Friday, September 25, 2009

Final Zendikar Spoilers

The prerelease approaches here in Melbourne: it'll be here in 10 hours, and I'll be there competing (and writing a tournament report). I have close to a dozen articles planned already, so it's time to analyse the last Zendikar cards in the set. All 49 of them. This is the first time I have ever disliked spoiler season. Remind me to keep up better in Worldwake and Prosper (rumoured to be 'Rise of the Eldrazi' as in Eldrazi Monument, which'd be freakin' sweet. The Eldrazi are the ancient race that created the hedrons.)

Now, let's move into the home stretch! WARNING: SERIOUSLY LONG ARTICLE.

WARNING: No really, this'll take like, 15 minutes to read.

Or more.

Let's go!


Quest for the Holy Relic

w
Enchantment
Uncommon
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, and attach it to a creature you control. Then shuffle your library.
#33/249






Quest for the Holy Relic

w
Enchantment
Uncommon
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, and attach it to a creature you control. Then shuffle your library.
#33/249



Very flavorful for the Kor. I don't know if this'll see play, but if it is, it'll almost certainly trigger eventually, and there are a few good equipment cards in Zendikar. I guess it depends on what you open.




Arrow Volley Trap

3ww
Instant - Trap
Uncommon
If four or more creatures are attacking, you may pay 1{W} rather than pay Arrow Volley Trap's mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
#2/249


Since in Constructed, it's too weak, and in Limited, it'll rarely trigger, we need to debate this on it's full-mana merits in Sealed and Draft. 5 mana for 5 damage divided is good: but only among attacking creatures. This card is a lot like Divine Verdict, so I'd value it similarly. It's about a fourth to sixth pick, simply because removal, even bad removal, is so damn good.




Summoner's Bane

2uu
Instant
Common
Counter target creature spell. Put a 2/2 blue Illusion creature token onto the battlefield under your control.


Awesome staple for Draft and Sealed. I'd like a couple of these in any Draft deck with blue as a main color. Effectively, you're paying for Essence Scatter, plus a Grizzly Bears Runeclaw Bears in blue. I find it worth it, even though keeping 4 mana up is hard. Probably a fifth-to-seventh pick, middle of the road card.




Explorer's Scope

1
Artifact - Equipment
Common
When equipped creature attacks, you may look at the top card of your library. If it is a land card, you may put it onto the battlefield tapped.
Equip 1


Difficult to evaluate, as so much of this card is conditional. I compare this mostly to Rampant Growth, but it's repeatable, if at a condition. If you're attacking, this card is good, if not, it's bad. I would play this: if I had a deck with evasion. I might play this in a midrange deck, too, for the ability to look at your library. I reserve judgement here.




Khalni Gem

4
Artifact
Uncommon
When Khalni Gem enters the battlefield, return two lands you control to their owner's hand.
{T}: Add two mana of any one color to your mana pool.

Useful to aid Landfall and also as manafixing. Khalni Gem allows you to play a land twice without losing a mana investment except for the investment to play the land. This is useful for Landfall decks.





Spidersilk Net

0
Artifact - Equipment
Common
Equipped creature gets +0/+2 and reach.
Equip 2


A sideboard card, but a good one. Try to pick one or two of these up late if you don't have many fliers.




Grim Discovery

1b
Sorcery
Common
Choose one or both - Return target creature card from your graveyard to your hand; and/or return target land card from your graveyard to your hand.


If you open and play a fetchland, this is quite useful. Sac the fetchland, get it back, next turn sac it again. Double Landfall for 2 turns and great deck-thinning. That said, this card won't see too much play. If you want it though, you can pick it up tenth pick or later.




Makindi Shieldmate

2w
Creature - Kor Soldier Ally
Common
Defender
Whenever Makindi Shieldmate or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Makindi Shieldmate.
0/3


Only should be played to reach a critical mass of Allies. Other than that, it's not too great.




