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Worldwake Set Review – Blue

 

As per last time, here are the grading scales I’m going to use, although I did add half-points to the Constructed scale. Too many cards got either “2” or “3”, when in reality they should have been somewhere in between.

Constructed

5.0: Multi-format All-Star. Bitterblossom. Tarmogoyf.

4.0: Format staple. Mutavault. Baneslayer Angel.

3.5: Good in multiple archetypes, but not a format staple. Ajani Vengeant. Ranger of Eos.

3.0: Archetype staple. Mulldrifter. Scion of Oona.

2.5: Role-player in some decks, but not quite a staple. Rampant Growth. Divination.

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%)

On to the review!

 

Aether Tradewinds 

Constructed: 1.0

Not a whole lot of value to be found in this one, certainly not enough that I would trade in my Into the Roils for it.

Limited: 2.5

Without damage stacking, this falls short of being awesome, but it is still really good. As a straight up Boomerang, it functions fine, with the small bonus of bouncing one of your lands for further landfall, but it really shines when protecting one of your permanents from removal. Normally, saving your permanent with a bounce spell is fine, even if you do get the slightly worse end of the exchange. With Aether Tradewinds, the effect is symmetrical, since you get a free bounce spell on any of their permanents, which is a pretty big deal. Add in the value with ETB abilities, and I doubt you will cut this card very often.

 

Calcite Snapper 

Constructed: 3.5

Convertible Turtle is awesome, and might even replace Wall of Denial in decks that can cast either. At first, I thought it was a weaker Wall for non-UW decks, but after playing with it, I am sold. Snapper stops 1-toughness guys from bashing, can attack for a ton of damage, and overall is just a very good card. I expect this to see play in many decks.

Limited: 3.0

Not quite as insane in Limited, mostly because people aren’t usually in a hurry to burn a removal spell on a 1/4. Still, this is a solid blocker and reasonable attacker, and can really halt an offense without fear of removal.

 

Dispel 

Constructed: 2.5

There are now a ton of 1-mana instants that are useful in counterwars, but more options is always good. Dispel is worse than Negate defensively, but much better offensively. It works better as a way to force through something big, like Cruel Ultimatum, Mind Shatter, Time Warp, or whatever, as opposed to just as a control card. Combo decks will use this more than any other archetype, since it is an excellent way to stop counters. It also might have some applications in Eternal formats, although Spell Pierce and Red Elemental Blast are more than likely better almost all the time. I guess it could be used as Flash Counters number 5 and 6 if needed.

Limited: 0.5

Strictly a sideboard card, Dispel is still a pretty potent one. This is basically better than Spell Pierce against everything but like Mind Sludge or Marshal’s Anthem, and it will be the cause of many a blowout. Trading one mana and a late pick for their critical remove spell is awesome, and makes me want to have access to one or two Dispels in every deck.

 

Enclave Elite 

Constructed: 1.0

If this is the Elite, I would hate to see the Enclave Mediocre.

Limited: 1.0

This guy is decent, and I wouldn’t feel that bad about starting him, but I would try and avoid it. Really awesome against Blue and pretty meh otherwise, unless the format has shifted much this should be in your board most of the time. Like I said before, the five drop spot is getting pretty full, so having a Grey Ogre/Big Peeks split card is pretty unexciting, which is all this is if they don’t have Islands. If you are playing two Spreading Seas though

 

Goliath Sphinx 

Constructed: 1.0

Move over Iona, we got a new reanimation target!

Actually, the only thing cool about this card is how it reminds me of the Goliaths in Starcraft. That might be a bit of a stretch, but what do you expect from a vanilla flier for seven mana?

Limited: 3.5

Only the speed of Zendikar Limited makes me rate this at less than a “4”. Don’t get me wrong; huge fliers are always pretty awesome, but seven mana is a lot, and this doesn’t protect itself like Jwar Jwar Sphinx does.

 

Halimar Excavator 

Constructed: 1.0

Someone is probably going to put this in a deck with Hedron Crab and beat me with it, but doesn’t mean it’s playable. You would have to dig pretty deep to find a deck that even remotely wants it.

