Black might get the tools for a new aggro deck, which would be an interesting change. If Vampires are the real deal, Black will be the recipient of a ton of playables, and even if Vampires don’t work out, Black decks have a number of solid finishers and support cards. It also looks pretty good for Limited, and has a minor Tribal theme going.
As before, here are the point scales I am using:
Constructed
5.0: Multi-format All-Star. Bitterblossom. Tarmogoyf.
4.0: Format staple. Mutavault. Baneslayer Angel.
3.0: Archetype staple. Mulldrifter. Scion of Oona.
2.0: Niche card. Sideboard or currently unknown archetype. Fracturing Gust. (Bear in mind that many cards fall into this “maybe” category, although explanation of why is obviously important)
1.0 It has seen play once. One with Nothing. (I believe it was “tech” vs Owling Mine, although fairly suspicious tech at that.)
Limited
5.0: I will always play this card. Period.
4.5: I will almost always play this card, regardless of what else I get.
4.0: I will strongly consider playing this as the only card of its color.
3.5: I feel a strong pull into this card’s color.
3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)
2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)
2.0: If I’m playing this color, I usually play these. (70%)
1.5: This card will make the cut into the main deck about half the times I play this color. (50%)
1.0: I feel bad when this card is in my main deck. (30%)
0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)
0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)
Constructed: 1
Thieving Sprite never amounted to much, so paying an extra point of mana for another point of power and toughness doesn’t get the Thief any closer to playability. If there were multiple good Allies for Constructed, it would be a vague possibility, but as is he would just be stealing deck space from real cards.
Limited: 3.0
Four mana for a 2/2 Ravenous Rats is playable on its own, but once you add in the Ally triggers you have a very solid card. If he happens to pump one of your earlier plays, great, and if you live the dream and trigger the Thief multiple times it should be pretty hard to lose.
Constructed: 1
This is not the card you have been seeking, although it would be a cute sideboard card against something like Elf combo (but still not actually good enough).
Limited: 1.5
I feel bad listing this as semi-playable, since it looks so terrible. In an aggro deck, Blood Seeker will pull its weight some of the time, and if you have some Equipment, any creature increases in value.
Constructed: 1
Combos with Sanguine Bond aside, I think the Vampires will be going hungry this time.
Limited: 1.0
It may look like Lava Axe, but one of the best parts about Lava Axe was actually killing them. Burn that you have to play far in advance of getting them low kind of defeats the purpose, since the normal model is to throw away creatures to get them into burn range. Costing six certainly doesn’t help, since by the time you hit six mana you should have gotten them pretty low if you are aggressive, and if you aren’t aggressive why are you playing Blood Tribute?
Constructed: 3
This is a pretty speculative “3”, since I don’t actually know what deck(s) Bloodchief Ascension will see play in, but I am confident that it will see play. Flipping it is a little slow, but it isn’t that hard to do 2 a turn, and once flipped it delivers quite the beatdown. Burn spells might be instrumental in flipping the Ascension, since it is much harder to stop those than creature beats, suggesting a RB aggro shell of some kind.
Limited: 3.0
Even in a control deck, Bloodchief Ascension will pull its weight. If you manage to flip it, your control deck can grind them out by simply trading cards instead of actually trying to win. Flipping it is of course the issue, but even there you can get an advantage by forcing them into bad blocks and overly defensive play. In an aggro deck, it is insane, and makes any crappy evasion guys much more interesting.
Constructed: 3
Dredge just keep getting gifts, and Ichorid v2.0 here is one of them. Bloodghast may not have that much application in Vintage Manaless Ichorid, but Dredge in every other incarnation and format plays enough lands to trigger this somewhat reliably. Where it becomes most interesting is in Extended, where Ichorid itself is no longer an option. The Ghast is no Narcomoeba, but it supplements it quite well, and works well with the Hedron Crab/Life from the Loam engine as well.
Limited: 2.0
The rating is a bit deceptive here, since Bloodghast is very good in an aggro deck but pretty mediocre in a more controlling deck. It is still playable in most decks, but I wouldn’t get excited unless I was on the aggressive side. Even an unkillable 2/1 is still a 2/1, and not being able to block is a pretty significant drawback.
Constructed: 1
Hey, if the MBC mirror gets pretty big and the board gets bogged down, you need something to break the stalemate…
Limited: 1.0
A decent sideboard card, I would be hard-pressed to want to start this in my maindeck. It isn’t the end of the world if you do, but against non-Black decks you will be trading your five-drop for their two-drop.
