I
Istanbul
Guest
...wherein one nutjob tells you what he thinks you should play, what you should keep, what you should trade, and what makes good toilet paper.
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Dross Harvester - 1BB
Creature - Horror (R)
Protection from white
Whenever a creature is put into a graveyard from play, you gain 2 life.
At the end of your turn, you lose 4 life.
4/4
I'm sorry, I just don't like him. For one thing, if your opponent can produce a chump blocker even for a FEW turns, your life loss will kill you before you kill him. And for another, he works out in your favor IF your opponent doesn't mount a counteroffensive. Nor do I think he has any place in Constructed - no deck needs this much of a drawback with its dudes.
Verdict: Sideboard, trade him off...Drinker of Sorrow's drinking buddy.
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Grim Reminder - 2B
Instant (R)
Search your library for a non-land card and reveal it. Each opponent who played a card with the same name this turn loses six life. Then shuffle the revealed card back into your library.
BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep.
So weird, but kinda cool! Especially in Limited, where lots of people will be playing the same common/uncommon cards. Also fun in the mirror match in Constructed, if you think you'll face a deck like yours. Trust me, this will be better than it looks!
Verdict: Play it, keep it, use it.
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Necrogen Mists - 2B
Enchantment (R)
At the beginning of each player's upkeep, that player discards a card from his or her hand.
I didn't like it when it was Bottomless Pit. I don't like it now. Sure, it enables Madness to a large degree, or graveyard filling decks...all of which had their heyday in ODYSSEY block, which is no longer in Standard. Now a curiousity at best.
Verdict: Don't waste your time. Trade it.
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Nim Devourer - 3BB
Creature - Zombie (R)
Nim Devourer gets +1/+0 for each artifact you control.
BB: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep.
4/1
Don't underestimate this guy. At the very least, he's 4 points of power either coming at your opponent or stopping his attackers, and he can be even stronger if you whip out a few artifacts. Trade him for anybody you don't find helpful at the moment to keep the beats coming. And in Constructed, this guy practically SCREAMS Zombie Bidding.
Verdict: Play it, keep it! You'll want him later.
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Promise of Power - 2BBB
Sorcery (R)
Chose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play.
Entwine 4 (Chose both if you pay the entwine cost.)
This thing can be pretty savage, especially if you DON'T entwine it. Will you pay 5 mana and lose 5 life to draw 5 cards? Yeah, me too! Sure, if you have the mana available, put a big fat demon into play...but don't feel obligated to entwine it - the first one is quite good, thanks!
Verdict: Play it, keep it, cherish it. Necropotence's kids live!
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Reiver Demon - 4BBBB
Creature - Demon (R)
Flying
When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated.
6/6
I want to see a big bleeding pentagram in the art and a demon doing the nasty to a cross, just to piss off the Religious Right that took the pentagram off of Unholy Strength.
Anyway.
In Limited, this thing is twisted - a 6/6 body attached to nuking every white, red, green, and blue creature in play. You'll need plenty of mana for him, though, which is why he should be Plan B.
Oh, and in case you don't get Constructed at all...no, you can't, thanks for asking.
Verdict: If you get him, play him! Then trade him off. Eh.
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Spoils of the Vault - B
Instant (R)
Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.
I like this card. A lot! Tailor-made for combo decks, and I fully expect it to go into modern-day Trix decks as the way of choice to go off. Not so playable in Limited, where you'll often have only one or two of any given card, though.
Verdict: Sideboard it, then HOARD them. Trade for this!
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Vermiculos - 4B
Creature - Horror (R)
Whenever an artifact comes into play, Vermiculos gets +4/+4 until end of turn.
1/1
It's 5 mana for a 1/1 body, with a mediocre ability. A good place to put your drink.
Verdict: Tear it up and throw it at the nearest WotC rep, then demand a replacement. Repeat to destroy as many as allowed.
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Arc-Slogger - 3RR
Creature - Beast (R)
R, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player.
4/5
Hey, if nothing else, it's a 4/5 body for 5 mana. Not too shabby by any stretch. And while its Shock ability probably won't work but once, he CAN help you shoot for the kill. Should you use him in Constructed...you're kidding, right?
Verdict: Use him, then he's tradebait.
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Confusion in the Ranks - 3RR
Enchantment (R)
Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents.
If I have to tell you what to do with this card, you have no business attending a pre-release, or any other Magic event ever.
Verdict: Proxy it in for a basic land.
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Fiery Gambit - 2R
Sorcery (R)
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win onr or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to all opponents. If you win three or more flips, draw nine cards and untap all lands you control.
