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By: Tarmotog, Naoto Watabe
Mar 04 2008 1:09am
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Introduction:

Here are some of the Morningtide cards that will most likely see play in the Singleton format. Morningtide is quite good as a set and it offers many new tools and effects we can use. The biggest winner from this set is the goblin deck which gained mass and quality. It now has even more cards you have to deal with immediately or get knocked around by their abilities. 

The cards are shown by their appearance on the official visual spoiler found here.
Here(below) are the cards:

Feudkiller's Verdict 4WWTribal Sorcery - Giant 
You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

This card is very difficult to judge accurately for two reasons.
1) It is a sorcery.
2) You need to have more life than your opponent to get a giant.

In a UW deck, you traditionally will not smack your opponent often so you would most likely rely on the ten life gained to actually get the giant, even if your opponent takes pain and shocks from lands. Being dealt damage before the spell resolves is also highly possible with Fireblast in red based decks so do take such factors into consideration before playing with this card. Against some decks however, plus ten life and a 5/5 token may very well just put you from "dying" mode to "try again next game" mode. This is a card with a very high potential but you may need to adjust the deck structure abit for it to fit because you want to keep your life higher than you normally would require.

Graceful Reprive 1W
Instant
When target creature is put into a graveyard this turn, return that card to play under its owner's control.

If you really want to use this card, for your information, Angelic Renewal from Weatherlight does this same effect more efficiently, being an enchantment and letting you choose when you want to use it, similar to a comparism of Shock and Seal of Fire. That said, it is another card with the "bring back" ability. This and evoke go well in standard. No reason for it not to in Singleton as well. This is a card for people who like the "come into play" clause on cards. It will do sick things with Flametongue Kavu against aggresive decks.

Iddylic Tutor 2W
Sorcery
Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.

On one hand, this looks like Fabricate but in reality, the power level is one step higher. The reason is: Good enchantments are just very powerful (because they change the way the game will procede) while good artifacts are merely very good. One of the pros of using Fabricate is that it can search for creatures since there are no enchantment creatures (Editor's Note:  As far as I know there is one; Lucent Liminid.)  (although there are some that animate). Enchantments, especially in white, are rather game altering.

Just by looking at what you can cast with purely white mana, you have access to Moat (which some decks scoop to), Dovescape (really messes up the game), Debtor's Knell (urgh) and even Solitary Confinement or Worship. This card is good in decks that want to make use of the various powerful enchantments to make some decks irrelavant. (Isn't Enlightened Tutor better? It is. I can tell that too.)

Preeminent Captain 2W
Creature - Kithkin Soldier 
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.
 
2/2

"Soldier lackey". While strictly worse than it goblin counterpart that isn't available online, it is a good addition to white weenie decks that have not really improved from the additions from all the recent sets. A comment from a top8magic podcast, not in specific words, was that creatures are becoming alot better now but white weenie creatures are barely better than the old ones. That is really true. At best, we get two mana 2/2 fliers or 2/2 first strike + lifelink. It's still so easy to compare them to White Knight, Silver Knight and think they are so similar. Others have just become much better like Kavu Titan => Wild Mongrel=> Tarmogoyf

Reveillark 4W
Creature - Elemental 
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
 
4/3

This is a powerful card. You can get Mulldrifter and 0/0 guys out for six mana (or for five if you let it come into play as a creature). Oooo.. (Eternal Witness has two power too.) I like this type of cards. You get to play decks that really play almost a totally different game from your opponent and create a very large advantage against various decks.

Swell of Courage 3WW
Instant
Creatures you control get +2/+2 until end of turn.
Reinforce X-XWW (XWW, Discard this card: Put X +1/+1 counters on target creature.)

Uncounterable +X/+X or a mini-Overrun for white. If you resolve Troll Ascetic and you make it really big, there are barely any cards that can stop it effectively.

Disperse 1U
Instant
Return target nonland permanent to its owner's hand.