Guul Draz Vampire

b
Creature - Vampire Rogue
Common
As long as an opponent has 10 or less life, Gull Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
1/1


Vampire Aggro now has one-drops 5-8. I think Vampire Aggro should look at splashing Red to get it's opponent to the 10 life that really drives it over the top. I'll be doing a post or two on Vampire Aggro in the next few weeks, so stay tuned (I have a heap of posts I want to write about the new metagame).




Heartstabber Mosquito

3b
Creature - Insect
Common
Kicker 2{B} (You may pay an additional 2{B} as you cast this spell.)
Flying
When Heartstabber Mosquito enters the battlefield, if it was kicked, destroy target creature.
2/2


4 mana for a 2/2 flier, or 7 mana for a 2/2 flier plus a Terminate. Hmm...Removal is good, but this is a bit much. I reserve judgement, once again.




Tanglesap

1g
Instant
Common
Prevent all combat damage that would be dealt this turn by creatures without trample.


Try Vines of the Vastwood if you want a combat trick. Dear god, this card is terrible.




Highland Berserker

1r
Creature - Human Berserker Ally
Common
Whenever Highland Berserker or another Ally enters the battlefield under your control, you may have Ally creatures you control gain first strike until end of turn.
2/1


Useful in specific situations: not in others. Another 'critical mass' Ally. Not one you'd play under it's own merits.




Nimana Sell-Sword

3b
Creature - Human Warrior Ally
Common
Whenever Nimana Sell-Sword or another Ally enters the battlefield under
your control, you may put a +1/+1 counter on Nimana Sell-Sword.
"He asked if I had work for him. No wasn't the right answer."
- Samila, Murasa Expeditionary House

2/2


See above. Though with all these common Allies, an Ally deck might just work here...




Slaughter Cry

2r
Instant
Common
Target creature gets +3/+0 and gains first strike until end of turn.
"Since when did 'AIIIEEEE!' become a negotiation tactic?"
- Nikou, Joraga bard



Kindled Fury in overdrive. This is a seventh-to-ninth pick. Not spectacular, but it'll make the cut about as often as not.




Hagra Crocodile

3b
Creature - Crocodile
Common
Hagra Crocodile can't block.
Landfall - Whenever a land enters the battlefield under your control, Hagra Crocodile gets +2/+2 until end of turn.
The creatures of Zendikar are opportunists, eating whatever is available to them. Like goblins. Or boats.
3/1


I wouldn't play this if I could help it. It's a 5/3 that can't block at best. (Maybe a 7/5, but not too likely). No thanks.




Blood Seeker

1b
Creature - Vampire Shaman
Common
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
2/1


This card is a lot better than you think. It'll probably take out at least 2-3 life before it goes, and added to the fact that it's a 2/1, I'd pick this a lot higher than people will. This card can really make a difference.




Pillarfield Ox

3w
Creature - Ox
Common
hurf durf
2/4


This card, like Siege Mastodon, is a defender. Also like Siege Mastodon, you'll play it, but you'll be kind of 'meh' about it as you do.




Kor Duelist

w
Creature - Kor Soldier
Uncommon
As long as Kor Duelist is equipped, it has double strike.
1/1


Wow. Equip THIS guy with Trusty Machete. This card could see play in Limited. It all depends on how many pieces of Equipment you have. Mostly though, it's not too great.




Caravan Hurda

4w
Creature - Beast
Common
Lifelink
1/5


This is a good wall. I would play this card. Excellent at holding attackers back. Dromar Purebred saw play, and this card is better.




Crypt Ripper

2bb
Creature - Shade
Common
Haste
{B}: Crypt Ripper gets +1/+1 until end of turn.
2/2


This. At common. Wow. In the late-game, this is just an AMAZING topdeck. A 6/6 haste from nowhere just tips the scales. This is a great card. I would play 3 of them if I got them in Limited.




Surrakar Maurader

1b
Creature - Surrakar
Common
Landfall - Whenever a land enters the battlefield under your control, Surrakar Maurader gains intimidate until end of turn.
2/1


Solid: not spectacular. Still, about as good as Dread Warlock, and he saw play, so go ahead and draft him seventh pick or so.




