Sunday, April 20, 2008

Shadowmoor Set Review for Standard: Hybrids, Artifacts, and Lands

WU HYBRID

Æthertow - 3{wu}
Instant (Common)
Put target attacking or blocking creature on top of its owner's library.
Conspire


Overcosted creature-kill, even for blue or white.

Rating: *

Augury Adept - 1{wu}{wu}
Creature - Kithkin Wizard (Rare)
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.
2/2


Dimir Cutpurse, which I think is a better card, didn't see much constructed play. A 2/2 for turn-three is just too fragile. I really want this card to see tournament play. I'll try to make a Mono-White Kithkin deck using this card and Thisltedown Liege.

Rating: **

Barrenton Cragtreads - 2{wu}{wu}
Creature - Kithkin Scout (Common)
Barrenton Cragtreads can't be blocked by red creatures.
3/3

Overcosted even for a sideboard card.

Rating: *

Curse of Chains - 1{WU}
Enchantment - Aura (Common)
Enchant creature
At the beginning of each upkeep, tap enchanted creature.

Unreliable creature-kill.

Rating: *

Enchanted Evening - 3{uw}{uw}
Enchantment (Rare)
All permanents are enchantments in addition to their other types.

How fun it would be to destroy all permanents with Tranquility? A casual card at best.

Rating: *

Glamer Spinners - 4{wu}
Creature - Faerie Wizard (Uncommon)
Flash
Flying
When Glamer Spinners comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.
2/4

Overcosted for tournament play. The ability to switch auras is usually irrelevant.

Rating: *

Godhead of Awe - {WU}{WU}{WU}{WU}{WU}
Creature - Spirit Avatar (Rare)
Flying
Other creatures are 1/1
4/4

Just a better Air Elemental. Finishers need some kind of ability to avoid conventional creature-kill. Doesn't do much against faeries, the top tribe in the metagame.

Rating: **

Mirrorweave - 2{wu}{wu}
Instant (Rare)
Each other creature becomes a copy of target nonlegendary creature until end of turn.


Mirrorweave is a less reliable but potentially more powerful Mirror Entity. The card's power is too dependent on the quality of creatures in play. And the creatures of your opponent may also benefit from it. But it can also handily win games as a surprise Overrun effect when you target Wizened Cenn, for example. I'll try to design a deck that maximizes Mirrorweave's potential.

Rating: ***

Mistmeadow Witch - 1{wu}
Creature - Kithkin Wizard (Uncommon)
{2}{W}{U}: Remove target creature from the game. Return that card to play under its owner's control at end of turn.
1/1

The ability seems overcosted to see tournament play.

Rating: **

Plumeveil - {wu}{wu}{wu}
Creature - Elemental (Uncommon)
Flash
Flying, defender
4/4

A good sideboard card for control decks. Straight-up creature-kill is oftentimes better though.

Rating: ***

Puresight Merrow - {uw}{uw}
Creature - Merfolk Wizard (Uncommon)
{wu}, {Q}: Look at the top card of your library. You may remove that card from the game.
2/2


Why is it that the untap cost is usually more beneficial than the effect produced by {Q} creatures? This card's library manipulation effect is lousy but the activation cost {Q} gives the creature pseudo-vigilance. I'm beginning to think that {Q} spells were not well-designed. Anyway, this merfolk will see play in decks abusing its cheap untap ability. I doubt that there will be such decks in the near future.

Rating: **

Repel Intruders - 3{wu}
Instant (Uncommon)
Put two 1/1 white Kithkin Soldier creature tokens into play if {W} was spent to play Repel Intruders. Counter up to one target creature spell if {U} was spent to play Repel Intruders.

This one is nearly on-par with Mystic Snake, which sometimes sees tournament action. Of course Cryptic Command is almost always better.

Rating: ***

Silkbind Faerie - 2{wu}
Creature - Faerie Rogue (Common)
Flying
{1}{wu}, {Q}: Tap target creature.
1/3

Overcosted tapper.

Rating: *

Somnomancer - 1{uw}
Creature - Kithkin Wizard (Common)
When Somnomancer comes into play, you may tap target creature.
2/1

Nice tempo card for kithkin decks, but there are other better two-drops.

Rating: **

Steel of the Godhead - 2{wu}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
As long as enchanted creature is blue, it gets +1/+1 and is unblockable.

Good ability, but suffers from the "two-for-one syndrome" going against most auras.

Rating: **

Swans of Bryn Argoll - 2{wu}{wu}
Creature - Bird Spirit (Rare)
Flying
If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
4/3

Wow. Whatever deck this will be in is sure to pack a lot of damage-dealing burn spells. Incinerate makes you draw three cards. I wonder how many cards you would draw with Skred. And the Swans does beatdown to boot. This card will be the centerpiece of a Tier One deck, just as Reivellark was in Morningtide. Five stars from me!

Rating: *****

Thistledown Duo - 2{wu}
Creature - Kithkin Soldier Wizard (Common)
Whenever you play a white spell, Thistledown Duo gets +1/+1 until end of turn.
Whenever you play a blue spell, Thistledown Duo gains flying until end of turn.
2/2

Overvcosted for Standard.

Rating: *

Thistledown Liege - 1{uw}{uw}{uw}
Creature - Kithkin Knight (Rare)
Flash
Other white creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
1/3

Poor stats for a four-mana creature. Good thing it's a kithkin...