Limited: 1.5 without other allies, up to 4.0 if you have a ton

Lumengrid Warden is actually pretty acceptable if you need some defense, so I wouldn’t be embarrassed to start the Excavator most of the time. If you have a bunch of other allies, especially Join the Ranks, you can excavate their library pretty rapidly. I wouldn’t pick this too early, since not many people at the table are going to be interested in it, but definitely keep it in mind. On the other hand, this is the kind of card that tends to be overdrafted, so perhaps it isn’t likely to come late, even if the people who take it probably shouldn’t be doing so.

Horizon Drake

Constructed: 1

Well, if the Terra Eternal/manland deck gets big, at least we have a way to stop it. Maybe R&D knew that it was overpowered, and put this guy in as a natural foil

Limited: 3.0

A Cloud Spirit with an actual relevant ability, Horizon Drake brings the beats rather quickly. Blue got a bunch of pretty aggressive creatures in this set, which should elevate it from the worst color to, well, not the worst color.

 

Jace, the Mind Sculptor 

Constructed: 4.0

The cat is pretty much out of the bag on this one, not that it really ever was, uh, in the bag? Anyways, Jace is one of the rare mythic examples of a card that is ridiculously hyped and then is actually better than that. An all-star in Standard, I would be very surprised if Jace didn’t have some effect on other formats as well, although not enough for me to give him a “5” right out of the gates. Having three very relevant abilities (and a 4th that probably is gratuitous), the ability to protect himself from either creatures or them topdecking, and offering a ton of card advantage, Jace really epitomizes the power of a Planeswalker. Every turn Jace stays in play is hugely advantageous, which is really a lot for just four mana. I can’t think of another ‘Walker that combines the ability to protect itself (Ajani Vengeant, Garruk Wildspeaker, Sorin Markov, Elspeth, Knight-Errant) along with a significant card advantage component (Tezzeret the Seeker, Jace Beleren, Liliana Vess). Jace does both, and that is why he is so sick.

Limited: 4.5

In Limited, Jace is still just about as brutal. There are less direct ways to remove him, but the situation of them having enough creatures to attack through his bounce is more common as well. The double-Blue does make splashing kind of sketchy, but Jace is good enough that anyone who opens him is sure to take a mental review (or, if on MTGO, just a normal look) of what cards they have, and how they might fit the Jacerator in. He also loses the benefit of a bunch of shuffle effects, although he really doesn’t need that to be sick.

Jwari Shapeshifter

Constructed: 1.0

How many Halimar Excavators does it take to make a Constructed deck! Shapeshifters don’t usually make into 60-card decks, with Vesuvan Shapeshifter, Body Double, and Volrath’s Shapeshifter being the only ones I can think of.

Limited: 1.0-4.0 (just like all the other Ally cards)

This is one of the sketchier Allies, in that it is actually just useless in its own, but doubling up on a sick rare Ally is pretty awesome. This can also piggyback on their Allies, so keep an eye out for that. Copying an opposing Turntimber Ranger or whatnot is pretty solid, even if you don’t have all that many exciting Allies in your deck.

 

Mysteries of the Deep 

Constructed: 2.0

I initially was pretty happy about this card, but after trying it out I am less excited. Five mana is still a lot, and the counterspells in Standard aren’t good enough to warrant doing all this work to play an instant-speed draw spell. It very well could find a home at some point here, but Blue has more exciting tools to work with right now. If this was out before Jace and Treasure Hunt, it might have been more interesting.

Limited: 3.5

I almost gave this a “4”, but then I realized Plated Geopede was still in the format. Drawing three cards is pretty big, and even in a fast format can let you pull ahead pretty quickly. Definitely splashable, I wouldn’t be unhappy to take this pretty early, so even if you correct for my card-drawing bias, you still have a good card.

 

Permafrost Trap 

Constructed: 1.0

White gets Refraction Trap, Red gets Ricochet Trap, and Blue gets Permafrost Trap? Let’s just put it this way: I don’t expect to see many frozen Leatherback Baloths in Standard anytime soon.

Limited: 2.5

This may seem kind of low, especially for those who remember how sick Blinding Beam was in Mirrodin. Well, Permafrost Trap isn’t quite as good as Blinding Beam, and not every deck wants it. Most draft decks are interested in this sort of effect, just be aware that if your deck isn’t fast enough to take advantage of the temporary lockdown, this is just card disadvantage for little gain. Defensively, there are better options, so to use this properly you should be beating down.