Shoal Serpent

5u
Creature - Serpent
Common
Defender
Landfall - Whenever a land enters the battlefield under your control, Shoal Serpent loses defender until end of turn.
5/5


Finally, a half-decent serpent. A 5/5 in Limited is always good, and this one can attack reasonably regularly. Go ahead and play this guy. Not quite a bomb, but no slouch either.




Shatterskull Giant

2rr
Creature - Giant
Common
When he puts the boots to you, it won't be medium-style.
4/3


Better than Canyon Minotaur. This guy's big enough to play with the big-boys. One of the best vanilla creatures in the set.




Bladetusk Boar

3r
Creature - Boar
Common
Intimidate
3/2


Red seems to be getting some creature love in Zendikar. A 3/2 with red fear? Count me in! Fourth pick, definitely.




Magma Rift

2r
Sorcery
Common
As an additional cost to cast Magma Rift, sacrifice a land.
Magma Rift deals 5 damage to target creature.


Too bad this can't hit players. Nevertheless, this is a fine card, especially since you're likely to play extra lands for Landfall. Third pick, or around that area. Good removal is hard to find in Limited.




Spire Barrage

4r
Sorcery
Common
Spire Barrage deals damage to target creature or player equal to the number of Mountains you control.


Not that great. 5 mana is too overpriced, AND it's a sorcery. I wouldn't play this.




Mark of Mutiny

2r
Sorcery
Uncommon
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. It gains haste until end of turn.


Act of Treason is always good. The +1/+1 counter is interesting, as it benefits both of you. This bears further examination.




Bold Defense

2w
Instant
Common
Kicker 3{W}
Creatures you control get +1/+1 until end of turn. If Bold Defense was kicked, those creatures get +2/+2 and first strike instead.


Glorious Charge sucked: this is worse. At 3 mana I want to do more than this, and at 7, I want a LOT more than the kicked version of this.




Sunspring Expedition

w
Enchantment
Common
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on Sunspring Expedition.
Remove three quest counters from Sunspring Expedition and sacrifice it: Gain 8 life.


A good tempo card. Lifegain alone is usually terrible, but one mana for EIGHT life is a huge bargain. I'd play it if I opened it.




Mindless Null

2b
Creature - Zombie
Common
Mindless Null can't block unless you control a Vampire.
"Call me Mr. 15"
2/2


Wow. A Grey Ogre. Wait, wait, a CONDITIONAL Gray Ogre. This gets my vote for one of the worst cards in Zendikar. If you are forced to play this, may God or any other deity have mercy on your soul.




Bog Tatters

4b
Creature - Wraith
Common
Swampwalk
4/2


At 4 mana, this guy might be half-decent. At 5 mana, he's pretty terrible, actually. Tenth to twelfth pick.




Marsh Casualties

bb
Sorcery
Uncommon
Kicker 3
Creatures target player controls get -1/-1 until end of turn. If Marsh Casualties was kicked, those creatures get -2/-2 instead


This might see Limited play. It'd be good if it was an Instant, but as a Sorcery, it's relegated to 23rd-card purgatory.




Torch Slinger

2r
Creature - Goblin
Common
Kicker - 1{R}
When Torch Slinger enters the battlefield, if it was kicked, it deals 2 damage to target creature.
2/2


A Limited utility creature, if a bit expensive. This guy'll see play though, due to the 2-for-1 ability of this card. A good Sealed and Draft roleplayer.




Joraga Bard

3g
Creature - Elf Rogue Ally
Common
Whenever Joraga Bard or another Ally enters the battlefield under your control, all Allies you control gain vigilance until end of turn.
1/4


Vigilance is very good in Limited, which is all about creature combat. This is actually a pretty good Limited ally.




Shieldmate's Blessing

w
Instant
Common
Prevent the next 3 damage that would be dealt to target creature or player this turn.