Rating: ***

Thoughtweft Gambit - 4{wu}{wu}
Instant (Uncommon)
Tap all creatures your opponents control and untap all creatures you control.

Overcosted.

Rating: *

Turn to Mist - 1{wu}
Instant (Common)
Remove target creature from the game. Return that card to play under its owner's control at end of turn
.

Momentary Blink is special due to the flashback ability. That's two blinks in one card. Turn to Mist is a one-shot. At least you can get back the creature your opponent stole from you with Sower of Temptation.

Rating: **

Worldpurge - 4{wu}{wu}{wu}{wu}
Sorcery (Rare)
Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty each player's mana pool.

A "fixed" Upheaval. So it became overcosted. And unplayable.

Rating: *

Zealous Guardian - {wu}
Creature - Kithkin Soldier (Common)
Flash
1/1


A poor surprise blocker.

Rating: *

The Swans get five stars! The challenge now is to build the deck that can maximize its potential.

BONUS: Kithkin deck, Shadowmoor style!

4 Goldmeadow Harrier
4 Goldmeadow Stalwart
4 Knight of Meadowgrain
4 Cenn's Heir
4 Augury Adept*
4 Somnomancer*
4 Thistledown Liege*

3 Oblivion Ring
3 Militia's Pride
2 Mirrorweave*

4 Mutavault
4 Rustic Clachan
4 Forbidden Watchtower
14 Plains
(*from Shadowmoor)

UB HYBRID

Cemetery Puca - 1{ub}{ub}
Creature - Shapeshifter (Rare)
Whenever a creature is put into a graveyard from play, you may pay {1}.
If you do, Cemetery Puca becomes a copy of that creature and gains this ability.
1/2

A casual card at best. May fit a deck with a sacrifice theme, but I can't think of one at the moment. Maybe in the future.

Rating: **

Dire Undercurrents - 3{ub}{ub}
Enchantment (Rare)
Whenever a blue creature comes into play under your control, you may have target player draw a card.
Whenever a black creature comes into play under your control, you may have target player discard a card
.

Overcosted. Cards which rely on creatures coming into play for their triggered abilities need to be in play early in the game.

Rating: *

Dream Salvage - {bu}
Instant (Uncommon)
Draw cards equal to the number of cards an opponent discarded this turn.


This card is useless unless you get your opponent to discard at least two cards in one turn. It combos well only with Augur of Skulls. You need at least four mana to net a card with it with Stupor as your discard spell. That may prove to be too slow in Standard.

Rating: **

Fate Transfer - 1{bu}
Instant (Common)
Move all counters from target creature onto another target creature.


The effect is usually irrelevant.

Rating: *

Ghastlord of Fugue - {bu}{bu}{bu}{bu}{bu}
Creature - Spirit Avatar (Rare)
Ghastlord of Fugue is unblockable.
Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.
4/4

Slow and overcosted. The Coercion ability is useless if the opponent has no cards in his hand. A bait for Flame Javelin.

Rating: **

Glen Elendra Liege - 1{ub}{ub}{ub}
Creature - Faerie Knight (Rare)
Flying
Other blue creatures you control get +1/+1.
Other black creatures you control get +1/+1.
2/3

Please don't add this to a Faerie deck. It may be used in a blue-black tempo deck using cards such as Sygg, River Cutthroat and Shadowmage Infiltrator. But I don't think that deck will fare well against Red aggro decks. And Black-Blue Faerie decks still appear to be better.

Rating: **

Gravelgill Axeshark - 4{ub}
Creature - Merfolk Soldier (Common)
Persist
3/3


Overcosted.

Rating: *

Gravelgill Duo - 2{ub}
Creature - Merfolk Rogue Warrior (Common)
Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.
Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.
2/1

Too slow and a bit overcosted for tournament play.

Rating: *

Helm of the Ghastlord - 3{bu}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card. "
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."

Overcosted and suffers from the "two-for-one syndrome" going against most auras.

Rating: *

Inkfathom Infiltrator - {UB}{UB}
Creature - Merfolk Rogue (Uncommon)
Inkfathom Infiltrator can't block and is unblockable.
2/1

It isn't good but it is needed. That's why it may see tournament play. Its a two-drop beatdown merfolk for Merfolk decks, rogue for Rogue decks, and hybrid card for UB Tempo decks. There aren't much good two-drops for Black and Blue so we must work with what we have.

Rating: ***

Inkfathom Witch - 1{bu}
Creature - Merfolk Wizard (Uncommon)
Fear
{2}{U}{B}: Unblocked creatures become 4/1 until end of turn.
1/1

This card might end games quickly as a mini-Overrun in the black-blue deck I've been working on, as most of the deck's creatures (including this witch) have evasion.

Rating: **

Memory Plunder - {bu}{bu}{bu}{bu}
Instant (Rare)
You may play target instant or sorcery card in an opponent's graveyard without paying its mana cost
.

An overcosted sideboard card. Doesn't have much use in today's metagame except stealing your opponent's Cryptic Command.

Rating: *

Memory Sluice - {ub}
Sorcery (Common)
Target player puts the top four cards of his or her library into his or her graveyard.
Conspire


Creature-based library depletion is an oxymoron. Why not just attack with the creatures? Merfolk can attack too, you know?

Rating: *

Merrow Grimeblotter - 3{ub}
Creature - Merfolk Wizard (Uncommon)
{1}{ub}, {Q}: Target creature gets -2/-0 until end of turn.
2/2


Overcosted creature with an irrelevant ability.