Constructed: 1
They can’t all be Nantuko Shades.
Limited: 2.0
Unlike Looming Shade, Crypt Ripper has enough base stats that you don’t need all that many Swamps for it to be playable. I would feel comfortable with as little as eight Black sources to play this guy, although I wouldn’t be all that excited. Also, Haste is a pretty bad ability on a shade, which I’m sure is part of the joke.
Constructed: 1
As much as I would love to value people out with Goblin Ruinblasters and this, destroying their fifth land is kind of missing the point.
Limited: 1.5
Not nearly as bad as it looks, Desecrated Earth is still a two for one. Granted, you are blowing up a land at a point when that is less than desirable most of the time, but getting their land and a card weakens their potential to Landfall significantly. Either they discard a spell or they miss a Landfall trigger, and blowing up a land might force them to play out another land instead of holding it for later.
Constructed: 2
Last Gasp enjoyed some game time, and Disfigure might as well. While not as good as Red removal, it offers Black decks a solid option for killing annoying small creatures, and can even hit Black creatures. That could patch up a few holes for some decks, since most Black removal fails in that department.
Limited: 3.5
Removal is removal, and this is much better than just a Shock. It is a Shock that can also take down a bigger creature without a loss in card advantage (your 3/3 + Disfigure vs their 4/4 etc), making it both splashable and a high pick.
Constructed: 1
So, a creature kill spell that requires me to have at least two creatures of a specific type, and isn’t even a 2 for 1 when it does work? Sign me up!
Limited: 1.5
You probably want something along the lines of seven Vampires to make this good, and five or six to make it barely runnable. On the plus side, if you want this card you are likely the only player at the table who does, so it should wheel every time.
Constructed: 3
The mana cost may be prohibitive, but you certainly get what you pay for. A three-mana Nekretaal is fantastic, and I expect this guy to be a staple of Mono-Black decks for a while. The mana fixing in Standard isn’t good enough for this guy to be great in a multicolor deck, but perhaps in a Black splash X deck he could work.
Limited: 3.0
Gatekeeper isn’t quite as exciting in Limited, for a few reasons. You don’t usually have the luxury of playing Mono-Black, so the triple Black cost is pretty severe, and the later the game gets the worse an Edict effect becomes. He is still an easy 2 for 1, and pretty awesome with bounce or whatnot, but don’t overestimate him.
Constructed: 1
Possibly a perilous trap for deckbuilders?
Limited: 3.0
It may look odd that the Scorpion got the same rating as the much flashier Gatekeeper, but I don’t think I would ever cut the Scorpion from a Black deck. The easy mana cost and excellent defense combine to form a staple card for any deck playing Black (although I wouldn’t splash the Scorpion).
Constructed: 2
Two mana 2 for 1’s are worthy of attention, even if the Raise Dead variant is always a Limited-only card. I would be a little surprised if this was good enough, but getting back a fetchland and a one-drop might not be the worst. Mutavault + Spellstutter anyone?
Limited: 2.0
The value of Grim Discovery can increase greatly, depending on how you can utilize lands in your deck. A few Reckless Scholars and the Discovery is actually pretty good, so keep that in mind. Normally, Grim Discovery will just be a two-mana Raise Dead, which while playable, is not exciting.
Constructed: 1
Often imitated but never duplicated, even Hypnotic Specter doesn’t see play these days.
Limited: 4.0
This guy is quite an upgrade on the specter theme for Limited, since he actually gets absurd once they have an empty grip. Normally, specters are kind of mediocre because they lose so much value lategame, but Guul Draz Specter is a beating at any point. If they can’t kill it immediately, it is just a four mana Dragon, and that’s unreal.
Constructed: 1
One-drops need to be good on turn one, and this guy most certainly isn’t. Scute Mob makes up for this weakness by being absurd later, but Guul Draz Vampire just turns in to a pathetic little 3/2, not an enormous 5/5 (or more!).
Limited: 2.5
I don’t really anticipate cutting this guy often, but in a deck with very few threats he probably is too situational. Ten life is an important number in this set, and even if you don’t have guys like this or the Lacerator, your opponent won’t know that. You can get good value out of fooling them into being overly defensive, so keep that in mind. Alternately, bash them to 10 then drop two of these bad boys and just kill them.
Constructed: 1
Steppe Lynx’s creepy uncle should stay in the junk box where he belongs.
Limited: 1.0
Your four-drop being unable to block is pretty bad, and needing a steady stream of lands is miserable when you need at least four to cast it. Avoid if possible, although it can kill them if very desperate.
