Ravnica Limited Review (Part 2)

Ravnica Limited Review (Part 2)



Good morning boys and girls. I hope you can still recall everything we discussed in Part I yesterday? If not, I insist you read it again right now. Come back here when you're done. Done? Good. On we go...
RED

Splashable


Antonio kindly agreed to pretend to be a Red
creature since at the time of writing WotC have
yet to release any.

Fiery Conclusion
1r, Instant, Common
As an additional cost to play Fiery Conclusion, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature.


gamermk: Really Good.

Wow! That's serious stuff. It's worth jumping through a lot of hoops to splash one of these.

Galvanic Arc
2r, Enchantment - Aura, Common
Enchant creature When Galvanic Arc comes into play, it deals 3 damage to target creature or player. Enchanted creature has first strike.


Very nice indeed, just be careful not to think of it as a 2R Sorcery or you'll feel very silly when your creature gets killed or bounced in response. Like comedy, the secret of good Galvanic Arc is timing.

gamermk: Really strong and as I have previously mentioned there are lots of neat little tricks you can do with this.

Main Deck

Viashino Fangtail
2rr, Creature - Viashino Warrior 3/3, Common
: Viashino Fangtail deals 1 damage to target creature or player.


gamermk: Hill Giant with an awesome ability. This just has to be uncommon.

Again I say: Wow! I see gamermk's point when he says this is more likely an uncommon. If this card really is a common it gives us some clues about the format, though. This would have been insanely good in Champions of Kamigawa. As such, I'm inclined to suspect that the 3/3 body will prove to be less exciting than it first seems.

Dogpile
3r, Instant, Common
Dogpile deals damage to target creature or player equal to the number of attacking creatures you control.


Although this is unpleasantly situational and also overcosted, it's still playable in my view. In the late game you attack and use this to blow away a critical blocker. Not versatile, but still useful. You should be able to pick these up moderately late in the draft. Just remember not to include them in a control deck or you'll find yourself paying four mana to deal one damage.

gamermk: It's not likely going to do more than a couple damage, but that's all you're going to need most of the time.

Goblin Spelunkers
2r, Creature - Goblin Warrior 2/2, Common
Mountainwalk


Obviously good if your opponent has Mountains. My inclination is to maindeck them anyway and then side them out if you feel like it once you establish your opponent isn't paying with the Red stuff.

War-Torch Goblin
r, Creature - Goblin Warrior 1/1, Common
r, Sacrifice War-Torch Goblin: War-Torch Goblin deals 2 damage to target blocking creature.


Tricky to evaluate, but I suspect this is the best of the set's common one drops. You can attack into an awful lot of things and still trade. Once there are too many Saprolings around for this to seem good, you can still leave this guy back to make all your other attackers hard to block.

gamermk: War-Torch Goblin makes combat math very tough for your opponent. Quite a nice little man. You should definitely play him.

Coalhauler Swine
4rr, Creature - Beast 4/4, Common
Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.


This makes a pretty nice finisher for an aggressive deck. It falls short of being great since Saprolings and wide-bottomed Defenders will really slow it down and there are a lot of 'em about.

gamermk: This card is really sketchy. Sometimes he's an unstoppable machine, but if you are behind on life he can't do much of anything. I would say avoid him, but if you have even one Fiery Conclusion then this guy becomes very strong.

Ordruun Commando
3r, Creature - Minotaur Soldier 4/1, Common
w: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn.


If White is a main color for your deck then this is fairly solid. If not, it's low grade filler, because one toughness is just no good without evasion. If you have multiple ways to confer First Strike then it might make your deck in Sealed, but in draft the Boros drafters will have picked it higher than you.

gamermk: Agreed, only playable with white as your base.

Sabertooth Alley Cat
1rr, Creature - Cat 2/1, Common
Sabertooth Alley Cat attacks each turn if able. 2r: Sabertooth Alley Cat can't be blocked this turn except by creatures with defender.


This is most definitely a late game card. The question is: is it playable at all? I vote "yes" simply because I'm convinced that evasion will matter a lot. The double Red casting cost actually helps in a way - if your deck isn't very aggressive indeed then you probably don't want this cat at all.

Incite Hysteria
2r, Sorcery, Common
Radiance - Creatures that share a color with target creature can't block this turn.