Rating: *

Oona, Queen of the Fae - 3{bu}{bu}{bu}
Legendary Creature - Faerie Wizard (Rare)
Flying{X}{ub}: Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.
5/5

A 5/5 flyer for six mana for Standard is mediocre. That creature must have a great ability to make it special. Oona's faerie-generating ability is great only if your opponent is playing mono-color. It doesn't do much against two-color decks, which are dominating today's metagame. Let's do a quick math. A two-color deck would roughly have 1/3 spells with color A, 1/3 spells with color B, and 1/3 land (that's just a rough estimate of course). That means if you spend seven mana, choose one of the colors your opponent is playing, and mill your opponent for six, you get only around two faerie tokens. Not much of a bargain, is it? Yes it can win games, but so can Dread and Guile, which I think are better.

Rating: ***

Oona's Gatewarden - {bu}
Creature - Faerie Soldier (Common)
Flying, defender
Wither
2/1

A one-toughness defender: useless.

Rating: *

River's Grasp - 3{ub}
Sorcery (Uncommon)
Return target creature to its owner's hand if {U} was spent to play River's Grasp.
If {B} was spent to play River's Grasp, target player reveals his or hand. You choose a nonland card from it. That player discards that card.

Overcosted for a creature-kill. Slow at sorcery speed.

Rating: *

Scarscale Ritual - 1{bu}
Sorcery (Common)
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control. Draw two cards.

It is a "dead card" if you have no creatures in play. It combos well with Dusk Urchins and Leech Bonder, but that's it. The one extra card net gain isn't worth the risk of having a set of potential dead cards in your deck.

Rating: **

Sygg, River Cutthroat - {ub}{ub}
Legendary Creature - Merfolk Rogue (Rare)
At end of turn, if an opponent lost 3 or more life this turn, you may draw a card.

1/3

I really like this card. It is sometimes more powerful than Dark Confidant as it can make you draw a card at the end of each turn, not just of your turn. It's a merfolk and a rogue, two tribes that need the push in Standard. Burn decks will be built around Sygg to maximize its potential. Five stars.

Rating: *****

Torpor Dust - 2{bu}
Enchantment - Aura (Common)
Flash
Enchant creature
Enchanted creature gets -3/-0.


Overcosted pseudo-removal.

Rating: *

Wanderbrine Rootcutters - 2{bu}{bu}
Creature - Merfolk Rogue (Common)
Wanderbrine Rootcutters can't be blocked by green creatures.
3/3

Overcosted even for a sideboard card.

Rating: *

Wasp Lancer - {ub}{ub}{ub}
Creature - Faerie Soldier (Uncommon)
Flying
3/2

Vendillion Clique and Pestermite are better by a mile.

Rating: **

Five stars for Sygg! Better be ready against Black-Red Sligh decks or Blue-Red Merfolk Sligh decks or Mono-Black Rogue decks!

BR HYBRID

Ashenmoor Gouger - {br}{br}{br}
Creature - Elemental Warrior (Uncommon)
Ashenmoor Gouger can't block.
4/4


Nice 4/4 body for a mere three mana. There are better red creatures though. I'm not sure the Guoger can push Aggro Elementals to tournament-level status in Standard. Maybe in Block Constructed, but probably not in regular Standard.

Rating: ***

Ashenmoor Liege - 1{br}{br}{br}
Creature - Elemental Knight (Rare)
Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
4/1


Another nice black-red aggressive elemental hybrid to go with Ashenmoor Gouger. There are far more aggressive strategies for Black and Red in Standard though. Probably for Block Constructed.

Rating: ***

Cultbrand Cinder - 4{br}
Creature - Elemental Shaman (Common)
When Cultbrand Cinder comes into play, put a -1/-1 counter on target creature.
3/3


Overcosted.

Rating: *

Demigod of Revenge - {BR}{BR}{BR}{BR}{BR}
Creature - Spirit Avatar (Rare)
Flying, haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.
5/4

An excellent card on its own, with the amazing, almost "uncounterable" reanimation ability. The stats, the evasion, and haste make this avatar one of the most dangerous creatures in the game. The problem is in trying to fit it into a deck. I've been play-testing the Demigod in a mono-black control deck. A controllish or mid-size mono-red deck may also find a place for it.

Rating: ****

Din of the Fireherd - 5{br}{br}{br}
Sorcery (Rare)
Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.

Overcosted. The power of the effects are dependent too much on the number and the color/s of your creatures in play.

Rating: **

Emberstrike Duo - 1{rb}
Creature - Elemental Warrior Shaman (Common)
Whenever you play a black spell, Emberstrike Duo gets +1/+1 until end of turn.
Whenever you play a red spell, Emberstrike Duo gains first strike until end of turn.
1/1

Underwhelming abilities.

Rating: *

Everlasting Torment - 2{rb}
Enchantment (Rare)
Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither.

One of the best sideboard cards for Standard. Red decks are going to make a comeback in Post-Shadowmoor metagame, and they're going to need this against life-gain sideboard cards.

Rating: ****

Fists of the Demigod - 1{br}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has wither.
As long as enchanted creature is red, it gets +1/+1 and has first strike.

Suffers from the "two-for-one syndrome" going against most auras. The abilities are not too useful as Black and Red would rather kill off blockers than engage in combat.

