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 | |
Enchantment | |
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 | |
Enchantment | |
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 | |
Instant - Trap | |
If four or more creatures are attacking, you may pay 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 | |
Instant | |
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 | |
Artifact - Equipment | |
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 |
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 | |
Artifact | |
When Khalni Gem enters the battlefield, return two lands you control to their owner's hand. : 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 | |
Artifact - Equipment | |
Equipped creature gets +0/+2 and reach. Equip |
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 | |
Sorcery | |
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 | |
Creature - Kor Soldier Ally | |
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 | |
Creature - Vampire Rogue | |
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 | |
Creature - Insect | |
Kicker (You may pay an additional 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 | |
Instant | |
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 | |
Creature - Human Berserker Ally | |
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 | ||
Creature - Human Warrior Ally | ||
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 | ||
Instant | ||
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 | ||
Creature - Crocodile | ||
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 | |
Creature - Vampire Shaman | |
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 | ||
Creature - Ox | ||
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 | |
Creature - Kor Soldier | |
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 | |
Creature - Beast | |
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 | |
Creature - Shade | |
Haste : 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 | |
Creature - Surrakar | |
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 | |
Creature - Serpent | |
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 | ||
Creature - Giant | ||
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 | |
Creature - Boar | |
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 | |
Sorcery | |
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 | |
Sorcery | |
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 | |
Sorcery | |
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 | |
Instant | |
Kicker 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 | |
Enchantment | |
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 | ||
Creature - Zombie | ||
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 | |
Creature - Wraith | |
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 | |
Sorcery | |
Kicker 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 | |
Creature - Goblin | |
Kicker - 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 | |
Creature - Elf Rogue Ally | |
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 | |
Instant | |
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 | |
Creature - Merfolk Wizard | |
Islandwalk : 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 | |
Instant - Trap | |
If three or more creatures are attacking you, you may pay 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 | |
Enchantment - Aura | |
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 | |
Creature - Wurm | |
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 | |
Creature - Beast | |
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 | |
Instant | |
Seismic Shudder deals 1 damage to each creature without flying. |
Very narrow application. Not even a sideboard card in Limited. NEXT!
Molten Ravager | |
Creature - Elemental | |
: 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 | |
Creature - Goblin Scout | |
When Goblin Shortcutter enters the battlefield, target creature can't block this turn. | |
2/1 |
See above. Chaff.
Landbind Ritual | |
Sorcery | |
You gain 2 life for each Plains you control. |
More crap. Hasn't Wizards heard of saving the best til last?
Cliff Treader | |
Creature - Kor Scout | |
Mountainwalk | |
2/1 |
Potentially a sideboard card, but even then, it's simply not that good.
Noble Vestige | |
Creature - Spirit | |
Flying : 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 | |
Instant - Trap | |
If you've been dealt damage by two or more creatures this turn, you may pay 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 | |
Creature - Elf Archer Ally | |
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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