Constructed: 1
Making them lose two life and getting a 3/2 for five mana doesn’t seem like a very diabolical plan at all.
Limited: 1.5
This is one of the Ally-only cards, since I wouldn’t play the Diabolist unless I had a few other Allies to team up with, since he is pretty bad on his own.
Constructed: 2
Paying five mana to kill their Baneslayer and get a six-power evasion guy is definitely worth it, making Halo Hunter a solid “2”. Oh wait, it can’t kill the one playable Angel in the format (actual rating = 1).
Limited: 4.0
He will rarely kill an Angel, but Halo Hunter will do quite a number on your opponent. He provides a pretty ridiculously fast clock, so the ability to pop one of their bombs is nothing more than a bonus on an already good card.
Constructed: 1
I don’t expect stabbings to increase in Standard any time soon.
Limited: 3.5
Heartstabber Mosquito can be a little tough to play, since it is difficult to play it unkicked, but often correct. Decent at four mana and good at seven, this bug is a great example of a well-designed Kicker card. Grim Discovery gets much better if you have some Mosquitoes, since you can run them out early and get them back when you can pay the Kicker.
Constructed: 2
Aggro decks that can assemble double-Black easily get a good alternative to Doom Blade, since the damage adds up pretty quickly. A mix of Hideous End and Doom Blade might be optimal for curve purposes, but either way I expect to see this ending creatures in Standard.
Limited: 4.0
Efficient unconditional removal that even burns them for 2 damage is basically as good as it sounds. It might be difficult to splash this, but that just makes it easier for Black decks to pick it up.
Constructed: 1
Visara might have been barely good enough, but this guy is just pushing it. Instead of waiting a turn to try and eat a creature, for seven mana you can Cruel them!
Limited: 4.0
Haumph! That’s the noise Kalitas makes as he eats yet another creature, your opponent unable to do anything but contemplate scooping. Seven mana isn’t exorbitant, and this guy just ends the game if you get to untap.
Constructed: 3
A five-drop that can actually deal with Baneslayer is impressive, particularly since it doesn’t die to Path or Lightning Bolt. Even in a non-Vampire deck, the Bloodwitch might not be the worst, and it should be pretty strong in Vampires. I also always want to call this the Broodwich, making it that much tastier.
Limited: 4.5
An Air Elemental that drains them for at least one and has Pro-White? One of the best Black cards, and it even gets more ridiculous if you pick up a ton of Vampires, which shouldn’t be hard to do.
Constructed: 1
Infest is more efficient, and the targeted aspect is not likely to be all that relevant. You can do marsh better.
Limited: 4.0
I wasn’t a big fan of Infest in Shards block draft, but Marsh Casualties is better both because it targets and because there are way more two-toughness creatures in Zendikar. Casualties has been a repeated blowout, and can just destroy some decks.
Constructed: 3
Getting their whole hand for five mana is pretty nice, even if you have to play Mono-Black (or near enough) to do so. Even Black aggro will want to sideboard this, since some decks will be very vulnerable to getting Sludged (nice Mono-White deck, dude). The lack of good counters in the format should make this even more awesome than it would have been a few months ago.
Limited: 3.5
I have already lost to this card enough times to be annoyed by it. Hitting them for three is great, and really the threshold you want to get to. Even a late topdeck of Sludge isn’t the worst, since you can get the two lands they were slowrolling for Landfall.
Constructed: 1
The missing piece for the Vampire aggro deck! I would say something about how the chances are null that this gets played, but that just seems like low-hanging fruit.
Limited: 1
If this was a Vampire that just could never block it would at least be a little interesting because of the tribal synergies, but no dice.
Constructed: 1
This blight just be the worst card imaginable.
Limited: 0.5
It isn’t good strategy to play cards that are built in 1 for 2s, but I could see siding in Mire Blight if they have a ton of huge monsters and getting 1 for 2ed is the best you can do. Sometimes that Baloth Woodcrasher is worth Blighting then lighting up with a Blazing Torch, since the alternative is just dying.
Constructed: 1
You would have to be pretty insanely aggressive to want this, and even then it is a sideboard card at best. Sideboard cards need to pack more punch than this, especially given that seven mana is a pretty impossibly number to pay if they don’t happen to gain life.
Limited: 1.5
The alternate cost isn’t that relevant, since by the time you want a Soul Feast you will often have seven mana anyway. In aggressive decks, this is a perfectly viable finisher, so keep it in mind when deciding whether or not to go to five life if you don’t need to.
Constructed: 1
Sell your sword to someone else, buddy.