See above. Who decided to kick red in the nuts?
Verdict: Cry.
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Mass Hysteria - R
Enchantment (R)
All creatures have haste.
Wow. Fervor for everyone.
Verdict: I pee on this card.
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Megatog - 4RR
Creature - Atog (R)
Sacrifice an Artifact: Megatog gets +3/+3 and gains trample until end of turn.
3/4
Now, this is more like it! Oh, sure, he's still an Atog, and does the toggy thing...but he becomes a beefy 6/7 trampler whenever he does. How often do you need to swing with a 6/7 trampler, anyway? Of course, he's not Constructed material, but so few rares are.
Verdict: Play this bad boy, then trade him off for a fair value.
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Trash for Treasure - 2R
Sorcery (R)
As an additional cost to play Trash for Treasure sacrifice an artifact. Return target artifact from your graveyard to play.
Do NOT underestimate this card. With Trash for Treasure, my worst artifact in play becomes my best artifact in my graveyard for just three mana. Not Constructed caliber, but definitely a Limited bomb in the right hands.
Verdict: Almost anyone can play this card, but don't hang on to it. Trade it to an Extended player who likes Tinker decks!
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Vulshok Battlemaster - 4R
Creature - Human Warrior (R)
Haste
When Vulshok Battlemaster comes into play, attach all Equipment in play to it. (Control of the Equipment doesn't change.)
2/2
Eh, he's kinda fun, but...it takes some nice equipment for him to be a decent bargain. (A 4/4 haste for 4R is a decent bargain.) Borderline playable. Constructed laughable.
Verdict: Play him if you're short on bodies, then trade him like the punk he is.
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War Elemental - RRR
Creature - Elemental (R)
When War Elemental comes into play, sacrifice it unless an opponent was dealt damage this turn. Whenever damage is dealt to an opponent, put that many +1/+1 counters on War Elemental.
1/1
I need to have hit you to play this card. This card sucks unless I can already hit you...in which case, I don't really need it very much. Could it be good in Limited? Mmmmmaybe. If you're lucky and get a quick deck that can reliably make RRR early. If not...bah.
Verdict: Bah, I say. Bah! Goblins or bust. And trade it, before it infects your other rares and makes THEM suck too.
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I'll do green and artifacts in my next post.
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Dross Harvester - 1BB
Creature - Horror (R)
Protection from white
Whenever a creature is put into a graveyard from play, you gain 2 life.
At the end of your turn, you lose 4 life.
4/4
I'm sorry, I just don't like him. For one thing, if your opponent can produce a chump blocker even for a FEW turns, your life loss will kill you before you kill him. And for another, he works out in your favor IF your opponent doesn't mount a counteroffensive. Nor do I think he has any place in Constructed - no deck needs this much of a drawback with its dudes.
Verdict: Sideboard, trade him off...Drinker of Sorrow's drinking buddy.
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Grim Reminder - 2B
Instant (R)
Search your library for a non-land card and reveal it. Each opponent who played a card with the same name this turn loses six life. Then shuffle the revealed card back into your library.
BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep.
So weird, but kinda cool! Especially in Limited, where lots of people will be playing the same common/uncommon cards. Also fun in the mirror match in Constructed, if you think you'll face a deck like yours. Trust me, this will be better than it looks!
Verdict: Play it, keep it, use it.
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Necrogen Mists - 2B
Enchantment (R)
At the beginning of each player's upkeep, that player discards a card from his or her hand.
I didn't like it when it was Bottomless Pit. I don't like it now. Sure, it enables Madness to a large degree, or graveyard filling decks...all of which had their heyday in ODYSSEY block, which is no longer in Standard. Now a curiousity at best.
Verdict: Don't waste your time. Trade it.
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Nim Devourer - 3BB
Creature - Zombie (R)
Nim Devourer gets +1/+0 for each artifact you control.
BB: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep.
4/1
Don't underestimate this guy. At the very least, he's 4 points of power either coming at your opponent or stopping his attackers, and he can be even stronger if you whip out a few artifacts. Trade him for anybody you don't find helpful at the moment to keep the beats coming. And in Constructed, this guy practically SCREAMS Zombie Bidding.
Verdict: Play it, keep it! You'll want him later.
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Promise of Power - 2BBB
Sorcery (R)
Chose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play.
Entwine 4 (Chose both if you pay the entwine cost.)