Rating: **

Fulminator Mage - 1{br}{br}
Creature - Elemental Shaman (Rare)
Sacrifice Fulminator Mage: Destroy target nonbasic land.
2/2

Sakura-Tribe Elder was great. So is Fulminator Mage. The tempo advantage in the early game may be crucial to winning the game. It will see tournament play as it can destroy Mutavaults and Treetop Villages. The question is whether to put it in the sideboard or maindeck. Main deck for slower decks. Sideboard for aggressive decks (along with other land-destruction) spells against control decks.

Rating: ****

Grief Tyrant - 5{br}
Creature - Horror (Uncommon)
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.
8/8

Overcosted.

Rating: *

Kulrath Knight - 3{br}{br}
Creature - Elemental Knight (Uncommon)
Flying
Wither
Creatures your opponents control with counters on them can't attack or block.
3/3

The abilities may not matter so much in Standard.

Rating: **

Manaforge Cinder - {br}
Creature - Elemental Shaman (Common)
{1}: Add {B} or {R} to your mana pool.Play this ability no more than three times each turn.
1/1


Irrelevant. I would rather have a stable mana base than use a mana-fixer.

Rating: *

Murderous Redcap - 2{rb}{rb}
Creature - Goblin Assassin (Uncommon)
When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player.
Persist
2/2

A nice, cost-efficient creature. Can knockout several weenies. It may find its place in goblin decks, just as Mudbutton Torchrunner surprisingly did.

Rating: ***

Poison the Well - 2{br}{br}
Sorcery (Common)
Destroy target land. Poison the Well deals 2 damage to that land's controller.

Overcosted for a land-destruction spell.

Rating: **

Scar - {rb}
Instant (Common)
Put a -1/-1 counter on target creature.

I'm sure there are better one-mana creature kill (such as Shock).

Rating: **

Sootstoke Kindler - 1{br}
Creature - Elemental Shaman (Common)
Haste
{T}: Target black or red creature gains haste until end of turn.
1/1

Another aggressive elemental. See comments on Ashenmoor Liege and Ashenmoor Gouger.

Rating: ***

Sootwalkers - 2{br}{br}
Creature - Elemental Rogue (Common)
Sootwalkers can't be blocked by white creatures.
3/3

Overcosted even for a sideboard card.

Rating: *

Spiteflame Witch - 1{br}
Creature - Elemental Shaman (Uncommon)
{B}{R}: Each player loses 1 life.
2/1

Not bad but there are better substitutes.

Rating: **

Spiteful Visions - 2{rb}{rb}
Enchantment (Rare)
At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.


This card has a lot of potential in red burn decks, not so much in mono-black control. The card advantage gained by the opponent still bothers me though.

Rating: ***

Torrent of Souls - 4{br}
Sorcery (Uncommon)
Return up to one target creature card from your graveyard to play if {B} was spent to play Torrent of Souls.
Creatures target player controls get +2/+0 and gain haste until end of turn if {R} was spend to play Torrent of Souls.

This may be a surprise hit for reanimator decks just as Makeshift Mannequin was. The haste ability is reminiscent of the dangerous Corpse Dance decks of long ago. The mini-Overrun effect is a welcome bonus. A bit overcosted for five mana, but still well worth the effects.

Rating: ***

Traitor's Roar - 4{rb}
Sorcery (Common)
Tap target untapped creature. That creature deals damage equal to its power to its controller.
Conspire


Overcosted Threaten effect.

Rating: **

Tyrannize - 3{br}{br}
Sorcery (Rare)
Target player discards his or her hand unless that player pays 7 life.


The "punisher" mechanic was one of the poorest mechanics in ever. I'm certain Tyrannize would do nothing to improve it.

Rating: *

Wow, several four-star cards in Demigod of Revenge, Fulminator Mage and Everlasting Torment. Also a number of cards with a lot of potential, such as the aggressive elemantals, and Spiteful Visions.

RG HYBRID

Boartusk Liege - 1{gr}{gr}{gr}
Creature - Goblin Knight (Rare)
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.
3/4


The second-best in the cycle of Lieges. How does mono-red Gruul sound?

Rating: ****


Boggart Ram-Gang - {rg}{rg}{rg}
Creature - Goblin Warrior (Uncommon)
Haste
Wither (This deals damage to creatures in the form of -1/-1 counters)
3/3


The best in the triple-hybrid-cost creature cycle. It's a mini-Ball Lightning! And it's a warrior to boot!

Rating: ****

Deus of Calamity - {rg}{rg}{rg}{rg}{rg}
Creature - Spirit Avatar (Rare)
Trample
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
6/6


Great stats for a five-mana creature. It's problem is that it easily dies to conventional creature-kill.

Rating: ***

Firespout - 2{gr}
Sorcery (Uncommon)
Firespout deals 3 damage to each creature without flying if {R} was spent to play Firespout and 3 damage to each creature with flying if {G} was spent to play it.


Nice, versatile card to have in the sideboard. I think this is better than Pyroclasm as it can kill Wren's Run Vanquisher. You could also just choose to play the Earthquake-effect and save your flyers. May even find itself in the main deck once the metagame clears up.

Rating: ****

Fossil Find - {rg}
Sorcery (Uncommon)
Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.

Useless.

Rating: *

Giantbaiting - 2{rg}
Sorcery (Common)
Put a 4/4 red and green Giant Warrior creature token with haste into play. Remove it from the game at end of turn.
Conspire


With no trample, Giantbaiting is a weak burn spell. The two creatures tapped to pay conspire may might as well just attack for probably the same amount of damage.

Rating: **

Guttural Response - {rg}
Instant (Uncommon)
Counter target blue instant spell.


