Feast of Blood | |
Sorcery | |
Cast Feast of Blood only if you control two or more Vampires. Destroy target creature. You gain 4 life. | |
#88/249 |
This card is a sideboard card, at best. "But, Salivanth, what are you talking about? It's a better Doom Blade in Vampire Aggro!"
Answer: Not really. In a hyper-aggressive aggro deck, 4 life is only a bit more important than Instant vs. Sorcery, and you can't play it Turn 2. You also, obviously, can't play it after a Judgement. I think Doom Blade is a better choice.
That being said, you can probably pick these up late in a Vampire deck in Limited for some more removal.
Kabira Crossroads | |
Land | |
Kabira Crossroads enters the battlefield tapped. When Kabira Crossroads enters the battlefield, you gain 2 life. : Add to your mana pool. |
This could be decent in Mono-White Control, which is being pushed a decent amount. ETBT doesn't matter as much to control, and control is all about incremental advantages. 2 life tacked on to a Plains is an incremental advantage. Keep an eye on this card.
Obsidian Fireheart | |
Creature - Elemental | |
: Put a blaze counter on target land without a blaze counter on it. Lands with blaze counters on them have "At the beginning of your upkeep, this land deals 1 damage to you". (The land continues to burn even after Obsidian Fireheart leaves the battlefield.) | |
4/4 |
Hmm...the RRR cost is a bit much for decks that aren't almost all red. However, regardless of the effect, it's a 4/4 for 4 in Red. Not to be sniffed at. As for the effect, it's clearly a way to spend extra mana. I think this could see play in a Red aggro deck as a finisher. Even if it dies, if it sticks around a turn or two, your life, probably already low, is now in dire peril.
Oran-Rief Recluse | |
Creature - Spider | |
Kicker Reach When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying. | |
1/3 |
This card isn't that great. Could be decent versus W/U skies in Limited, but I don't see it seeing much play.
Quest for the Gemblades | |
Enchantment | |
Whenever a creature you control deals combat damage to another creature, you may put a quest counter on Quest for the Gemblades. Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four +1/+1 counters on target creature. |
An interesting quest. I think this'll be a good rattlesnake. It's very hard to attack into this card. Or block either. In fact, combat math becomes bloody hard. Pick these up. I wouldn't hesitate to play 2-3 of these if I could get them in a Draft. They'll be fifth-seventh pick, but they should be higher.
Mire Blight | |
Enchantment - Aura | |
Enchant Creature When enchanted creature is dealt damage, destroy it. |
This is a good piece of common removal, and you can probably pick it up pretty late. It's not hard to do damage. Basically, the card reads "If enchanted creature is nonevasive, if it attacks or blocks, destroy it at end of combat". Plus, there's probably at least one pinger in Zendikar.
Turntimber Grove | |
Land | |
Turntimber Grove enters the battlefield tapped. When Turntimber Grove enters the battlefield, target creature gets +1/+1 until end of turn. : Add to your mana pool. | |
#227/249 |
Not really a playable. This card does not work, since it's only really decent application (a combat trick) is nullified. Probably second-worst of the cycle (the black one being the worst).
Relic Crush | |
Instant | |
Destroy target artifact or enchantment and up to one other target artifact or enchantment. |
Enchantment removal is a lot better in Zendikar than in other sets because of quests. This card is better than it would be in another set. Pick it accordingly.
Expedition Map | |
Artifact | |
, , Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. | |
Good common mana-fixer, that can also get you a non-basic should you need it. This isn't spectacular, but it does it's job in Limited.
Unstable Footing | |
Instant | |
Kicker Damage can't be prevented this turn. If Unstable Footing was kicked, it deals 5 damage to target player. |
This is, essentially, a Lava Axe. Not too great. The R effect is incredibly, INCREDIBLY narrow, and will almost never be used. Just...no. Don't play this except if you have to.
Kor Aeronaut | |
Creature - Kor Soldier | |
Kicker Flying When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn. | |
2/2 |
Decent card. Probably not quite Constructed material (maybe with Kicker W) but it's good for Limited. Gets in there well. Still, a 2/2 flier for 2 is damn good. This might see play in Constructed yet. Wait, it's a SOLDIER? The plot thickens...
Kor Hookmaster | |
Creature - Kor Soldier | |
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. | |
2/2 |
Strong Limited card, doesn't quite make the Constructed cut. At 1W it would. If only...
Verdant Catacombs | |
Land | |
, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card and put it onto the battlefield. Then shuffle your library. | |
Illus. Vance Kovacs #229/249 |
Cool. I have a name to start praying for. Verdant Catacombs. Open for me please...
Sphinx of Jwar Isle | |
Creature - Sphinx | |
Flying, shroud You may look at the top card of your library.(You may do this at any time) | |
#68/249 | 5/5 |
WOW. In Limited, in 19 cases out of 20, you just win when you play this. In Constructed, it's a great finisher. This card is amazingly good, since a 5/5 flier is basically proof against anything but removal. This WILL see play in Block, and in T2 if Baneslayer is not in M11.
Savage Silhouette | |
Enchantment - Aura | |
Enchant creature Enchanted creature gets +2/+2 and has ": Regenerate enchanted creature". |
If you have spare mana, this card is great. It's nearly indestructible with the new removal spells. Good to put on fragile utility creatures.
Hagra Diabolist | |
Creature - Ogre Shaman Ally | |
When Hagra Diabolist or an other Ally enters the battlefield, target player loses life equal to the the number of Allies you control. Then gain that much life. | |
3/2 |
In an Ally deck, this can be quite mean. In a non-ally deck: not really.
Ondu Cleric | |
Creature - Kor Cleric Ally | |
When Ondu Cleric or another Ally comes into play, you may gain 1 life for each Ally you control. | |
1/1 |
Now THIS is an ally. In a deck with half-a-dozen plus allies, it could gain 6 life or so before dying. I think Allies may be worth looking at in Draft, as a matter of fact.
Nimbus Wings | |
Sorcery | |
Two target creatures get +2/+2 and flying until end of turn. |
An innovative pump spell. Well designed, and this could totally take out a stalemate if put on a couple of decent-sized creatures, like 3/3 or bigger.
Kor Outfitter | |
Creature - Kor Soldier | |
When Kor Outfitter enters the battlefield, attach target equipment you control to target creature you control. | |
#21/249 | 2/2 |
Now that's a good weenie in Limited. Look out for B/W Aggro as a Zendikar archetype, because it will be mean stuff.
And that's another bundle of cards.
See you tomorrow!
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