This is better than it looks because most decks will have a defense based primarily around one color. It's still very weak compared to Wave of Indifference and is even inferior to Unearthly Blizzard, but Ravnica has far fewer finishers at common than Champions of Kamigawa did.

gamermk: You will always want one of these for your deck especially with guild and gold cards running rampant.

Sell-Sword Brute
1r, Creature - Human Mercenary 2/2, Common
When Sell-Sword Brute is put into a graveyard from play, it deals 2 damage to you.


Continuing the theme of Red cards which just seem weak but will probably see play anyway... a bear with a drawback. Great. If you think about it, though, this card could be a lot worse. Red doesn't care too deeply about its own life total, but cares a lot about getting efficient beaters down early. These guys are important for a fast Red (usually R/W) deck.

gamermk: Well every set we have to get a variation on a Red Grizzly Bear with a drawback. Only OK in an aggressive deck.

Torpid Moloch
r, Creature - Lizard 3/2, Common
Defender Sacrifice three lands: Torpid Moloch loses defender until end of turn.


Bizarre. Now this one really doesn't belong in an aggressive deck. It's a really nice card for R/W, though. It will almost always trade with something more expensive than itself. I doubt the attack option will be used much, but the fact it even exists to add an extra few points to your alpha strike is a tasty bonus.

gamermk: This guy is very strong for a defensive deck. I do believe the attacking option will be used in conjunction with Incite Hysteria to finish games.

Sideboard

Barbarian Riftcutter
4r, Creature - Human Barbarian 3/3, Common
r, Sacrifice Barbarian Riftcutter: Destroy target land.


gamermk: You probably don't want to be starting this guy, but if you see one of the good uncommon lands then side him in for sure.

Borderline playable, but one will probably make the cut to main deck whenever you're lacking more exciting five drops. The plan is simply to trade with something of comparable size and knock off a land in your opponent's splash color. In particular, hitting one of the Common guild lands can be very worthwhile.

Viashino Slasher
1r, Creature - Viashino Warrior 1/2, Common
r: Viashino Slasher gets +1/-1 until end of turn.


Another controversial one, but for me this falls short of maindeckable status. The trouble is that its main role is as an early beater and I don't want my mana curve screwed up by the need to pump this guy on turns three and four.

Sparkmage Apprentice
1r, Creature - Human Wizard 1/1, Common
When Sparkmage Apprentice comes into play, it deals 1 damage to target creature or player.


This would be playable if there were Common one toughness targets which simply had to be removed like Nezumi Cutthroat or Vulshok Sorceror. As it is, I'd rather side it in when it's likely to do more than roast an enemy one drop.

gamermk: I don't mind this guy. He kills a decent number of creatures and is really nice with Viashino Fangtail.

Rain of Embers
1r, Sorcery, Common
Rain of Embers deals 1 damage to each creature and each player.


There are obviously plenty of decks against which you will want to side this is, but it's just a bit too weak for the main deck in my view. Am I the only one who wishes these one point sweepers were instants? I had the same problems with Yamabushi's Storm.

Smash
2r, Instant, Common
Destroy target artifact. Draw a card.


A classic sideboard card. One word of warning: don't side it in just to Smash Signets and Terrarions.

Goblin Fire Fiend
3r, Creature - Goblin Berserker, Common
Haste Defending player blocks Goblin Fire Fiend if able. r: Goblin Fire Fiend gets +1/+0 until end of turn. 1/1


Obviously the dream scenario here is that your opponent casts some high-value utility creature and you then triumphantly force him to trade with this. That will happen seldom and is still a one-for-one that costs you six mana or more! Don't play this.

Surge of Zeal
r, Instant, Common
Radiance - Target creature and each other creature that shares a color with it gain haste until end of turn.


Each set, Wizards has a little competition to see how eye-wateringly bad they can make the worst commons. This card really is absolutely shocking. Unlike Shock, which was good.

Seismic Spike
2rr, Sorcery, Common
Destroy target land. Add rr to your mana pool.


Even if you're the kind of player who manages to fool yourself that land destruction can work in Limited, you won't want to be using this to achieve it. I'll leave it to the Constructed experts to work out whether it has applications there.


GREEN

Splashable

Greater Mossdog
3g, Creature - Hound 3/3, Common
Dredge 3 (If you would draw a card, instead you may put exactly 3 cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)


This card is all about the Dredge. It's big enough to apply pressure against any but the best defence and if the opponent somehow kills it then you don't much care. Very solid indeed.

gamermk: How is this anything like the original Mossdog?

Well, he's clearly greater! Heh.