The card reads: "Counter target Cryptic Command." And it counters other blue counters like Rune Snag and Flashfreeze. That's good enough to see some space in the sideboard.

Rating: ****

Impromptu Raid - 3{rg}
Enchantment (Rare)
{2}{rg}: Reveal the top card of your library. If it isn't a creature card, put it in your graveyard. Otherwise, put that card in to play. That creature has haste. Sacrifice it at end of turn.


Another "build-around-me" card. Call of the Wild, which is a better card by a mile, didn't see tournament play though. I don't think Impromptu Raid would be any different. I hope I'm wrong.

Rating: **

Loamdragger Giant - 4{rg}{rg}{rg}
Creature - Giant Warrior (Common)
7/6


Overcosted.

Rating: *

Manamorphose - 1{rg}
Instant (Common)
Add two mana in any combination of colors to your mana pool.
Draw a card.


I'd rather fix my mana-base than use mana fixers. This may help up the Storm count, though.

Rating: **

Morselhoarder - 4{gr}{gr}
Creature - Elemental (Common)
Morselhoarder comes into play with two -1/-1 counters on it.
Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.
6/4


Overcosted. Must be some part of a combo deck I'm not aware of.

Rating: *

Mudbrawler Raiders - 2{gr}{gr}
Creature - Goblin Warrior (Common)
Mudbrawler Raiders can't be blocked by blue creatures.
3/3


Overcosted even for a sideboard card.

Rating: *

Rosheen Meanderer - 3{rg}
Legendary Creature - Giant Shaman (Rare)
{T}: Add {4} to your mana pool. Spend this mana only on costs that contain {X}.
4/4


Cost-efficient giant with a lousy ability. There are better four-drops for Red and Green.

Rating: ***

Runes of the Deus - 4{rg}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has double strike.
As long as enchanted creature is green, it gets +1/+1 and has trample.


Overcosted.

Rating: *

Scuzzback Marauders - 4{rg}
Creature - Goblin Warrior (Common)
Trample
Persist
5/2


A combo card at best (with Bramblewood paragon and some sacrifice outlet).

Rating: **

Scuzzback Scrapper - {rg}
Creature - Goblin Warrior (Common)
Wither
1/1

There are better one-drops for Red and Green.

Rating: *

Tattermunge Duo - 2{rg}
Creature - Goblin Warrior Shaman (Common)
Whenever you play a red spell, Tattermunge Duo gets +1/+1 until end of turn.
Whenever you play a green spell, Tattermunge Duo gains forestwalk until end of turn.
2/3


Poor stats for Constructed.

Rating: *

Tattermunge Maniac - {rg}
Creature - Goblin Warrior (Uncommon)
Tattermunge Maniac attacks each turn if able.
2/1


Everyone knows how good it is. And it's a warrior and a goblin too!

Rating: ****

Tattermunge Witch - 1{rg}
Creature - Goblin Shaman (Uncommon)
{R}{G}: Each blocked creature gets +1/+0 and gains trample until end of turn.
2/1


Nice two-drop with a useful ability. Might see play in Red-Green Hybrid decks.

Rating: ***

Valleymaker - 5{rg}
Creature - Giant Shaman (Rare)
{T}, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.
{T}, Sacrifice a Forest: Choose a player. That player adds {G}{G}{G} to his or her mana pool.
5/5


Overcosted.

Rating: *

Vexing Shusher - {rg}{rg}
Creature - Goblin Shaman (Rare)
Vexing Shusher can't be countered by spells or abilities.
{rg}: Target spell can't be countered by spells or abilities.
2/2

Another excellent sideboard against Blue. May even be a main-deck card depending on the metagame. And it's a goblin too!

Rating: ****

Wort, the Raidmother - 4{rg}{rg}
Legendary Creature - Goblin Shaman (Rare)
When Wort, the Raidmother comes into play, put two 1/1 red and green Goblin Warrior creature tokens into play.
Each red or green instant or sorcery spell you play has conspire
3/3


Overcosted for Standard, despite the abusable ability.

Rating: **

Gruul seems poised for a comeback in Standard. A lot of Blue-hate too!

GW HYBRID

Barkshell Blessing - {wg}
Instant (Common)
Target creature gets +2/+2 until end of turn.
Conspire

White gets its own mini-Giant Growth. Unfortunately, it can't save your one-toughness creatures from the most efficient creature-kill in Standard today (Incinerate, Nameless Inversion, Rift Bolt, Sulfurous Blast). Not bad but not useful.

Rating: **

Dawnglow Infusion - X{gw}
Sorcery (Uncommon)
You gain X life if {G} was spent to play Dawnglow Infusion and X life if {W} was spent to play it
.

At sorcery-speed, it is a slow sideboard card against Red decks. And it eat ups a lot of mana without developing the board. Nice card, but there are better life-gainers.

Rating: ***

Elvish Hexhunter - {wg}
Creature - Elf Shaman (Common)
{wg}, {T}, Sacrifice Elvish Hexhunter: Destroy target enchantment.
1/1

With Bitterblossom one of the best cards in Standard today, it's about time to pack in some enchantment-removal in the main deck. Shadowmoor's Runed Halo and Spiteful Visions are some other enchantments which have main-deck potential. Unlike the Naturalize variants, Elvish Hexhunter will seldom be a dead card in the main deck as it can always attack (or block Tattermunge Maniac). White has a better option with Oblivion Ring though.

Rating: ***

Fracturing Gust - 2{wg}{wg}{wg}
Instant (Rare)
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.