Almost like Boomerang in nature. Echoing Truth is almost strictly better because you don't usually have much collateral damage, specially, in Singleton. I would prefer to play Wipe Away but that said, it doesn't have the friendly U but has UU. The pros of playing Echoing Truth are you can really get rid of some win conditions that rely on massive amounts of tokens like Empty the Warrens or Decree of Justice. I want to just say that this card is around so that people can bring this card into their minds when they want to fine tune cards.

Knowledge Exploitation 5UU
Tribal Sorcery - Rogue
Prowl 3U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Search target opponent's library for an instant or sorcery card. You may play that card without paying its mana cost. Then that player shuffles his or her library.

There are decks that play powerful spells. A Bribery on spells? Wow. I would really not mind playing some rogues to get this to work. "I use your spell" basically means you don't get to draw it but you can use it if you can return it to your hand. Stealing spells can just turn the tables if your opponent is packing quite a few good cards.

Negate 1U
Instant
Counter target noncreature spell.

A good counter-on-counter counterspell. Gainsay is better against blue but this card is the direct opposite of Remove Soul. Easily "counter target spell" against decks with lesser creatures. It's also friendly on mana.

Sage's Dousing 2U
Tribal Instant - Wizard 
Counter target spell unless its controller pays 3. If you control a Wizard, draw a card.

Many of the good blue creatures are wizards as well. To name some: Meloku the Clouded Mirror, Trinket Mage, Teferi, Mage of Zhalfir, Venser, Shaper Savant and even Willbender. However, not many would see play on turn one or two so this card may not be as great as you think. Wizards are a very powerful. Not really tribally but individually. The best players in Magic show up as wizards. Magus of the Scroll and Grim Lavamancer are wizards also. This will see play in some decks but not many because the draw is so conditional and there are quite a big number of counterspells you would rather play at three mana unless you are sure that you can get a wizard out somewhere.

Sigil Tracer 1UU
Creature - Merfolk Wizard 
1U, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy. 
2/2

All you need is another wizard and you can : Counter counterspells thrown at you and copy powerful spells from both sets. A card that will see some play because of what it can potentially do. It really isn't difficult to set up Sigil Tracer and a friend to sit down and chat. Will be rather underrated (means played less than it could be) but it shouldn't be too powerful because you should be able to deal with it. Against Tooth and Nail, this card is going to be very very irritating because it can do  "copy, search Venser, Shaper Savant and random friend, bounce the original" plays.

Slithermuse 2UU
Creature - Elemental 
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
3/3 

Balance of Power wasn't really played much. There aren't many instances where Tidings was strictly worse than Balance of Power. Slithermuse is slightly different. It's a creature and costs one less compared to the unplayed sorcery. This is going to be powerful against decks that have very few plays that wear down their hand sizes. To be fair, it doesn't always have to be evoked. Even if it only draws two cards or less, Slithermuse is going to help in some decks and against some decks. It is a very versatile card that can get your game back post Mind Sludge (Most card draws can too but this one can block if the situation calls for it). This could be a tempo creating card simply because it can make your opponent make poor decisions against a hard cast Hill Giant when they are not familiar with such a scenario .

Vendilion Clique 1UU
Legendary Creature - Faerie Wizard
Flash
Flying
When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.
 
3/1

Turn three cast Vendilion Clique, cycle away your drop this turn and block your attacking creature. Now you have to change your entire gameplan. That can't be good for you. This is a card that really messes up the game state in the wierdest situations. You may have end turn Fact or Fictioned into the one card you need but the Vendilion Clique comes down (still at my eot) to put it away. It can get rid of tutored targets that can't be casted during the draw step. In singleton, you will only have a maximum of one card (except a basic land) that has a specific name. Now that card is at the bottom of the deck. Heck, you can draw any other card and I don't really care. It's not that card and that is all I care now.

Combo decks are going to have a tough time going off with this doing its annoying thing. Always wanted an instant Duress? Here it is in its elegant form. It being a legend doesn't even matter much until it appears on the other side of the board as well. The most powerful card in the set in terms of what it is capable of. The fact that the card you don't like is back in the deck and not the graveyard is also a big plus. It is 10 times easier to use a card in your graveyard than one in the deck.