Fists of Ironwood
1g, Enchantment - Aura, Common
Enchant creature When Fists of Ironwood comes into play, put two 1/1 green Saproling creature tokens into play. Enchanted creature has trample.


Not the most powerful splash ever, but I'd definitely pick one up for a mainly W/R deck both for the Saprolings and to give my Coalhauler Swine some Tramply goodness.

gamermk: The weakest of this cycle, but still playable enough.

Elvish Skysweeper
g, Creature - Elf Warrior 1/1, Common
4g, Sacrifice a creature: Destroy target creature with flying.


Nice. This dude isn't close to Matsu-Tribe Sniper since the ability is somewhat expensive, but he could still wreck any deck that plans to stall the ground then win through the air.

gamermk: His ability is over-costed, but that reflects how important evasion is in this block. I doubt I'd pick this guy too early, but he is definitely playable.

The Cat: For "somewhat expensive" read "absurdly expensive." I'm not even sure it's maindeck material.

Main Deck

Bramble Elemental
3gg, Creature - Elemental 4/4, Common
Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens into play.


Really good. The only very minor grumble I have is that he's lacking one more point of power to successfully punch through the format's common Blue and White defenders.

gamermk: The little guys really aren't important, but 4/4s for 5 mana have always been strong in limited therefore so is this guy.

Siege Wurm
5gg, Creature - Wurm 5/5, Common
Trample Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)


Now that's what we're looking for. I'm going to go out on a limb here and predict this to be the Limited format's most defining card. You will easily cast this on turn five and it's perfectly possible on turn four. When that happens, your opponent needs an answer in hand or that's pretty much game. If you have any kind of combat trick backup, then the set of cards which will act as answers is dramatically reduced, too.

gamermk: Yup, this guy is the nuts. Combined with Conclave Equenaut you have yourself the essential parts of the Convoke deck.

Farseek
1g, Sorcery, Common
Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.


gamermk: Its basically Rampant Growth which no one ever picked highly in Core drafts either and they are slower than this format. This is on the low end of playable in my book.

I think I like it more than that. Simple rule of thumb: mana fixing is weak unless it's also acceleration, in which case it's good. At only two mana, this is both good and cheap. The only reason it's not a good splash is because you want to play it on turn two most of the time.

Elves of Deep Shadow
g, Creature - Elf Druid 1/1, Common
: Add b to your mana pool. Elves of Deep Shadow deals 1 damage to you.


Another really good card for exactly the same reason. It's a bit less versatile and might get killed in the midgame, but the fact that it comes down a turn earlier makes those drawbacks well worth it. The pain from using it will rarely matter much.

gamermk: A nice little accelerator.

Civic Wayfinder
2g, Creature - Elf Warrior Druid 2/2, Common
When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.


This guy isn't acceleration, which makes him considerably worse. He's still card advantage, though, since a 2/2 body is large enough to make some difference on the board. And of course it's still color fixing, so overall still a quality card.

Golgari Brownscale
1gg, Creature - Lizard 2/3, Common
When Golgari Brownscale is put into your hand from your graveyard, you gain 2 life. Dredge 2 (If you would draw a card, instead you may put exactly 2 cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)


gamermk: Its amazing how much of a difference 1 power makes. In this case the lack of power makes this guy pretty meh.

Good stuff against fast Boros decks, but apart from that I'm not too impressed either. The double Green requirement will sometimes mean this doesn't come down on turn three and most of the time after that I'd rather have a Greater Mossdog. Still, it doesn't suck and indisputably makes the main deck.

Transluminant
1g, Creature - Dryad Shaman 2/2, Common
w, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.


Another member of the bear-with-a-power gang. In this case the power is highly underwhelming, but I'm happy to draft this card anyway just for its bear-ness. Early drops are important for Convoking out Siege Wurms.

gamermk: Ya, he's nice since your opponent really isn't going to want to trade with him. That subtle effect is going to result in a lot more guys on the board. In other words, he is awesome for your Convoke decks.

Sideboard

Stone-Seeder Hierophant
2gg, Creature - Human Druid 1/1, Common
Whenever a land comes into play under your control, untap Stone-Seeder Hierophant. : Untap target land.


It's mana acceleration. In fact, it's often two points of mana acceleration. However, turn four is not when I want my acceleration and nor do I want it attached to a 1/1 body at that point in the game. If you've drafted a couple of eight mana bomb rares then you'll probably want one or two of these guys, otherwise no. If you do end up with one I'd leave them in the board at least until you've established your opponent has no pingers.

gamermk: 4 mana 1/1s aren't good. Period.