A worse Healing Salve. Just what we needed. This card may see play as a combat trick, but certainly not beyond a Limited trick: and not too great either, since it'll almost never be a 2-for-1.




Merfolk Seastalkers

3u
Creature - Merfolk Wizard
Uncommon
Islandwalk
2{U}: Tap target creature without flying.
2/3


This card seems weak, but can really shine in the late-game where it can tap multiple creatures. This is better than most people think.




Lethargy Trap

3u
Instant - Trap
Common
If three or more creatures are attacking you, you may pay {U} rather than pay Lethargy Trap's mana cost.
Attacking creatures get -3/-0 until end of turn.


A good combat trick, which can foil an alpha strike and/or make combat suddenly work in your favor instead of more or less even. Very reactive though, which drives it's value down.




Spreading Seas

1u
Enchantment - Aura
Common
Enchant land
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.


This is a decent card. People play cyclers after all. The ability to slightly mess up your opponent's mana and draw a card is worth it. Probably an eighth pick or so.




Vastwood Gorger

5g
Creature - Wurm
Common
5/6


Another common draft-winner. If there isn't any other good cards in the pack, like removal or a bomb, and you're in Green, you basically always take a card like this.




Timbermaw Larva

3g
Creature - Beast
Common
Whenever Timbermaw Larva attacks, it gets +1/+1 until end of turn for each Forest you control.
2/2

A good offensive card, since it should be at least a 4/4 when attacking when you play it, and just gets bigger. Probably around sixth pick.





Seismic Shudder

1r
Instant
Common
Seismic Shudder deals 1 damage to each creature without flying.


Very narrow application. Not even a sideboard card in Limited. NEXT!




Molten Ravager

2r
Creature - Elemental
Common
{R}: Molten Ravager gets +1/+0 until end of turn.
0/4


Another firebreathing card, and this one simply isn't very good. More chaff.




Goblin Shortcutter

1r
Creature - Goblin Scout
Common
When Goblin Shortcutter enters the battlefield, target creature can't block this turn.
2/1


See above. Chaff.




Landbind Ritual

3ww
Sorcery
Uncommon
You gain 2 life for each Plains you control.


More crap. Hasn't Wizards heard of saving the best til last?




Cliff Treader

1w
Creature - Kor Scout
Common
Mountainwalk
2/1


Potentially a sideboard card, but even then, it's simply not that good.




Noble Vestige

2w
Creature - Spirit
Common
Flying
{T}: Prevent the next 1 damage that would be dealt to target player this turn.
1/2


This could prevent a bit of damage over a game, but I don't think it's worth playing, even with that potential.




Inferno Trap

3r
Instant - Trap
Uncommon
If you've been dealt damage by two or more creatures this turn, you may pay {R} rather than pay Inferno Trap's mana cost.
Inferno Trap deals 4 damage to target creature.


Now this is a good Limited card. It'll be picked very highly, since even in it's non-trap form, it's a very good piece of removal. This is a second pick card. Maybe first in a weak pack.




Tajuru Archer

2g
Creature - Elf Archer Ally
Uncommon
When Tajuru Archer or another Ally enters the battlefield under your control, Tajuru Archer deals damage equal to the number of Ally creatures you control to target creature with flying.
1/2


Not a great card. Maybe it'd be okay with reach.


And that, at last, is all the cards in Zendikar analysed. Now I can rest. Oh wait, I have to be up in 4 hours to get ready to go to the Prerelease. Bugger.


Such is the life of a Magic blogger! I can sleep when I'm dead. Night, everybody!


Also, bonus question, and I compel everyone to respond:


What did you think of this series? Would you like me to analyse every card in Worldwake? What should I have done differently? Your feedback makes this a better blog for evertone, so don't keep your opinions to yourself. Tell me what you think, either by e-mail (Salivanth@live.com), Twitter (mtgsalivanth) or the comments on this blog. I read it all.


See you tomorrow, with a Prerelease tournament report!

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