The argument goes that while Quirion Dryad can become bigger than Tarmogoyf consistently enough, Tarmogoyf has the ability to come into play on a later turn, and still be a formidable clock.

Similarly, in Standard, which lacks the insane play quantity of eternal formats (they play more cards in fewer turns. How trippy is that?), Taurean Mauler suffers from the same effect. Although it has the potential to become bigger than say Tarmogoyf, inevitably, it suffers to being relegated as a worse card. However, this won’t stop it from seeing play in Standard. I’m sure that a few archetypes can fit this card in to a nice effect. That said, I feel as though it would be a substandard addition that if thought over, would be replaced by another card.

Titan's Revenge - XRR
Sorcery (Rare)
Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand.

Unfortunately, the archetype that Titan’s Revenge would most likely fall under is one I’ve tested into the ground. That is, RG mana ramp. However, I do not see this belonging in the deck. Hear me out on this one. The current standard for XRR is Molten Disaster, which is an amazingly versatile card. The fact it has a kicker that adds split second can decide matchups. It can’t be Willbendered, countered, reflected, etc. It’s practically a sure kill spell. The only slot that titan’s Revenge should be able to take would be the one that belongs to Molten Disaster. Although the thought of clashing to regain Titan’s Revenge is nifty enough, letting an opponent manipulate his/her deck is a bad idea and as such makes clash a terrible mechanic in standard. Will this see play one day? Quite possibly. I just don’t think it’ll see play in Standard, at least not now.

Vengeful Firebrand - 3R
Creature - Elemental Warrior (Rare)
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
{R}: Vengeful Firebrand gets +1/+0 until end of turn.

Hmm.  5/2 haste. Pumps too? Vengeful Firebrand becomes yet another one of those conditional cards that rely on the creation of a tribal based archetype. As of right now, and my analysis of standard, will it see play? Probably not. However, if some new archetype involving Warriors and/or elementals pop up, don’t be too surprised to see this card seeing play. A 5/2 Hasted creature is nothing to laugh at, especially when it has Firebreathing. That said, it’s clear that the green creatures of standard ( Timbermare comes to mind) tend to overshadow and outclass this creature. I’ll reiterate, I don’t think this card will see play in standard. It’s just too weak. It would need a deck that relies on its creature types to do its heavy lifting.

War-Spike Changeling - 3R
Creature - Shapeshifter (Common)
{R}: War-Spike Changeling gains first strike until end of turn.

A changeling! Yay! Standard playable? Nay! This card is overcosted for it to be truly standard playable. With ridiculous things such as Garruk Wildspeaker taking 4 slots everywhere, this poor Weird Ghost Nightmare Horror Illusionist doesn’t have what it takes to be played in Standard. Unfortunately, being a Mutant Eye Phelddagrif doesn’t give it the power boost it needed.


So what can we conclude after 28 cards being reviewed? Well, a top 5 list.

Red’s Top 5 Standard Relevant cards

1.      Countryside Crusher

Big surprise right? An interesting note would be the comments of my friend and playtest buddy Jonathan Vu. After discussing Morningtide from a limited perspective, we decided to skim over the cards from a constructive perspective. He claims to this day that I could have saved myself a lot of trouble by saying “cards not named countryside crusher suck.” It’s not entirely true, but hey, Countryside Crusher is by far the strongest red card in the set, and may actually be the strongest card in the set period.

2.      Sensation Gorger

As I mentioned earlier, I can definitely see this card being played in a plethora of Goblin decks. It’s ability is highly relevant, and quite frankly, it’s well costed as well. It suffers from a few key weaknesses that may prevent it. Having 2 toughness (IE death to burn) does reduce its value, but Sensation Gorger is my sleeper card of choice.

3.      Taurean Mauler

Ah… Mr. Human Lammasu Hag Incarnate we meet again. In all honesty, although this card may be slightly outclassed, it’s definitely a strong card that merits playtesting. Who knows, maybe what the Goblin deck needs is a Ox Reflection Rigger (one day these Changeling jokes will get old. However, today is not that day).