 

Quest for Ulas Temple 

Constructed: 2.0

Summon THE KRAKEN! As cool as it would be to say that, I really doubt that it is going to happen in Constructed (at least not to good effect). That being said, there are some pretty sweet Leviathans running around (swimming around?), and this is a very powerful effect. Using Jace to Brainstorm (which also lets you get rid of excess huge sea monsters) is good with this, so even though I am skeptical, an effect this potentially powerful is worth keeping an eye on. Or a tentacle. Or eight.

Limited: 0.0

Sorry Lorthos, you are going to have to settle for being cast the old-fashioned way.

Sejiri Merfolk

Constructed: 2.0

That rating is mainly for this Merfolk’s Legacy potential, since there not only exists a Merfolk deck, it can play Plains without much trouble. This guy is quite a beater, and if Merfolk does want to play some Tundras and Sygg, River Guide, it doesn’t seem like too much of a stretch to include Sejiri Merfolk. It isn’t as if it is useless without a Plains, and it is spectacular in a race when you do have one. In and of itself it probably doesn’t justify White, but if White is already the call, this might fit in.

Limited: 2.5 without Plains, 3.5 with

This guy packs quite a wallop in UW, and becomes really sick once you put on one of the many power-enhancing equipments. Even in non-White decks, he is a 2/1 for two, and that is and has always been acceptable. Of course, that also means that unlike [card]Loam Lion[/card] you probably won’t wheel this as freely.

Selective Memory

Constructed: 1.0

This plus Treasure Hunt = profit? I was going to say more, but I don’t feel like recalling it right now.

Limited: 0.0

Mana Severance was pretty sick in Limited, but this is going about it the wrong way. If you have enough sick landfall things out that you will win if all you draw is land for the rest of the game, you are probably crushing anyway (and drawing all spells will also do it).

Spell Contortion

Constructed: 1.0

Dismiss is good, but not worth bending over backwards for. This is just too weak at any point in the curve.

Limited: 1.0

Passable against decks with a high curve, this still shares many of the disadvantages of Cancel without much of an upside. Later in the game I guess it cycles, or even draws two, but it isn’t likely to even counter anything.

Surrakar Banisher

Constructed: 1.0

Man-o’-war was pretty good in Constructed, but the extra two mana tacked onto this guy banishes him to the proxy box.

Limited: 2.5

One of the better plays in a race or when you are on defense, the Marauder unfortunately doesn’t let you press offensively all that much, although he still is a 3/3. At five mana, you don’t want too many, especially against opponents cunning enough not to let you get good value from them.

Thada Adel, Acquisitor

Constructed: 2.0

Obviously geared towards Vintage, I don’t think this guy is as good as people think. I know that he will be played, but I just don’t see him being that awesome. I’m not saying that he is unplayable, just that he has some pretty stiff competition. Granted, if people are playing Cold-Eyed Selkie, I guess he looks decent, but I’m not really sold on the Selkie either.

Limited: 2.5

He is probably not going to be unblockable, but more often than not they will have at least one artifact in their deck. That being the case, Thada Adel is kind of dangerous, and offers the opportunity for some pretty good value. Even if you never get a hit in, you can often force them to play very differently just by threatening to steal their Adventuring Gear or whatever. If they don’t seem concerned, they likely don’t have anything to steal, and once you verify that you probably want to side him out vs a non-Blue deck.

 

Tideforce Elemental 

Constructed: 2.0

The only application I can really see is in conjunction with Knight of the Reliquary, as Dr. Chapin pointed out. That doesn’t seem likely to be a hit, but weird untapping things are always worth keeping an eye on.

Limited: 4.0

This thing is quite a force to be reckoned with in Limited. It makes blocking almost impossible, and can even lock a guy down on the attack. Add in the potential to untap a huge dude, and you have a ridiculously dominating card. It is a little fragile, but this is the sort of guy that just beats them if they can’t kill it.

 

Treasure Hunt 

Constructed: 3.0

Much like I said in my article last week, this card is sweet. I don’t think it is best used as a crazy combo piece, but it does a really good job of letting you hit your land drops. Even without manipulation, it is fine, and pretty much any deck interested in Treasure Hunt is likely to play Ponder, Halimar Depths, Jace, the Mind Sculptor, or some combination of the above. I don’t think I oversold this card, and it seems to be living up to my expectations at least.

Limited: 2.5

Most of the Constructed stuff applies here, although you are much less likely to have any library manipulation. You might have a high land count though, since if you pick up enough Quicksands and manlands, playing 19 or 20 lands isn’t out of the question.