It's overcosted, even with the life-gain effect.

Rating: *

Heartmender - 2{gw}{gw}
Creature - Elemental (Rare)
At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.
Persist
2/2

A bit overcosted. The ability is useful only in a dedicated Persist deck, which I doubt will see tournament play.

Rating: **

Kitchen Finks - 1{gw}{gw}
Creature - Ouphe (Uncommon)
When Kitchen Finks comes into play, you gain 2 life.
Persist
3/2

A mini-Loxodon Hierarch which can ruin Tattermunge Manmiac's day. Red burn decks may dominate Post-Shadowmoor Standard. This Ouphe is a must at least in the sideboard. It has a lot of main-deck potential once the metagame clears up and Red appears to be the color to beat. It has decent stats for a three-mana creature. Nice name too.

Rating: ****

Medicine Bearer - 1{gw}
Creature - Elf Cleric (Common)
When Medicine Bearer comes into play, you may remove a counter from target permanent.
2/1


Underwhelming for a Green/White weenie.

Rating: *

Mercy Killing - 2{gw}
Instant (Uncommon)
Target creature's controller sacrifices it, then puts X 1/1 green and white Elf tokens into play, where X is that creature's power.

Versatile. It's removal against utility creatures. And a surprise swarm which benefits much from Wilt-Leaf Liege. The problem is that it is unreliable as a removal spell as it can't effectively take care of opponent's beatdown creatures.

Rating: **

Old Ghastbark - 3{gw}{gw}
Creature - Treefolk Warrior (Common)
3/6


Overcosted.

Rating: *

Oracle of Nectars - 2{gw}
Creature - Elf Cleric (Rare)
{X}, {T}: You gain X life.
2/2

Too slow for a life-gain card. Dies easily to burn spells too. I would rather use the Ouphes.

Rating: **

Oversoul of Dusk - {wg}{wg}{wg}{wg}{wg}
Creature - Spirit Avatar (Rare)
Protection from blue, from black, and from red
5/5


The second-best (and perhaps the only other Avatar that will see tournament play) of it's cycle, it shuns almost all tournament-level pinpoint removal and bounce spells. It has decent stats for five mana. It has pseudo-evsaion too. A good finisher or mid-size creature.

Rating: ****

Raven's Run Dragoon - 2{wg}{wg}
Creature - Elf Knight (Common)
Raven's Run Dragoon can't be blocked by black creatures.

Overcosted even for a sideboard card.

Rating: *

Reknit - 1{gw}
Instant (Uncommon)
Regenerate target permanent.

Doesn't look special to me. Incinerate and Nameless Inversion even laugh at it. Perhaps it may get to see the sideboard against land-destruction decks, if they do become popular.

Rating: **

Rhys the Redeemed - {GW}
Legendary Creature - Elf Warrior (Rare)
{2}{gw}, {T}: Put a 1/1 green and white Elf Warrior creature token into play.
{4}{gw}{gw}, {T}: For each creature token you control, put a token into play thats a copy of that creature.
1/1

This card probably makes Japanese deck-builder extraordinaire Fujita very happy as Rhys fits perfectly in his Heritage Druid Elf deck. Yes the abilities are a way too overcosted, but Rhys might see play in the right deck.

Rating: **

Safehold Duo - 3{gw}
Creature - Elf Warrior Shaman (Common)
Whenever you play a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you play a white spell, Safehold Duo gains vigilance until end of turn.
2/4

Underwhelming stats.

Rating: *

Safehold Elite - 1{gw}
Creature - Elf Scout (Common)
Persist
2/2

A nice addition to G/W Hybrid Aggro decks which might show up in numbers in tournaments to come.

Rating: ***

Safewright Quest - {gw}
Sorcery (Common)
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.

I would rather fix my mana base than use mana-fixers.

Rating: **

Seedcradle Witch - {gw}
Creature - Elf Shaman (Uncommon)
{2}{G}{W}: Target creature gets +3/+3 until end of turn. Untap that creature.
1/1

Nice ability but I would rather use Elvish Hexhunter as a hybrid one-drop.

Rating: **

Shield of the Oversoul - 2{wg}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and is indestructible.
As long as enchanted creature is white, it gets +1/+1 and has flying.


With right timing, the Shield of the Oversoul will not fall prey to the "two-for-one syndrome" going againts most auras. The abilities it grants your hybrid creature is amazing, as it can quickly end games.

Rating: ****

Wheel of Sun and Moon - {gw}{gw}
Enchantment - Aura (Rare)
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, reveal that card and put it on the bottom of that player's library instead.

I once thought this was amazing as Reivellark decks will now have something to fear. Then Faerie Macabre showed up. Faerie Macabre will be one of the most important sideboards across all formats. I've lost a lot of faith in the Wheel. It can even be destroyed by Runed Halo, which is sure to show up in a lot of sideboards of Reivellark decks.

Rating: ***

Wilt-Leaf Cavaliers - {GW}{GW}{GW}
Creature - Elf Knight (Uncommon)
Vigilance
3/4

Aggressive mid-size creature. Deserves to see tournament play.

Rating: ****

Wilt-Leaf Liege - 1{gw}{gw}{gw}
Creature - Elf Knight (Rare)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.
4/4

Decent 4/4 body for four mana, but with amazing abilities. The double Glorious Anthem abilities can easily win the beatdown race. The Dodecapod ability is just gravy. This Liege is special also because Green-White typically has the best dual-color weenies in the game (Gaoddok Teeg, Saffi Eriksdotter). I give it five stars as it is the backbone of a future tournament-level aggro deck.