Sundering Vitae
2g, Instant, Common
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Destroy target artifact or enchantment.


Not quite maindeckable in my view since although Enchantments will be all over the place, the main ones you'll see will be the Common cycle with the comes-into-play abilities. They're not really worth a card to remove once they're in play.

The capacity to use this whilst tapped out might be quite entertaining. I expect someone will lose a game by forgetting about that. Probably me.

Dryad's Caress
4gg, Instant, Common
You gain 1 life for each creature in play. If any w was spent to play Dryad's Caress, untap all creatures you control.


gamermk: I keep looking for Convoke on this card and not finding it, but guess what... even with Convoke this isn't good.

Insert the standard warning about lifegain in Limited here. Even if you have access to this still isn't worthwhile because you'll need to leave six mana open to pull off as a trick, which is just too much.

Be aware of this card, though, because some players will run it in Sealed.


MULTICOLOR
Main Deck

Those crazy Selesnya dudes just
love a good Convoke.

Shambling Shell
1bg, Creature - Plant Zombie 3/1, Common
Sacrifice Shambling Shell: Put a +1/+1 counter on target creature. Dredge 3 (If you would draw a card, instead you may put exactly 3 cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)


gamermk: This guy is simply insane. His ability is so strong that he would have been great even as a 1/1. Basically, he is the perfect combination of an early beater body with an amazing late game ability. I still have no idea what I will do if I open this guy and Last Gasp.

This card really shows off how much extra you get for being a gold card. One word of warning: don't deck yourself with it! If the game stalls out, think carefully about how many activations you can afford and don't repeatedly target the same creature if you think your opponent might be able to bounce or kill it. This is a good card, not a bomb.

Thundersong Trumpeter
rw, Creature - Human Soldier 2/1, Common
: Target creature can't attack or block this turn.


An interesting variant on the usual White tapper... and unfortunately inferior since it can't be used at the end of the opponent's turn. Still a great card, though. Particularly useful because it comes out early enough to stop huge Convoked-out beasties from moshing all over you.

gamermk: Now clearly Master Decoy has a stronger ability, but the trumpeter's 2/1 body makes him useful as an early attacker as well. You also can't discount the fact that the trumpeter's ability doesn't require any excess mana. This increases the chance you will have enough mana available to play your combat tricks. You can't deny this guy's synergy with Rally the Righteous.

Golgari Rotwurm
3bg, Creature - Zombie Wurm 5/4, Common
b, Sacrifice a creature: Target player loses 1 life.


Please fasten your seatbelts whilst I state the obvious: This is good with Saprolings. The five power is really nice, too, since it's just enough to punch through the likely Defenders. Plays very nicely with the Blue, Black and Green Common auras. (No, not Stasis Cell, you know the ones I mean!)

gamermk: Well he's no Shambling Shell, but this is another top quality black/green card. When you play this guy your opponent is quickly going to count your creatures and realize how incredibly close he is to death. As bateleur mentioned this guy is pretty hot once he has an aura on him.

Skyknight Legionnaire
1rw, Creature - Human Knight 2/2, Common
Flying, haste


Mmm... beatdown.

That's all I wish to say about that card. Anyone got anything to add?

gamermk: Well since this guy is red/white and is probably riding a dragon, I'm a little surprised this guy didn't have Firebreathing as well. Nonetheless, a nice solid creature.

Selesnya Evangel
gw, Creature - Elf Shaman 1/2, Common
1, , Tap an untapped creature you control: Put a 1/1 green Saproling creature token into play.


Hint: The "creature" in question is the Saproling you made last turn. This dude is really very good. Don't go overboard generating Saprolings in the early game, though. Play out your hand first whenever you can, then flood the board with little green things.

gamermk: I don't like this guy and I don't know why really. I can't deny the fact that he can stall the ground effectively and eventually make enough men to push through. I guess my gut instinct is telling me that while you are making little guys your opponent is attacking you with flyers. I'll just chalk my dislike for this guy up to the fact that he is green/white - bateleur probably has the right of it for this man.

Seeds of Strength
gw, Instant, Common
Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn.


gamermk: Its a nice combat trick that your Green/White deck will need if it hopes to handle the removal saturated decks featuring Red or Black.