Limited: 2.5
Cutting Hill Giants is a luxury most decks don’t have, and the Sell-Sword has the potential to be much more than just a Hill Giant. Allies like this are your best bet for filling out the Ally deck, since they are both solid enough to play on their own and unexciting enough in non-Ally decks that you should get them reasonably late.
Constructed: 2
This guy is a beater! Each land is a potential six damage, and fetches count for double. The lack of evasion is a bit annoying, but the draining for three helps, and if they ever don’t have a chump blocker they probably die in one hit. Five mana definitely puts him in the finisher class of cards, but he does a pretty good job at it.
Limited: 4.5
Black is doing pretty well at picking up excellent finishers for Limited. Ob Nixilis should be almost impossible to deal with, and even if you have to wait until you play two additional lands before bashing, that is a small price to pay.
Constructed: 3
Many people will die to a Gravelord after casting Day of Judgment, and the applications don’t end there. Good against both control and aggro, I expect this to be the best Quest for Constructed. It mainly will fit into decks with a ton of creatures, since you have a good shot of triggering it even against a creature-light deck, but it might also be a sideboard option against creature decks for decks with a lot of removal.
Limited: 3.5
There are times when this is a dead draw, but it will be a 5/5 for one often enough that it is one of the better Black cards. Dropping this in the first couple turns of the game is such a ridiculous tempo boost, and even off the top later you can make bad trades in order to cash in your 5/5.
Constructed: 3
Sweet, yet another way to dissuade people from playing Dredge. That is about the scope of this card, and it performs its task well. I personally hate Dredge, since it barely feels like playing Magic to me, so anything that makes it worse is fine by me. I don’t know how the Trap compares to other options, but it is soon getting to the point where a combination of hate is the strongest plan. If you have Relic, Crypt, Needle, Leyline, Jailer, and Trap in various numbers, it is very difficult for them to bring in cards to stop you.
Limited: 0.0
I don’t think there are enough Grim Discoveries in the world to make me want to side this in.
Constructed: 2
It pains me to say this, but the Sacrament might be a little playable. As a general rule, I hate cards like this just about as much as people seem to love them. What is it about Extirpate, Cranial Extraction, Thought Hemorrhage, Extract, and now this, that get people so excited. I think all of these cards are just awful, but I guess there is something about the possibility of stripping away all of someone’s win conditions that is just irresistible. That being said, Sacrament is cheap enough, and does kill some Vintage decks, so maybe, just maybe, it will be good enough. I don’t say “see play”, since we all know that it will see way too much play even if it isn’t good enough.
Limited: 0.0
Unless you know your opponent is running the four creature special, leave this one in your sideboard until you can trade it away.
Constructed: 2
I am not impressed by Sorin, but I don’t want to write off any Planeswalker without more info. Every Planeswalker has seen some play in Constructed, so I suppose it is possible to use Sorin profitably. He seems a bit expensive for what he brings, and his second ability is pretty bad, but if you can Mindslaver them you should probably win.
Limited: 4.5
Going up to six Loyalty immediately, Sorin is pretty difficult to deal with, particularly since he eats a guy every turn. Besides being Constructed playable, Planeswalkers also have a tendency to be unreal in Limited, and Sorin is no exception.
Constructed: 1
Even if it was just double Raise Dead, it would be borderline, and having to wait a few turns kills any chance of this expedition succeeding.
Limited: 3.0
An Ior Ruin Expedition that draws two guys, Soul Stair is less affected by the time you spend waiting for the Quest to be fulfilled. It often sits around for a while anyway, since double Raise Dead isn’t an effect you usually need until mid to late game, making the drawback much less important.
Constructed: 1
Nezumi Cutthroat may have seen marginal play, but I don’t see any Jittes for the Marauder to carry.
Limited: 3.5
Great early and solid late, the Marauder is an ideal two-drop. This is probably a little worse than Cutthroat, since being able to block probably doesn’t outweigh the times when you can’t attack with the Marauder, but being worse than an awesome card isn’t such a bad place to be.
Constructed: 2
Assassinating Planeswalkers and enabling Dark Depths; is there anything Vampire Hexmage can’t do? The answer of course is “be consistently good”. Hexmage might have applications, but besides Dark Depths shenanigans it is probably not reliably good.
Limited: 3.0
At BB for a 2/1, the Hexmage is a solid beater with a good creature type. Add in the bonus ability to strip Allies and Quests of counters and you have a winner. First Strike is cute, because you can block an Ally, let First Strike happen, then sac the Hexmage to take all the +1/+1 counters off the Ally, killing it.