Twitch

Constructed: 1.0

Ice this is not.

Limited: 1.5

Decent filler, Twitch isn’t something you are excited about, but it has its moments. The surprise block can be pretty sick, although removal gets you pretty good there.

Vapor Snare

Constructed: 1.0

I like Mind Control and all, but this is way worse, and I don’t like Mind Control enough to want to play more than four (or really even more than two).

Limited: 4.5

I know that the abundance of bounce and enchantment removal weakens this, but it is still a ridiculous and splashable bomb. The “drawback” is clearly not an actual drawback, especially since you already need five lands to play this, unlike Living Tsunami. There are very few cards I would pass this for.

Voyager Drake

Constructed: 1.0

A strictly better Phantom Monster! Wait, Phantom Monster isn’t nearly good enough? Onto the Limited review!

Limited: 3.5

A strictly better Phantom Monster! Awesome! This guy is even a lot more than “just” Phantom Monster, since his Jump ability can lead to anything from a bonus on turn five to a Falter on turn eight. Flying Hill Giants with good bonuses are what we call “excellent” in Limited.

 

Wind Zendikon 

Constructed: 2.0

This enables Polymorph, which is really the only reason I can see this being playable in Constructed (unless you really want to rebuy a fetchland).

Limited: 3.0

A cheap hasty flier, the only problem with Wind Zendikon is that you don’t want to play it in the early turns most of the time. This is one of the better Zendikons, since it has evasion and is so cheap that you will often be able to play this and another spell on turn six or so. Haste also seems so off-color, more so in Blue than any of the others (not a problem, just an observation).

Top Five Blue Cards for Constructed
5. Mysteries of the Deep
4. Dispel
3. Treasure Hunt
2. Calcite Snapper
1. Jace, the Mind Sculptor

Blue made out like a bandit this time around, with the top three cards sure to see heavy play. They are even all very complimentary, since they curve out naturally and work very well together. Calcite Snapper protects Jace, which enables Treasure Hunt, which also works on turn two to make sure you can cast Jace! I feel kind of bad about complaining about the state of Blue now, since it really only spend a couple months without having some of the best cards in Standard. I’m not saying it will necessarily dominate, but it certainly gets a huge boost from Worldwake.

Join me tomorrow, when I review Black!

LSV

44 thoughts on “<i>Worldwake</i> Set Review – Blue”

  1. Luis, if I see someone using the new Jace to enable a Quest for Ula’s Temple deck I think my head will asplode

  2. I know I can’t wait to “get there” on the back of a turtle against Grixis. It’s unlikely, but when it happens, it’ll feel soo good.

    On that note, should Grixis start running Gatekeepers? With Snapper, wall and Sphinx now, is it good enough?

  3. You made the point of how infrequently people will burn a removal spell to kill Calcite Snapper which is ultimately irrelevant because you can’t due to shroud. You could use a pump spell and that’s about it.

  4. Blue got some nice cards this set, and although I haven’t had the chance to play with (or against) jace, it looks promising.

    Calcite snapper was really good, and completely halted most attacks and there really wasn’t much they could do. Awesome planeswalker protection.

    Treasure hunt was ok, 2 mana draw a card isn’t horrible, but was nice when it drew me 4 cards while getting those pesky land clumps ouf of the way and letting me continue to bash with 4/4 windrider eels. Probably not a combo piece, but people will certainly try. Seems really solid with previously stated library manipulation.

    Mysteries of the deep seems really good in limited, letting you pull way ahead in the middle game. I don’t think it will do much in constructed, since the amount of hoops you have to jump through to make it good. I think I’ll stick to mind spring if I really need 2+ cards.

  5. @ Tim R: LSV’s point was that people don’t usually use removal on any 1/4’s (Horned Turtle, Makindi Shieldmate, etc) in Limited. Hence the shroud doesn’t achieve quite so much.

  6. should jace really be 60 dollars? it took bsa months to reach that price, and ww hasnt even come out yet. The cards great and all, but it cant even fit into every blue deck considering the card needs a deck with defensive creatures to protect it. hopefully the card will settle in the more reasonable 30 dollar range

  7. I sorta do like the idea of Wind Zendikon in a UW landfall deck constructed-wise.. Am I the only person who wants to see multiple Steppe Lynxes with a fetcher – play the Zendikon on an already in play fetch, tap to sac/return fetching a land, re-play, fetch.. two 6/7s on what could well be turn 3? It’s virtually a pipe dream, I know, but it does sound -so- tempting..