Solid card. The mere existence of this card will make opponents wary of blocking your Saprolings.

Guardian of Vitu-Ghazi
6gw, Creature - Elemental 4/7, Common
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Vigilance

Wayne Reynolds

This is one of those cards which players are likely to initially underrate because they think eight mana looks like a lot. Newsflash: eight mana with Convoke is pretty easy. In fact the high converted mana cost is an advantage since it protects you from Disembowel. This thing rules the ground and fears very little.

Since you are already making a Convoke deck once you draft this guy most games this guy is coming out atleast turn 6 if not 5.

Rally the Righteous
1rw, Instant, Common
Radiance - Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.


gamermk: Neither of these abilities are really that strong, but I guess together they give you the option of a defensive or offensive trick. Don't pick this high since creatures and removal are far more important, but having one in your White/Red deck is probably worth it.

Most of the time you'll just use this to punch through an extra six points of damage for the win when you're playing the Boros beatdown game. Just occasionally, though, you can untap your team and ambush some unwary attackers.

Sneaky trick: If your opponent gang blocks your Coalhauler Swine, cast this on their blocking Saproling for the win!

The Cat: Dude, better players than you have tipped this as likely to be the most underrated Common in the set! Might want to draft 'em early.

Dimir Infiltrator
ub, Creature - Spirit 1/3, Common
Dimir Infiltrator is unblockable. Transmute 1ub (1ub, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)


One damage per turn is not normally enough from an evasion creature. This guy is an exception to the rule for two reasons. First, his decent-sized butt means he doesn't die easily and can even help you on defence if needed. Second, he's actually unblockable, which makes the one power less of a problem that it would be with Fear or Flying where any potential blocker would likely prevent you from attacking.

All this for two mana seems well worth having.

gamermk: The fact that he is unblockable means nothing to me. He has only 1 power making him a terrible attacker. He requires two different colours making him difficult to drop on turn 2. (The only time he is a good blocker) So in truth, the only reason I would ever play this guy is if I had Last Gasp already in my pile.

The Cat: Yep, Myles seems to have it right here. Remember what I said about Courier Hawk? Same applies, except you're unlikely to want this guy for Convoke.

Sideboard

Perplex
1ub, Instant, Common
Counter target spell unless its controller discards his or her hand. Transmute 1ub (1ub, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)


gamermk: Rather perplexing indeed. There are situations where this card will shine, but during a draft is not one of them.

Counters in Limited are good when they take out high quality cards. This is therefore quite poor after the early game, since if your opponent's spell is good they will discard their hand without being too unhappy about it.

The usual caveats about Transmute apply and you'll want to board this in sometimes if you know you have Transmute targets for the late game (when this becomes awful).

Consult the Necrosages
1ub, Sorcery, Common
Choose one - Target player draws two cards; or target player discards two cards.


I never liked Counsel of the Soratami and I don't like this either. I know perfectly well that there will be players who like it and maindeck it. They'll pick it long before I do.

Sealed deck is a different matter. There it probably will make the maindeck more often than not if you're in Blue. Given the positioning of the Guilds, I suspect Sealed decks running Blue won't be massively popular.

gamermk: I really like both Counsel of the Soratami and Mind Rot as one ofs in my deck. So I definitely love this one for black/blue. In the early game it discards two of your opponents crucial cards while in the late game it draws you two more cards to help turn the tide. Pure Quality. This will be one of the most underdrafted cards in the set.

Woodwraith Strangler
2bg, Creature - Plant Zombie 2/2, Common
Remove a creature card in your graveyard from the game: Regenerate Woodwraith Strangler.


The only gold card that's actually bad. I suppose you could conceivably side it in if you're playing a very Dredge-heavy sealed deck and you're short on warm bodies. Though actually, plant zombies probably don't have warm bodies. Except for breakfast.

gamermk: So let me get this straight, for 4 mana I get a 2/2 creature with the ability to remove my own creature with Dredge from my graveyard. Chimney Imp anyone?

GUILD MANA

Splashable

Gaze of the Gorgon
3, Instant, Common
( can be paid with either g or b.) Regenerate target creature. At end of combat, destroy all creatures that blocked or were blocked by that creature this turn.

Either kill off the opponent's annoying Defender or (more likely) use it to dispose of some huge attacker.

gamermk: Black can do a lot better than this in the removal department. Where this card is really going to shine is in your green/white Convoke decks since they are going to be so removal light most of the time.