Constructed: 3
It might not have Hatred, but this new Carnophage should still apply plenty of beatdowns in Standard. The drawback is certainly real, but shouldn’t be an issue later in the game when it would normally be more of a problem. If there is Vampire Aggro, this will be a part of it.
Limited: 2.5
I’m not in love with Lacerator, but it ranges from decent to good depending on how aggro you are. The drawback is pretty bad, especially in a board stall, but if you draw the Vampire early you should be able to knock them to 10 in short order. Again, Vampire creature type etc.
Constructed: 3
This guy is awesome. He has enough complimentary abilities to make him a contender, despite 2/3’s for three not historically being great in Constructed. Nighthawk interacts favorably with most aggressive creatures, with the worst result being a trade and you gaining two life. This Vampire has the potential to see play in a variety of archetypes, as it is good enough for more than just Vampire aggro.
Limited: 4.0
Not exactly a splashable card, the Nighthawk is definitely better than a 3.5. It is hard to race as is, and if you can add a Machete or Adventuring Gear it becomes nearly impossible. Worst comes to worst, you can trade it off for their six-drop and a few life.
Constructed: 1
Warhammer this is not.
Limited: 0.5
I don’t really see myself ever casting this card, despite its abundance of play at the Prerelease. It just isn’t worth a card, except possibly in an aggro mirror. If you are racing, doing three to them and gaining like five or six life isn’t the worst, but a lot of things have to go right for that to occur. I would stay away from this.
Top Five Black Cards for Constructed:
1. Mind Sludge
Black makes out pretty well, especially given that I left Dredge-specific cards like Bloodghast and Ravenous Trap off my list due to their narrow application. There are a ton of “3”s that are likely to see play not on the list, which bodes well for the future of Black in Standard. On the other hand, Black didn’t get anything particularly exciting, just a bunch of decent stuff. The Quests (Bloodchief Ascension and Quest for the Gravelord) are the hardest for me to evaluate, since they are so different than anything we have seen, but both have a ton of potential.
Join me tomorrow as I tackle Red, Goblins and all!








Can’t wait to get me some Vampires.
I don’t think that Sanguine Bond will be necessary in a vampire aggro deck. I mean, the only spectacular thing it does is kill the opponent with that Blood Feasty card, though it might be useful if the board stalls with your lifelinking vampires.
Then again, you are playing (most likely) mono black, so board stalls should not last long.
Comment by Jarrod — September 29, 2009 @ 9:56 pm
I have the same problem with bloodwitch
Comment by mike — September 29, 2009 @ 10:16 pm
Agree with pretty much everything except that I think you have Ob Nix rated a point too low for constrcuted. He is going to see play, and he is going to win games on his own just bolting people once or twice, and being a 6/6 or 9/9 is just the icing. Note also he “Doesn’t die to Doom Blade!” I jest.
I also think if there is ever a B/W Aggro variant (due to fetches this isn’t unreasonable) that abuses Ranger of Eos as its “Cascade” variant, then Guul Draz Vampire might not suck. Obviously Lynx early is better, and Vampire Lacerator is an auto include, but Lynx late is worse and his evasion isn’t something to sneeze at if you can drop two of him after a Ranger. Thats 9 power you just slapped down in the mid game, 6 of which is evasive.
Pumping him with Ajani isn’t too shabby either if the mana base allows it.
Comment by kryogen — September 29, 2009 @ 10:17 pm
when around blacks….never relax
Comment by Blind Fremen — September 29, 2009 @ 10:20 pm
Are the lands that gain life when they come into play not enough to warrant Needlebite Trap being played?
Comment by kid — September 29, 2009 @ 10:22 pm
I think Ob Nixilis, the Fallen is a little undervalued for constructed. His raw power is so high in that he’s pretty much a must kill right? He is one of the only guys in this set that would hit my cube. I know playing him on turn 5 is sort of fair but imagine the truly impossible opening hand of 2 lands, 2 sac lands, lotus cobra and this guy. Ok, now goldfishing here but turn 3 cast this guy, attack with cobra. OP:18. turn four sac land OP:12 attack with him and the cobra OP:1 seems gold fishy but on turn 4 you’d have 6 mana to play any removal you’ve got. pulse + path? Path your own snake for the ultimate Ob nixilis OP:-3. I can’t really question you because you’re LSV but it makes me feel like I’m living in a fantasy land just thinking that if this guy lives you pretty much win faster than they would ever kill you. Provided you can clear the chumps. Can’t he get a constructed 3? So I know I’m not THAT bad.