Rating: *****

Green-White Aggro is sure shaping up well. Check out a deck suggestion: http://polarnest.blogspot.com/2008/04/post-shadowmoor-deck-updates.html

ARTIFACTS

Blazethorn Scarecrow - 5
Artifact Creature - Scarecrow (Common)
Blazethorn Scarecrow has haste as long as you control a red creature.
Blazethorn Scarecrow has wither as long as you control a green creature.
3/3


Lousy scarecrow.

Rating: *

Blight Sickle - 2
Artifact - Equipment (Common)
Equipped creature gets +1/+0 and gains wither.
Equip {2}

Ability not usually relevant.

Rating: *

Cauldron of Souls - 5
Artifact (Rare)
{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn.


Overcosted. There are better ways to protect your creatures from mass creature-kill (counterspells, pinpoint discard). I don't see any combo potential, at least not at the moment.

Rating: **

Chainbreaker - 2
Artifact Creature - Scarecrow (Common)
Chainbreaker comes into play with two -1/-1 counters on it.
{3}, {T}: Remove a -1/-1 counter from target creature.
3/3


Lousy scarecrow. The ability is overcosted and usually irrelevant.

Rating: *

Elsewhere Flask - 2
Artifact (Common)
When Elsewhere Flask comes into play, draw a card.
Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.

Fix your mana base rather than use mana-fixers. There is no shortage of playable dual-color lands in Standard.

Rating: *

Gnarled Effigy - 4
Artifact (Uncommon)
{4}, {T}: Put a -1/-1 counter on target creature.

Too slow for Constructed.

Rating: *

Grim Poppet - 7
Artifact Creature - Scarecrow (Rare)
Grim Poppet comes into play with three -1/-1 counters on it.
Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature.
4/4

One of the better scarecrows, but still not good enough. Triskelion and Triskelavus saw tournament play, but that was back then. Grim Poppet is too costly at seven mana to see play in today's meta, in my opinion.

Rating: **

Heap Doll - 1
Artifact Creature - Scarecrow (Uncommon)
Sacrifice Heap Doll: Remove target card in a graveyard from the game.
1/1


Lousy scarecrow. Especially with Faerie Macabre around.

Rating: *

Illuminated Folio - 5
Artifact (Uncommon)
{1}, {T}, Reveal two cards from your hand that share a color: Draw a card.

Overcosted at five mana. I'd rather use Scrying Sheets and go Snow for mono-colored decks desperate of card-drawing.

Rating: **

Lockjaw Snapper - 4
Artifact Creature - Scarecrow (Uncommon)
Wither
When Lockjaw Snapper is put into a graveyard from play, put a-1/-1 on each creature with a -1/-1 counter on it.
2/2

Lousy scarecrow.

Rating: *

Pili-Pala - 2
Artifact Creature - Scarecrow (Common)
Flying
{2}, {Q}: Add one mana of any color to your mana pool.
1/1

A combo deck with {Q} creatures seems to be difficult to pull off because the creatures are often very vulnerable.

Rating: **

Lurebound Scarecrow - 3
Artifact Creature - Scarecrow (Uncommon)
As Lurebound Scarecrow comes into play, choose a color.
When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.
4/4

Nice stats but suffers from the same problems Emperor Crocodile had. Won't see much play like the Crocodile. Stick with Phyrexian Ironfoot.

Rating: **

Painter's Servant - 2
Artifact Creature - Scarecrow (Rare)
When Painter's Servant comes into play, choose a color.
All cards that aren't in play, spells, and permanents are the chosen color in addition to their other colors.
1/3

A casual card at best. Would have been useful when the Circles of Protection were still in Standard.

Rating: **

Rattleblaze Scarecrow - 6
Artifact Creature - Scarecrow (Common)
Rattleblaze Scarecrow has persist as long as you control a black creature. Rattleblaze Scarecrow has haste as long as you control a red creature.
5/3

Lousy scarecrow.

Rating: *

Reaper King - {2w}{2u}{2b}{2r}{2g}
Legendary Artifact Creature - Scarecrow (Rare)
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow comes into play under your control, destroy target permanent.
6/6

The king of lousy scarecrows! Scarecrows are no slivers. Although the Reaper King is not bad on its own, there are only a few playable scarecrows in Standard. That makes Reaper Kning lousy too. No creepy scarecrow deck will dominate tournaments.

Rating: **

Revelsong Horn - 2
Artifact (Uncommon)
{1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.


Irrelevant ability.

Rating: *

Scrapbasket - 4
Artifact Creature - Scarecrow (Common)
{1}: Scrapbasket becomes all colors until end of turn.
3/2


Lousy scarecrow.

Rating: *

Scuttlemutt - 3
Artifact Creature - Scarecrow (Common)
{T}: Add one mana of any color to your mana pool.
{T}: Target creature becomes the color or the colors of your choice until end of turn.
2/2


Lousy scarecrow. Vulnerable accelerator.

Rating: *

Tatterkite - 3
Artifact Creature - Scarecrow (Uncommon)
Flying
Tatterkite can't have counters placed on it.
2/1


Lousy scarecrow.

Rating: *

Thornwatch Scarecrow - 6
Artifact Creature - Scarecrow (Common)
Thornwatch Scarecrow has wither as long as you control a green creature.
Thornwatch Scarecrow has vigilance as long as you control a white creature.
4/4


Lousy scarecrow.