It might backfire every now and then depending on the situation but it shouldn't be too difficult to avoid.

At the very least, it's a 3/1 flying flash for 1UU.

Auntie's Snitch 2B
Creature - Goblin Rogue 
Auntie's Snitch can't block.
Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
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.
 
3/1

There are many discussions regarding this card. It looks great on paper but how well it does really depends on the board situation. Goblins are going to be a force now because Morningtide has given the goblin deck enough good cards to work with. The real power of this card depends on how your opponent plays around it. All you can do is choose to cast it, attack with it and choose to return it to hand. If the board allows, your opponent might just be able to play around this card and render this card useless. A difficult card to evaluate accurately. I would play it as one of the lower end goblins if I have to because there are many more powerful goblins running amok.

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

This card is extremely powerful. It spits out tokens at the cost of one life per turn.
Pros: 
1) It can generate tokens without a strain on your mana past the first payment. 
2) These tokens, at the very least, can stall fat creatures until your Damnation arrives. Sort of like a forcefield for one creature.
3) The swarm of creatures it creates without spending your mana can overrun some decks by itself.
4) It's suprisingly a faerie and can up let you do stuff like Spellstutter Sprite for two.

Cons:
1) The very same one as Phyrexian Arena. You could just lose to your life loss.
2) It's not going to save you anytime you topdeck it. It's a slow card. Treat it similar to suspend cards for an accurate analysis.

Earwig Squad 3BB
Creature - Goblin Rogue 
Prowl 2B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
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.
 
5/3

This card is the most powerful addition to the goblin tribe in Singleton. Once resolved, it can singlehandedly disarm some decks because of its Jester's Cap ability at three mana. If you don't have Wrath of God in your hand, do not expect to start topdecking it once this guy hits the board.

Its 5/3 body is just more reason to play it. A great aggresive card that is anti-combo and anti-control in its very nature. Urgh.

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

Goblin Warchief number two. It may not give haste, which might be also why Goblin Warchief is so good, but it also has the cost reduction of its boss. The cost reduction made the goblins so powerful because you could use 1 mana to cast Mogg War Marshal, sacrifice it and its friends to Skirk Prospector to create a red Dark Ritual. Put together with Fecundity and you will get Dark Ritual plus Ancestral Recall.
The fact that a greater mass of goblins that could come down next turn is the main charm of this card.

Mindshatter XBB
Sorcery
Target player discards X cards at random.

This card is bad if you compare this to what you can get to cast at the various casting costs. However, I wouldn't mind playing this in a mid-long game deck with a Boseiju, Who Shelters All post Sideboard. You almost win if you go land-land-land-boseiju-land-land-land-land-land- Mindshatter for seven against a deck that is not doing anything relavent but just simply laying lands. Best against UB decks that are not prepared for this play. Only Venser, Shaper Savant or flash friends do anything against that. Ooo.. Other than this case, Mindshatter is not going to be very spectacular. However, this effect is not yet available online so it adds to the "what can be done" list.

Stenchskipper 3B
Creature - Elemental
Flying
At end of turn, if you control no Goblins, sacrifice Stenchskipper.
 
6/5

Having flying is almost having an unblockable creature against some decks. I don't like it because it isn't a goblin (which makes it unobtainable when you ringleader it). However, it sure looks capable of belonging in a goblin deck. Now goblins can attack over a Moat for the win. Another tool for the red men who have green skin.

Warren Weirding 1B
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.

"Goblin's Edict". Together with your goblin searching friends, this card is going to make Tarmogoyf retire. You once had to use cards that couldn't be "fetched" out. Now you don't. Go Goblin Ringleader !

Boldwyr Heavyweights 2RR
Creature - Giant Warrior 
Trample
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.
 
8/8

I believe that this is the sideboard card for Red Green for the mirror. Seriously, unless the opponent has this as well, the only bigger creature is going to be Greater Gargadon. Red Green mirror matches hinge on who has the bigger creature because you will have alot of trouble trying to kill something big. A 8/8 body is not something you can handle with burn. The only problem that your opponent  can steal this with Threaten and slap you with it. Other than that, a bigger creature generally wins RG mirrors.