Comment by drbolick — September 29, 2009 @ 10:52 pm
This blight just be the worst pun imaginable.
Comment by Gretchen — September 29, 2009 @ 10:57 pm
Vampires with Explorer’s Scopes!
- Ged
Comment by Ged — September 29, 2009 @ 11:26 pm
The puns make the dry set review article all peanutty and crunchy. Props.
Comment by merl — September 30, 2009 @ 12:41 am
Very pun-palatable.
Comment by merl — September 30, 2009 @ 1:23 am
Ob nixilis + Warpworld = win
Comment by Gatch — September 30, 2009 @ 1:24 am
I actually had Ob-Nixilis at 3, then changed him to 2 right before submitting the article. He is a strong card, but getting Pathed is pretty annoying, and unlike Baneslayer, he doesn’t just win if not dealt with. Yes, he is huge and pings for 3-6, but if your back is against the wall he doesn’t do all that much. Broodwich might be better, since pro-white is a particularly strong ability on a 4/4.
Comment by lsv — September 30, 2009 @ 2:19 am
Nice articles so far!
-Tyrannon
Comment by Tyrannon — September 30, 2009 @ 3:01 am
I agree that broodwitch is better for constructed, namely in say sui black as your finisher. My biggest problem with ob in standard is that he dies to removal…and as a 5 drop you really dont want that. I cringe to think about the player who puts his landfall trigger on the stack only to have him lightning bolted, agony warped, or pathed away (lets just add in purged or lightcastered for good measure too). Broodwitch does not have that problem, has an immediate affect on the game state (even if it only drains for 1), has evasion, and is immune to white (which i forsee is going to be a big contender in the new standard).
Comment by Kevin — September 30, 2009 @ 4:29 am
I am suprised that you didn’t have more to say about the Dark Depths combo seems quite strong as a 2 card combo I guess it can’t be better then any other combo decks but I’d be suprised if it didn’t find it’s way into some mono-black extended decks (if those exist). I feel that the Bloodchief Ascension is a 1.5 in constructed as a card that you will run into in the losers brackets of PTQ’s and what-nots Syggish but not good it would of been really good with Spiteful Vision but oh well.
Comment by Greg — September 30, 2009 @ 4:47 am
I can say this… I played some fun games with a buddy, me proxying missing cards for my new Elemental Appeal Deck, him proxying his Ob Nixilis deck. I fully understand LSVs argument about Path being annoying (and terminate would do it too) but I can say that this card effectively renders red damage-based removal useless if played properly. Well, not useless but extremely difficult to handle. After the creature hits the table, it is now, by rule, the caster’s turn to make the next move. Drop land for turn. Does not go on the stack. If this was a regular land, no big deal, interrupt the landfall trigger with a lightning bolt. BUT (and this is a huge but), if your opponent is running fetch-lands (and he pretty much has to to make a deck featuring this guy worthwhile at all), he counters your bolt by fetching a swamp and your bolt is as worthwhile as trying to unsummon your own Illusionary Servant (a horrible draft mistake I made recently).
In the 7 or 8 games we play-tested, if I could burn him fast enough that he never saw this guy drop, I won. If I could not, he won. The only exception is a game where I was on the play, got Chandra out the turn prior to him playing Ob-Nixilis, sac-burned his 6/6 with Chandra my next turn, and responded to his fetch-land with a bolt out of my hand. I don’t know anything for sure, but right now, I can sure see why people like this card.
My only other questioning of your ratings would possibly be the 2.5 for Lacerator in Limited. I played 2 of him in my only sealed tourney in which i played black. I didn’t find the drawback to be that bad because the worst-case scenario I found was one time getting to beat him for 2 on turn 2 and then having to attack him into a bigger creature to kill him prior to a board stall and then cast something better turn 3. And that was WORST case. A far more likely scenario would be beat for 2 then next turn beat again for a 2/2 trade-off. I’m ok with 2 damage AND a 1 for 1 with me still having all my mana free on my turn (turn 3).
Comment by Andy — September 30, 2009 @ 5:40 am
havnt see a single 4 or 5 yet for constructed… you not thrilled by this set lsv?