4.      Titan’s Revenge

I see a lot of potential in this card going out into the future. It’s a really nicely powered card that is capable of being ridiculous. I’ve heard stupid stories about how some guy dealt 20 with this card over two turns to take away a game from a guy who had planeswalkers and board control. Maybe one day, when Timespiral block rotates out, Titan’s Revenge will have its revenge (pun intended… please don’t kill me)

5.      Shard Volley

Before anyone says anything, this card is terrible. Don’t play it! Then why is it 5th? To be honest, because it’s still a Lightning Bolt. I expect this to see play in that Red Dragonstorm deck, and thus it is in fact relevant. For those of you who do not understand why a card would be terrible outside a Red Dragonstorm deck, the rationale lies in the fact it’s a combo deck that strives on maximizing its damage to mana ratio. If you’re gone to win that turn, you won’t need the sacrificed land ever again. This is why Shard Volley comes in at #5.

And that’s a wrap! Congrats to all of you who managed to read the entire thing! I hope all of you are enlightened now of the strength that the Red side holds for you. If everything goes well, hopefully it won’t be another 3 months before my next article.

And hopefully they’ll have me come back for more set review (please!)

-Sebastian Park

AKA Runeliger

Airizel AT Gmail DOT com



by runeliger at Sun, 11/30/2008 - 05:18
runeliger's picture


by runeliger at Thu, 01/24/2008 - 23:29
runeliger's picture

Hahaha! That's what I was forgetting. When I was typing up the article, I had wanted to liken Sensation Gorger to a specific broken red card, and Wheel of fortune was just that card.

 Thanks for the feedback. 

by djdark01 at Thu, 01/24/2008 - 21:38
djdark01's picture

I liked the article.  I agree with everything you have listed.

I wasn't really looking forward to the red portion of Morningtide but I am now after reading this.  Here is what I'm looking forward to:

1. Counrtyside Crusher - Looks very fun and interesting.

2. Sensation Gorger - Reminds me of Wheel of Fortune. 

3.  Shard Volley - I want to play this with Flagstones of Trokair, Greater Gargadon and Restore Balance.

4. Vengeful Firebrand - Warriors seem like something to look forward to once Morningtide hits.  I know I'm exhausted with all of the elves and faeries..  It's going to be cool if a class can get somewhere in standard rather than a race (Rouges look good too).

5. Titan's Revenge - Another cool all around goodie.

Good job!

Willbender and Molten Disaster by t0v at Thu, 01/24/2008 - 07:46
t0v's picture

Why cannot you Willbender Molten Disaster?

I think you can... 

Shared Animosity by Anonymous (Unregistered) (not verified) at Thu, 01/24/2008 - 09:08
Anonymous (Unregistered)'s picture

Just thought I'd point out that Shared Animosity isn't an aura and so isn't subject to the 2-for-1 potential of auras. It's a regular enchantment, and the bonus applies to all your attacking creatures.

by runeliger at Thu, 01/24/2008 - 09:34
runeliger's picture

Willbender can't bend Molten disaster beacuse Molten disaster doesn't target anyone :P Although Morph itself is unaffected by the effects of  Split second, Willbender's ability (When Willbender is turned face up, change the target of target spell or ability with a single target -Oracle) is rendered useless to Molten Disaster's (
If the kicker cost was paid, Molten Disaster has split second.
Molten Disaster deals X damage to each creature without flying and each player -Oracle)
text which deals to each creature without flying and player.     

by runeliger at Thu, 01/24/2008 - 09:38
runeliger's picture

Thanks for pointing that out. Back when I was working with the spoilers, Shared animosity read differently from the version you see now :P Thanks for your comments though.

by runeliger at Thu, 01/24/2008 - 09:39
runeliger's picture

Heh... Thanks for comment Nick. I actually hope it won't be another 3 months... >.<

Good Review by Basic Land at Thu, 01/24/2008 - 02:01
Basic Land's picture

I liked your review according to Standard. Great puns and in color jokes throughout. I would however like to see how the new set might fare in block, ext and limited. Hopefully JX will allow you to expand next time. Looking forward to April for your next article.


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