  8. @ Tim R: He means the shroud bit is less revelant because there are fewer people with the removal spells to use.

  9. LSV, I read just about everything you do on a daily basis if it is posted on here, and my gratuitous thanks go to you for putting something like this together. Please sir keep up the good work.

  10. The shroud is kind of nice against all the Shortcutter and Hookmaster type effects though, which comes up reasonably often.

  11. Thank you for the review!

    Vapor Snare may be a bit better. If that WGu (KotR, Emeria Angel, blue for Rhox War Monks) deck is played again, the Snare is an easier to play out to Malakir Bloodwitch than Mind Control is, plus it may randomly help your Emeria Angel produce more birds.

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  13. I’ve already had Permafrost Trap in a couple draft decks and it’s been completely insane. This format is all about racing and that card wins you the race.

  14. I got lucky enough on my first of 3 sealed events to run Blue/Black with 4 playable rares! One of which was Jace (also Wrexial – I wonder when he will review this… I doubt he will devote a day to the two gold cards – Roil Elemental and Verdant Catacombs). I will tell you this. Jace in limited is unbelievable. His ONLY drawback is that your worst board position when playing him needs to be slightly behind. If you are way behind, this guy does nothing to fix things. That said, if you are slightly behind, he stabilizes incredibly well. And if you are even or slightly ahead…. GG opponent. If you are ahead on the board, they CANNOT deal with you bouncing a creature every turn. It is great.

    Also, LSV, when you DO rate Wrexial, even though he will be a SB choice (at best) in Constructed, he was unreal in limited. 8 toughness AND black was very nearly the equivalent of him having shroud. If your opponent had islands or swamps, the game was over. If they didn’t it was still most likely over since they are forced into bad blocks every single time you attack lest you simply cast THEIR removal for free out of their graveyard. I loved that guy in limited.

    Ultimately, the saddest part of the weekend for me was drawing Comet Storm AND the big blue Sphinx in sealed even 2 AND 3 Sat. and Sun. and not getting to play either of them either time due to their double color commitment and wretched awful supporting cards in those colors.

    Anyway, thanks for the reviews. I love reading them after each new set!

  15. @ Daniel – I have been playing Grixis Control for a couple of months now and I always have three Fleshbag Marauders in my board. They do the job and are way easier to cast then the Gatekeeper. They have saved me a few times when facing down a Great Sable Stag as well when I couldn’t find a bolt.

    Great article LSV, I enjoy getting your opinions on new sets and look forward to them every time. From all of the articles out there, you seem to have the best card value evaluation. Thanks and keep up the good work.

    PS – Get more playtest videos up soon, i love those things!

  16. Just wanted to point out a little error. The blue Jwari shapeshifter cannot copy Sa turntimber basilisk. The card says “enter the battlefield as a copy of any Ally creature on the battlefield.” it makes the card significantly worse as there has to be an ally out on the board in order to be able to play it.

  17. Halimar Excavator at 1? But the idea of a kicked Rite of Replication + Halimar Excavator to completely deck your opponent amuses me so much.

  18. “I guess [Dispel] could be used as Flash Counters number 5 and 6 if needed.”

    Am I missing a reason why this shouldn’t read “Flash Counters could be used as Dispels 5 and 6”? Chalice of the Void?

  19. Jace is going to be awesome. My favorite application: Summoning Trap!! I was playing a standard version for a while, but I could only get it up to tier two. It wrecked anything blue(turn 2 Iona’s woot!) and was almost even with Jund(Sphinx in play:win, Sphinx in hand: lose), but many hands had 2 or more Iona’s and Sphinx of the SW that would have to be shipped back. Jace would allow me to put action in my hand and dudes on top of the deck to set up game ending traps. Can’t wait!

  20. As much as I love the new Jace, I cannot see myself spending that kind of money on him. I can take that same amount of money I spent on a playset of Jace and get the beginnings of a solid manabase for an Eternal format, or I can just get a solid Extended deck.

    The abilities are awesome, and he enables a lot of things. However, I will not be seeking him unless I somehow have a surplus of cash or his price drops to reasonable levels.