Comment by dan — September 30, 2009 @ 5:44 am
DO NOT DISASSEMBLE THE BROODWICH
Comment by TheSIN — September 30, 2009 @ 5:47 am
How many lands would you guys play in al almost mono B draft deck like this:
—————————————————–
-5x Vampire Lacerator
-2x Grul Draz Vampire
-2x Explorer’s Scope
-Adventuring Gear
-Quest for the Gravelord
-Soul stair expedition
-Disfigure
(13 1cc cards)
-3 Blood Seeker
-2x Grim Discovery
-Feast of Blood
-Into the Roil
-Giant Scorpion
-Reckless Scholar
-2x Living Tsunami
-Sphinx of Lost Truths
-Kalitas, blood chief of 7cc pwnage guy
—————————————————-
I played 10 Swamps 6 Islands, and I was still mana flooded most the time. On the good side, I never mulliganned… One land hands are a KEEPER with this deck. Surprisingly I lost a couple of games, mostly given my lack of removal and losing to an early 2/2 first strike or 3/3 ally blocking my small men.
Feedback pls! <3
ps - Yea, it was a 9 player draft pod and a couple of the players were new…
pps- I didn’t pass on any black removal, I know I needed more.
ppps - My lord 2xscope, gear on a 1 drop is sick. +6/+6 happened many times. Scholar looter to help keep the top of the deck lands helped as well.
Comment by Someguy — September 30, 2009 @ 5:54 am
What about the sun-dried tomatoes?
Comment by Orrin — September 30, 2009 @ 6:18 am
Well, demoting Ob Nix because he “Dies to PtE” isn’t really a good way to knock a guy down. Everything but the Witch dies to PtE in Constructed, even Baneslayer herself. They all die to Terminate. (Unless you’re going for the Polymorph -> Progenitus shenanigans, obviously.) I agree that the witch is “more playable” solely because of her 4/4 Body and Pro-White, but I think you’re being harsh is all.
Ob Nix is only 5 cmc. If he was 6 or 7, yeah he’s a 2 at best. But he is only 5 to cast, so he is going to hit the board, and unless he is immediately bolted he is going to become a 6/6 and “get in there” for 3 at the least. I think a G/B deck with 8-10 fetches and some harrows is going to possibly exploit this guy. How well that deck does overall is yet to be known, but I certainly hope to find out.
Comment by kryogen — September 30, 2009 @ 7:43 am
I have to disagree with your Limited rating of Needlebite Trap. I lost count of how many times I saw someone go “Swamp, Go.” Their opponent would then drop a Refuge, and blammo, it’s suddenly 16-25.
There’s a suprisingly large amount of lifegain in Zendikar - outside of the Refuge cycle, I think every color but Red has SOME way to gain life. This card will always end up in my deck if I’m playing black in Limited.
Comment by Dartarus — September 30, 2009 @ 7:45 am
And besides, LSV, why hate on Ob Nix when you can play both him and Baneslayer in the same deck!
Rough, untouched example:
4 x Vampire Lacerator
3 x Guul Draz Vampire
3 x Bloodghast
4 x Gatekeeper of Malakir
3 x Ranger of Eos
4 x Baneslayer
3 x Ob Nixilis
4 x PtE
4 x Doomblade
3 x Ajani Goldmane
4 x W/B Fetch
4 x Terramorphic Expanse
4 x Arcane Sanctum
7 x Swamp
6 x Plains
I’m looking forward to casting PtE on my own creatures to trigger Landfalls in the near future. (Probably more applicable in a Naya build with the Lynx/Nacatl + Ranger Engine though.)
Comment by kryogen — September 30, 2009 @ 7:56 am
Hello and thank you very much for this article. I’m the chef editor of a French website dedicated to MTGO, and our readers are mainly casual players. As all of them aren’t confortable with English, I would like to know if you would allow us to translate with serie of articles?
You would of course be credited as the author and links would be displayed to the oritginals.
Thank you very much for your answer.
Comment by Nof — September 30, 2009 @ 9:19 am
@ dan LSV gave Day of Judgment a 4 in Constructed.
Don’t know if you’ve seen many Vampires! lists on the Internet, but they all leave out “awesome” Nighthawk in favor of, say, Hexmage and Nocturnus. Why do you suppose this is?
Comment by J. Wong — September 30, 2009 @ 10:02 am
just wanted to throw it out there that i lived the dream in the final round of a prerelease flight and halo huntered an emeria angel i also had the new threaten card and gatekeeper in the grip too lol
Comment by Cuban — September 30, 2009 @ 10:27 am
Man I love the Aqua Teen Hungerforce Broodwitch episode.
Comment by DanO — September 30, 2009 @ 10:30 am
Why has no one seen the potential of a Mono Black Control Vampire deck? It seems like everyone is obsessed with the aggro Vamp deck.