Rating: *

Trip Noose - 2
Artifact (Uncommon)
{2}, {T}: Tap target creature.

Actual creature removal is still better.

Rating: *

Umbral Mantle - 3
Artifact - Equipment (Uncommon)
Equipped creature has: "{3}, {Q}: This creature gets +2/+2 until end of turn."
Equip {0}


Overcosted {Q} ability.

Rating: *

Watchwing Scarecrow - 4
Artifact Creature - Scarecrow (Common)
Watchwing Scarecrow has vigilance as long as you control a white creature.
Watchwing Scarecrow has flying as long as you control a blue creature.
2/4


Lousy scarecrow.

Rating: *

Wicker Warcrawler - 5
Artifact Creature - Scarecrow (Uncommon)
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.
6/6


Lousy scarecrow.

Rating: *

Wingrattle Scarecrow - 3
Artifact Creature - Scarecrow (Common)
Wingrattle Scarecrow has flying as long as you control a blue creature.
Wingrattle Scarecrow has persist as long as you control a black creature.
2/2

Lousy scarecrow.

Rating: *

I hate reviewing artifacts. A lot of cards which may be excellent in Limited but very lousy in Constructed.

LANDS

Fire-Lit Thicket
Land (Rare)
{T}: Add {1} to your mana pool.
{rg}, {T}: Add {R}{R}, {R}{G}, or {G}{G} to your mana pool.


Not all hybrid lands are created equal. Of all the hybrid lands, this one will see tournament play the least. There is little reason to play a Red-Green aggro deck when mono-red or mono-green will work just the same. With Fire-Lit Thicket, you can't even play a first-turn Mogg Fanatic, Tattermunge Maniac, Llanowar Elver or Birds of Paradise. There are better dual-color lands for that Tarmogoyf splash ( which I think is unnecessary).

Raing: ***

Graven Cairns
Land (Rare)
{T}: Add {1} to your mana pool.
{br}, {T}: Add {B}{B}, {B}{R}, or {R}{R} to your mana pool.

Which is better, Mono-Red Sligh or Black-Red Satanic Sligh? I'm inclined to believe that Sygg, River Cutthroat and Shadow Guildmage are worth the trouble of splashing Black. I wouldn't mind also trying out a Black-Red Rogue deck. I'm still hesitant on giving Graven Cairns a higher rating though.

Rating: ***

Leechridden Swamp
Land - Swamp (Uncommon)
Leechridden Swamp comes into play tapped.
{B}, {T}: Each opponent loses 1 life. Play this ability only if you control two or more black permanents
.

This might see tournament play because it is a swamp despite being a nonbasic land. It feeds Tendrils of Corruption, Corrupt and Korlash (and can be fetched by it too). The life-loss ability is more relevant than the other lands belonging to the cycle.

Rating: ***

Madblind Mountain
Land - Mountain (Uncommon)
Madblind Mountain comes into play tapped.
{R}, {T}: Shuffle your library. Play this ability only if you control two or more red permanents.


Irrelevant ability.

Rating: *

Mistveil Plains
Land - Plains (Uncommon)
Mistveil Plains comes into play tapped.
{W}, {T}: Put target card in your graveyard on the bottom of your library. Play this ability if you control two or more white permanents.


Ability also irrelevant.

Rating: *

Moonring Island
Land - Island (Uncommon)
Moonring Island comes into play tapped.
{U}, {T}: Look at the top card of target player's library. Play this ability only if you control two or more blue permanents.

Irrelevant ability.

Rating: *

Mystic Gate
Land (Rare)
{T}: Add {1} to your mana pool.
{wu}, {T}: Add {W}{W}, {W}{U}, or {U}{U} to your mana pool.


Reivellark decks need this. It aids a lot in paying for the mana cost of Cryptic Command. Blue-White decks don't have a lot of one-drops. Unlike the other two hybrid lands, Mystic Gate will definitely see tournament play.

Rating: ****

Reflecting Pool
Land (Rare)
{T}: Add to your mana pool one mana of any type that a land you control could produce.


Overrated. I think this is often superfluous and redundant. You usually do not need the color of mana it produces when you have another land that produces the same color. It even doesn't produce mana of your first-turn.

Rating: ***

Sapseep Forest
Land - Forest (Uncommon)
Sapseep Forest comes into play tapped.
{G}, {T}: You gain 1 life. Play this ability only if you control two or more green permanents.

Its life-gaining ability would prove to be too slow. It comes into play tapped too, unlike regular forests. The ability is not worth the drawback.

Rating: *

Sunken Ruins
Land (Rare)
{T}: Add {1} to your mana pool.
{ub}, {T}: Add {U}{U}, {U}{B}, or {B}{B} to your mana pool.

Another hybrid land that will definitely see play as it aids faerie decks in being able to play Cryptic Command.

Rating: ****

Wooded Bastion
Land (Rare)
{T}: Add {1} to your mana pool.
{gw}, {T}: Add {G}{G}, {G}{W}, or {W}{W} to your mana pool.


Green-White decks will need this because most of its creature spells are not only hybrid. Doran, Gaddok Teeg, and Glittering Wish are all gold cards, not just hybrids. To play them, you need both colors of mana, not either, something Wooded Bastion can easily provide.

Rating: ****

Some hybrid lands are apparently better than others, just as some ouch-lands do not see tournament play. Next time I'll wrap things up and try to predict the future of Standard.

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