Countryside Crusher 1RR
Creature - Giant Warrior 
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.
 
3/3

If you don't like drawing lands past the first few, this card will grant you that wish. It can get rather large fast. That's what I think but you must know that once you get this in play, you will not see another land from your topdecks. This means that you  should make your deck in a way that you should not need more than three mana because not planning ahead can let you lose some games out of nowhere.

Sensation Gorger 1RR
Creature - Goblin Shaman 
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards. 
2/2

This goblin is annoying if you can't kill it. Once it starts hitting goblins, you are going to lose. Control players are going to have to kill/counter so many goblins now and this is one of them. "Refill your hand almost every turn". That's what it says right? Tough days for us non-goblin people.

Titan's Revenge XRR
Sorcery 
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. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

This looks very good on paper. I suppose this would be good against decks that don't counter your spells. A Sensei's Divining Top can make sure this card comes back again and again. This is a card that looks very promising but may not actually deliver the goods. At the very worst, this is Blaze minus one damage plus draw fixing that favors your opponent (because this is a sorcery).

Chameleon Colossus 2GG
Creature - Shapeshifter 
Changeling (This card is every creature type at all times.)
Protection from black
2GG: Chameleon Colossus gets +X/+X until end of turn, where X is its power.
 
4/4

The closest comparism to this would be Phantom Centaur for both being four mana and both having Protection from Black. Phantom Centaur is better vs aggresive decks because it's so difficult to kill. If you run the Chameleon Colossus into creatures, it becomes unsafe not to keep mana up. Why you would want to play this is because it has changeling. You could, for instance, Treefolk Harbinger into it. Combined with Loxodon Warhammer, this is going to just win the game if unanswered. This card is stronger against decks without burn. Berserk + activation is going to win some games too.

Cream of the Crop 1G
Enchantment 
Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.

This is an arkward card to comment on. The problem with this card is that it costs two mana. At two mana, you have a myriad of cards you want to cast. You want to play this in a deck with creatures (but not too many two mana creatures). So ideally, you want to cast three mana or four mana creatures and play green at the same time. If you are going to cast 1/1s, this card is not going to be relevant so you might as well not play it. Sylvan Library is a card that looks close to this. By comparism, Sylvan Library would usually be better. I think the deck that this goes into is a deck that runs red green and blue. Turn two Cream of the Crop followed by turn three Trinket Mage, turn four Flametongue Kavu would be rather good. Not many decks can use this card even if it looks like a great card.

Deglamer 1G
Instant 
Choose target artifact or enchantment. Its owner shuffles it into his or her library.

There are some cards that are better not in graveyard. If you manage to resolve this on an artifact with Academy Ruins on the other side of the table, you're going to be in better shape than if you Krosan Gripped the card. Although it's not really very good, it is a very unique effect that can be gold in some matchups.

Sidetalk: The wording for this card is very arkward. Why not just say "shuffle target artifact or enchantment into its owner's library" ?

Leaf-Crowned Elder 2GG
Creature - Treefolk Shaman 
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost. 
3/5

Keyword: Shaman. 
What creatures played in popular decks are shamans? I don't know. Viridian Shaman? Eternal WitnessSakura-Tribe Elder? Troll Ascetic?
Doran is both treefolk and shaman by the way.

Reach of Branches 4G
Tribal Instant - Treefolk 
Put a 2/5 green Treefolk Shaman creature token into play.
Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand.

This card is very unique for what it does. It's a five mana instant that recurs whenever you lay a forest. You could use it like a semi-Squee, Goblin Nabob in some decks or you could just use it as an annoying anti-control card. What makes this card special is the fact that you want to have some forests in your deck. It is slow by nature (shines during mid to late game), fits into a deck that is green and has forests. Not many decks match these conditions. I have no idea what deck to put this card in because at five mana, green cards can get slightly more explosive. It does let you have card advantage if you "turn three tap Merfolk Looter, discard Reach of Branches, lay forest, return Reach of Branches" or similar plays. You can return it more than once if you have cards that search for forests and put them into play and you play a forest on the same turn. You can't put two forests out and return it twice though. It has to be two separate instances of the forests coming into play. 