Comment by Lenney — September 30, 2009 @ 10:44 am
This terrible decklist that shouldnt be playing ob nixilis goes a long way towards proving LSV’s point. thanks kryotard.
Comment by jg — September 30, 2009 @ 10:44 am
Ob Nix is 2??
loving these reviews btw
Comment by nyahoi — September 30, 2009 @ 10:48 am
Can you actually sac the hexmage after first-strike? I thought no more effects after damage… I am missing something?
Comment by nathan — September 30, 2009 @ 11:12 am
@ kyrogen: Dies to Path is a legit excuse if your guy costs a ton. Trading 1 mana for 5 is so huge. Also, Ob Nixilis does essentially cost 6 if you don’t want it to just get Bolted out. You play it then play fetch land for the turn.
Comment by armlx — September 30, 2009 @ 11:39 am
It dies to Bolt if played on it when the first ability goes on the stack. Path ”which will be played alot”, basically if it was a 3/4 it would be amazingly better, but its not so thats why its a 2….Warp world and Ob Nix does just flat out win the game thought and midrange seems kinda blah in Standard right now. Warp World is definately a viable deck.
Comment by Tuffy — September 30, 2009 @ 12:18 pm
I think you overrated Bloodchief Ascension in limited. Outside a black red deck, it doesn’t do much of anything. It takes until at least turn 5 before you even get 2 damage out of it, meaning it’s slower than a 2 drop 2/2 on the damage race, and it’s activation is actually a lot harder than it looks. I got it in my Sealed pack at the prerelease and started it, but cut it every single game two. It was actually awful, and I never looked back. In fact, I felt stupid for falling victim to thinking how easy it was to activate!
It really amounted to a card that you had to rely on to win you the game because you played it over a card that can actually win you the game to begin with. I will never play this over a creature again. Only after I have every single creature I can get in my deck would I even consider this as an option to round the deck off with. The card is trash outside black-red.
Comment by newager — September 30, 2009 @ 12:41 pm
Can someone explain to me how Halo Hunter is killing Baneslayer?
Comment by James S — September 30, 2009 @ 1:32 pm
since pro-white is a particularly strong ability on a “BLACK” 4/4. Ihsan shade, a vanilla 5/5 for 6 (and a legend no doubt) was played because it dodged lightning bolt, terror, and swords to plowshares. seems like the bloodwitch might just be positioned right to get played. Of course, things were different and simpler then…
Comment by psymunn — September 30, 2009 @ 3:39 pm
this set was overhyped
no wonder they put priceless treasures/fetch lands in the packs…
Not being the “OMFG, I’m quittin’” guy, but there was a lot of anticipation for this set, and it kinda anticlimaxed.
Here’s hoping Worldwake is a saving grace…
Comment by dowjonzechemical — September 30, 2009 @ 4:37 pm
Zendikar Set Review - Black…
Your story has been summoned to the battlefield - Trackback from MTGBattlefield…
Trackback by MTGBattlefield — September 30, 2009 @ 5:32 pm
great puns today Louis. the best day yet. i might have even smiled at a couple.
Comment by Dan — September 30, 2009 @ 7:06 pm
vampire nighthawk same level as kalitas, bloodchief of ghet
Comment by Orie — September 30, 2009 @ 8:29 pm
“Sell your sword to someone else, buddy.”
awesome comment
Comment by harakiri — October 1, 2009 @ 7:26 am
[...] : http://strategy.channelfireball.com/featured-articles/zendikar-set-review-white/ nero: http://strategy.channelfireball.com/featured-articles/zendikar-set-review-black/ blu: http://strategy.channelfireball.com/featured-articles/zendikar-set-review-blue/ rosso: [...]
Pingback by » Blog Archive » Articoli interessanti su Zendikar — October 2, 2009 @ 2:47 am
I purchased my Zendikar box last night, and I got a ton of vampires. I’ve already created an M10 mono black deck with a ton of discard (mind rot, duress, etc.). With the extra discard (Guul Draz and Mind Sludge)and Megrims, I think it can create an interesting environment for Bloodchief Ascension…
Comment by Joe — October 2, 2009 @ 11:01 am
I’ve already played against a black/red combo deck with Bloodchief Ascension, Archive Trap and some burn. Almost everybody plays fetchlands, often a lot of them: after failing to stop the Ascension, possibly as early as turn 3, one has to risk 26 life loss or avoid fetching. (I could win because I had Sadistic Sacrament and no fetchlands).
So I’d rate Bloodchief Ascension a bit higher.
Comment by Anon — October 19, 2009 @ 1:36 am