Sideboard

Boros Recruit
, Creature - Goblin Soldier 1/1, Common
( can be paid with either w or r) First strike


OK, so it's easy to cast. Plus, it can take on an angry Saproling and emerge victorious. The only time you'd be likely to run one of these is if you were playing a Sealed deck with a desperate need for Convoke enablers, and probably not even then.

gamermk: Not worth talking about. uh... Damn it.

Centaur Safeguard
2, Creature - Centaur Warrior 3/1, Common
( can be paid with g or w.) When Centaur Safeguard is put into a graveyard from play, target player gains 3 life.


Might be able to trade with a larger attacker on defence, but that's not reason enough to include this. Side them in if you're facing a really aggressive deck, since there's a good chance you can trade with something and gain a bit of life at the same time.

gamermk: Against an aggressive deck this guy is a pretty nice sideboard card.

Lurking Informant
1, Creature - Human Rogue 1/2, Common
( can be paid with either u or b.) 2, : Look at the top card of target player's library. You may put that card into that player's graveyard.


I've heard it suggested that this is a good card on the basis that you can use it like a Darksteel Pendant targetting yourself. Well, the trick works fine, but at a cost of two mana it's really a desperation tactic for pulling out of manascrew more than a solid gameplan.

What you really have here is a card that does far too little unless the game stalls. Now if you do get into a stall, this guy can be very worthwhile, but most decks will have better options.

gamermk: Would have been a nice creature if the ability didn't require an activation cost.

MANA TOOLS

It supplies enough OJ for the entire Boros Legion.

Boros Signet
2, Artifact, Common
1, : Add rw to your mana pool.


There's one of these for each of the four featured Guilds. These are good. Even if you pick up an off-color one it's still mana acceleration. You might well want to first-pick a Signet from a weak pack.

gamermk: As long as one of the two colours relates to your deck the signets are nice, but I doubt I'll ever first pick one.

Boros Garrison
Land, Common
Boros Garrison comes into play tapped.
When Boros Garrison comes into play, return a land you control to its owner's hand.
: Add rw to your mana pool.


Again, there's one of these for each of the set's four Guilds. These are good too. They aren't acceleration and they cost you a bit of tempo when you play them out, but they fix your mana cheaply and effectively.

gamermk: The common lands are very awesome when you are playing the relevant guild. You are going to have to pick these fairly high to have any chance at them.

Interestingly, one thing Guild lands achieve is to increase your mana density. A starting hand with two lands, one of which is a Guild land, behaves more like a three-land hand from most other formats. This is a very odd effect, but the consequence is that spells with higher mana costs are more castable than usual since a 17-land deck with three Guild lands has in a sense got 20 lands in it!

Terrarion
1, Artifact, Common
2, : Sacrifice Terrarion: Add two mana of any combination of colors to your mana pool.
When Terrarion is put into a graveyard from play, draw a card.


This isn't acceleration, it's just color fixing. The cantrip-like effect will mean you'll almost always run these if you have them, but they're not worth picking early unless you're building a five color deck.

gamermk: If this doesn't make your deck then you have drafted the most insane pile of cards in history. This card is an excellent addition to any deck meaning that your rarely going to see it past pick 6.




Right, we're done. Yeah, I know, there's been no mention of Rares or even Uncommons. And as usual, some of them are insane. But then, there's only so much information you can digest at once and it's better to focus on the Commons which you need to plan for than Uncommons which you only really need to know so they don't wreck you. That'll come later, we haven't even been through the prerelease yet.

Speaking of which, good luck with yours if you're going to one.

I waved goodbye to Myles and strode off across the snow. It was only once I reached the other end of the airstrip that it occurred to me that I hadn't made plans for getting home. I looked at the cat.

"I naturally assumed you were in charge of that," it asserted grumpily.

"Hey, I got us here, it's clearly your turn to do the transport logistics thing!"

It was a lame defence and I knew it. So, we began the long walk home. I probably had enough credit limit left to get some sort of boat across the Atlantic, since I didn't fancy the swim.

Still, even if we did have to swim we'd still be home in time for Ravnica's Magic Online release. By the time I get to play the set for real everyone else will be so good I'll drop fifty points of rating and it won't be until Guildpact comes out that I'll be back where I am now. Ah well, maybe I'll get on the Beta for Guildpact. I can dream, can't I?




Credits

Co-pilot: gamermk
Editing: Goblinboy
Wise dude: Tahn


About the author

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