Recross the Paths 2G
Sorcery 
Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

What I like about this card is not the fact that it clashes (which is usually why I like clash cards), but the fact that it catches any land. You can easily "Rampant Growth" into a good non-basic land with this. The downside to this is that it costs three mana which is usually very relevant in games. However, big mana decks can easily use this to get lands like Temple of the False God or a random tron piece into play. It would at the very least, get a basic land into play (and you get to clash too).

Rhys the Exiled 2G
Legendary Creature - Elf Warrior 
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
B, Sacrifice an Elf: Regenerate Rhys the Exiled.
 
3/2

This is a very useful card to get out of a race. Some people say it's a more aggresive Wellwisher. I value it as a card that has Loxodon Warhammer made into it. Just have Llanowar Elves in play and you'll be gaining two life per attack. Plus you can regenerate it with the elf. The downside to this card is that if you are in need of life, you may have to do poor attacks. This card is of a rather high quality. The problem with this is that it doesn't look like it fits into different decks easily. A card with an objective.

Scapeshift 2GG
Sorcery 
Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.

Keyword: Land cards (not basic land cards). Once upon a time, I had to shuffle, use Sensei's Divining Top, cast Reap and Sow, draw two cards every other turn to assemble a tron set. (Urza's Tower+Urza's Power Plant+Urza's Mine) Now, one card does it all. Scapeshift really makes all that effort look silly. It fetches many other lands as well. Trade basic lands or even Flagstones of Trokair for better lands. Wowowow. Not really much to say about this since it's all written on the card.

Wolf-Skull Shaman 1G
Creature - Elf Shaman 
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play. 
2/2

This card is a very powerful two drop. Singlehandedly, if you have a Sensei's Divining Top in play, you can put a 2/2 wolf into play every turn. This is going to be very difficult for decks like mono-blue control to actually handle. It comes so quick and can get online the next turn. The only drawback to this is that you actually have to play cards that are either elves or shamans. Not very difficult. This can be a very annoying card to face. It's a good thing creature decks based on the two types are not very often seen. Yet some staples happen to be both. I would play this card with a heavier elf/shaman/changeling base than normal just to maximize the ability. It's that good.

Door of Destinies 4
Artifact
As Door of Destinies comes into play, choose a creature type.
Whenever you play a spell of that type, put a charge counter on Door of Destinies.
Creatures you control of that type get +1/+1 for each charge counter on Door of Destinies.
 

Similar to Coat of Arms. Costs one mana less and is usually one sided. This card can make some decks very tough to beat because the tiniest of stuff can become big very fast. This will definitely see some play.

Obsidian Battle-Axe 3
Tribal Artifact - Warrior Equipment 
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it.
Equip 3

This card can act like a Fires of Yavimaya for warriors. This card worked wonders at the prerelease but we're talking about Singleton here. It could help if you looked at which cards are warriors and changeling.
Funfact: Goblin Piledriver happens to be a goblin warrior. Don't direct questions about it to me. I have no idea when that happened. I doubt it would have any significance at all.
Chameleon Colossus + this = ouch.

Veteran's Armaments 2
Tribal Artifact - Soldier Equipment 
Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."
Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it.
Equip 2

Soldiers can use this. It's similar to Shuko but it takes the optimal slot of use two mana. Soldiers usually don't work alone so this card can easily be at least +3/+3 most of the time. The most irritating part about this card is the fact that the toughness is increased, making it difficult for some decks to block it because they can't trade it. It also hops to the new soldiers that can now block better.

Murmuring Bosk

Land - Forest 
(Tap: Add G to your mana pool.)
As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped.
Tap: Add W or B to your mana pool. Murmuring Bosk deals 1 damage to you.

Forest! Forest! Forest! It's a forest that spits out three different colors of mana! This is sick. It's almost 1.25 times better than a normal shockland. You can play enough treefolks to make this come into play untapped if you ever need it to (Nameless Inversion, Treefolk Harbinger, Doran, the Siege Tower just to name a few). There are so many cards that find forests in the Singleton card pool. Green has just found another powerful card.