    Having said that, I do like the other cards in the review. Turtle was an all star at my Prerelease, and the one guy with Treasure Hunt was consistently getting 4-5 cards out of it with every attempt, which made me excited for its potential. Now blue just needs a reliable 2-mana soft counter, and it’s back to the realm of the elite. I have a feeling that’s not going to happen, but it would be cool if it did.

  21. @Vyolynce – I’m thinking he meant flash counter effects, not literal flash counters. Hence the previous mention of Spell Pierce and REB.

    Luis, has your opinion of Treasure Hunt gone down? I didn’t catch the same enthusiasm this week.

  22. @ Faz

    That is probably why I said Turntimber Ranger, not Turntimber Basilisk.

    @ Vyolynce

    It was a joke; I was pointing out how this makes Flash Counter obsolete.

  23. Well, two colors down, and we have, what? Around six Standard playable cards? Weak set seems pretty weak.

  24. On Calcite Snapper: Noticed this little gem in LSV’s article on Grixis:

    “If only there was a way to have access to the awesome Black cards (Cruel Ultimatum, Sorin Markov, Mind Shatter, Duress) but still be able to count on the defensive power of Wall of Denial"¦” (<—even leaving 3 dots as if to suggest more to come)

    Who knew? LSV, that’s who. #TheLSVCode #NostraVargas

  25. pretty sure treasure hunt is better than snapper. I predict you will look back on this evaluation and laugh that you rated hunt lower than snapper.

  26. Thada Adel is much better in limited than you give it credit for; I won several games in our prerelease with a turn 2 Spreading Seas followed by a turn 3 Thada. I only played one deck with natural islands in it, but almost every game that I got Thada out, she ended up unblockable, and stole me some good artifacts, from Trusty Machete to even a Basilisk Collar for the Kazuul I picked. Don’t underrate this card; in a ZEN-ZEN-WWK draft, I’ll usually be able to grab a Spreading Seas late in the first or second pack, and you’d be surprised how many people overlook this card and have no trouble passing it to you.

  27. I think lsv is right about ranking the snapper above treasure hunt. Treasure hunt is for card advantage only and almost net you 1.7 cards on average whereas the snapper is a great creature that could do defense and offense as well.

  28. Nice review, as always.

    On a separate note, you may want to leave a “sarcasm” symbol next to certain phrases to avoid the inevitible posts of “did you really mean…?” You DO dead-pan sarcasm very well in your writing and it does cause a mental pause when reading to think, “Could LSV really have meant this?!”

  29. Thada Adel was the MVP when I sided it in vs. a blue deck. It allowed me to out-race my opponent’s Jwar Jwar Sphinx, which I chumped once with my opponent’s Pilgrim’s Eye. I had gotten my early beats in with turn 1 Kraken Hatchling, turn 2 Teetering Peaks targeting hatchling, Wind Zendikon on Teetering Peaks, and then getting to reuse the Peaks later after the Zendikon died. Speaking of which, I don’t think I was ever sad to see Wind Zendikon as my turn 2 play or, when i started with both of mine in my opening hand, turn 1 play.

  30. So Sejiri Merfolk without plains is just as good as Blinding Beam? Many of these ratings seem terrible. Luis must have put a full ten minutes of effort into this.

  31. @ryan spring

    If you did more than just read the numbers, I mention how the rating on permafrost trap reflects how some decks want it and some decks dont. If your deck really wants it, it definitely is higher than a 2.5, but some decks just aren’t interested, hence the number. Sorry if that was difficult to understand, but that is the limitation of numerical ratings, hence my explanations.

  32. Would you really play the turtle over the Wall in decks that plays blue and white? I know it can be a great beater but you got the Shroud Sphinx to take care of that, and the 8 toughness and flying on the Wall is just so relevant against Naya, Boros, Vampires and Sphinxes and there is properly more. I think Jace is way overhyped, sure his abilities is great (at least 3 out of 4) but he just dies so easily, if you play him without counterbackup. I’m excited to see how much play he is going to see, cause he is going to see play, but I don’t it will be as much as everyone else thinks it will be.

    @ LSV: Bitterblossom needs to go down to 4 and Baneslayer and Mutavault need to go to 5 especially Baneslayer sees alot of play in all formats, well maybe not alot in Legacy and vintage, but see definately sees more play than bitterblossom, plus she cardwise just is a all-star

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  34. I ended up drafting 4 Calcite snappers at the release event because of this article. ended up getting second. boo ya

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