Mutavault

Land
Tap: Add 1 to your mana pool.
1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

This card is dubbed " the new Mishra's Factory". So unless your deck has the said Mishra's Factory, this card is not going to have as much value in Singleton as compared to standard for example. This means that unless you think you really need it, you shouldn't have to go through the trouble to obtain one because it isn't a card that is too good. I'm not saying that it's not good but it's true worth would not be reflected accurately by its price because the price would be high for a different reason (which is because of the absence of Mishra's Factory in extended and standard). I would rare-draft this any day. Just maybe not buy it at an astronomical price.

This card can generate synergy with some cards because it's becomes every creature type. This is the sleeper part of this card because not everyday a card with such unusual abilities turn up. If people can abuse this part of it, it could be stronger than Mishra's Factory. (Like attacking and adding goblin count for Goblin Piledriver. 0_o)
It also can get help from fellow nexus(es) and factory workers every now and then. You can add the faerie count for Spellstutter Sprite
Sidetalk: I have no idea if this is a locus or not. I suppose not. Too bad it can't catch land types as well, like being all of the Urza lands at once so that any of the piece can get the bonus immediately. 
too.

Primal Beyond

Land 
As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped.
Tap: Add 1 to your mana pool.
Tap: Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.

Elementals, changelings. It's a rather narrow card but it does allow you to make some elemental concoction. There are quite a few elementals that you may not even know are elementals. Blistering Firecat is no longer just cat. It's now an elemental cat if I remember correctly. Ball Lightning is an elemental too. The problem with the "elemental" tribe is that most are rather costly. This card can spit out colorless mana so you don't have to worry. It's not a card that you should dismiss altogether but you must be able to make your deck to be able to supply the colored mana consistently for non elemental spells. Primal Beyond can do some major mana fixing if your card selection allows.

Rustic Clachan 

Land 
As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped.
Tap: Add W to your mana pool.
Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.)

This land is elegant in what it wants to achieve. Early, you might have Kithkins, even if not, it's not that bad. Later on, it's a +1/+1 since you should need anymore mana mid-game. If I were playing white weenie in some form or the other, I would play this land. People dislike this card. Maybe because it's a rare card. In any case, it would be a cheap card to get hold of. White weenie lovers should pick one up.

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This set definitely favors aggresive strategies. I personally don't like aggresive decks (because I don't have the luck those decks require). However, I'm rather excited about this set because of the cards it offers. My personal best card award goes to the Vendilion Clique followed by Murmuring Bosk.

Hope this review has been useful to you.

2 Comments

by Tarmotog at Tue, 03/04/2008 - 02:22
Tarmotog's picture

Ack. I wrote this quite some time ago and I'm rather suprised to see it up now. For starters, some cards have changed in my perspective in their value.

The biggest change is Murmuring Bosk that I find from feedback from type 2 and extended in real life, is slightly less powerful than when I first felt because the not all decks need this versitility it provides at the expense of 1 life per activation and also the fact that it might just come into play tapped.

The second change in value would be Reveilark which is so much better than I could ever imagine.

A card that isn't mentioned but I feel is really good is Shared Animosity, which essentially makes any deck that runs creatures that share a type really hard to handle even with wrath effects when they start coming down as tokens.

Still, I value Vendillion Clique very highly in Singleton and my opinions regarding goblins have not changed. With everyone more informed than when I first wrote this, I think it would be of less value.

The cards I want to get from this set would be:
Bitterblossom
Vendillion Clique
Goblins
Reveilark
Shared Animosity
Murmuring Bosk
Mutavault
Scapeshift (cos it's difficult to get tron out in singleton)
Leaf-Crowned Elder
Mind Shatter
Shard Volley

One has to bloom all over. by wannareset1990 at Tue, 07/11/2017 - 09:07
wannareset1990's picture
5

One has to bloom all over. That is what the system requires. - Steven C Wyer