This thing can be pretty savage, especially if you DON'T entwine it. Will you pay 5 mana and lose 5 life to draw 5 cards? Yeah, me too! Sure, if you have the mana available, put a big fat demon into play...but don't feel obligated to entwine it - the first one is quite good, thanks!
Verdict: Play it, keep it, cherish it. Necropotence's kids live!
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Reiver Demon - 4BBBB
Creature - Demon (R)
Flying
When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated.
6/6
I want to see a big bleeding pentagram in the art and a demon doing the nasty to a cross, just to piss off the Religious Right that took the pentagram off of Unholy Strength.
Anyway.
In Limited, this thing is twisted - a 6/6 body attached to nuking every white, red, green, and blue creature in play. You'll need plenty of mana for him, though, which is why he should be Plan B.
Oh, and in case you don't get Constructed at all...no, you can't, thanks for asking.
Verdict: If you get him, play him! Then trade him off. Eh.
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Spoils of the Vault - B
Instant (R)
Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.
I like this card. A lot! Tailor-made for combo decks, and I fully expect it to go into modern-day Trix decks as the way of choice to go off. Not so playable in Limited, where you'll often have only one or two of any given card, though.
Verdict: Sideboard it, then HOARD them. Trade for this!
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Vermiculos - 4B
Creature - Horror (R)
Whenever an artifact comes into play, Vermiculos gets +4/+4 until end of turn.
1/1
It's 5 mana for a 1/1 body, with a mediocre ability. A good place to put your drink.
Verdict: Tear it up and throw it at the nearest WotC rep, then demand a replacement. Repeat to destroy as many as allowed.
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Arc-Slogger - 3RR
Creature - Beast (R)
R, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player.
4/5
Hey, if nothing else, it's a 4/5 body for 5 mana. Not too shabby by any stretch. And while its Shock ability probably won't work but once, he CAN help you shoot for the kill. Should you use him in Constructed...you're kidding, right?
Verdict: Use him, then he's tradebait.
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Confusion in the Ranks - 3RR
Enchantment (R)
Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents.
If I have to tell you what to do with this card, you have no business attending a pre-release, or any other Magic event ever.
Verdict: Proxy it in for a basic land.
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Fiery Gambit - 2R
Sorcery (R)
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win onr or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to all opponents. If you win three or more flips, draw nine cards and untap all lands you control.
See above. Who decided to kick red in the nuts?
Verdict: Cry.
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Mass Hysteria - R
Enchantment (R)
All creatures have haste.
Wow. Fervor for everyone.
Verdict: I pee on this card.
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Megatog - 4RR
Creature - Atog (R)
Sacrifice an Artifact: Megatog gets +3/+3 and gains trample until end of turn.
3/4
Now, this is more like it! Oh, sure, he's still an Atog, and does the toggy thing...but he becomes a beefy 6/7 trampler whenever he does. How often do you need to swing with a 6/7 trampler, anyway? Of course, he's not Constructed material, but so few rares are.
Verdict: Play this bad boy, then trade him off for a fair value.
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Trash for Treasure - 2R
Sorcery (R)
As an additional cost to play Trash for Treasure sacrifice an artifact. Return target artifact from your graveyard to play.
Do NOT underestimate this card. With Trash for Treasure, my worst artifact in play becomes my best artifact in my graveyard for just three mana. Not Constructed caliber, but definitely a Limited bomb in the right hands.
Verdict: Almost anyone can play this card, but don't hang on to it. Trade it to an Extended player who likes Tinker decks!
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Vulshok Battlemaster - 4R
Creature - Human Warrior (R)
Haste
When Vulshok Battlemaster comes into play, attach all Equipment in play to it. (Control of the Equipment doesn't change.)
2/2
Eh, he's kinda fun, but...it takes some nice equipment for him to be a decent bargain. (A 4/4 haste for 4R is a decent bargain.) Borderline playable. Constructed laughable.
Verdict: Play him if you're short on bodies, then trade him like the punk he is.
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War Elemental - RRR
Creature - Elemental (R)
When War Elemental comes into play, sacrifice it unless an opponent was dealt damage this turn. Whenever damage is dealt to an opponent, put that many +1/+1 counters on War Elemental.
1/1
I need to have hit you to play this card. This card sucks unless I can already hit you...in which case, I don't really need it very much. Could it be good in Limited? Mmmmmaybe. If you're lucky and get a quick deck that can reliably make RRR early. If not...bah.
Verdict: Bah, I say. Bah! Goblins or bust. And trade it, before it infects your other rares and makes THEM suck too.
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I'll do green and artifacts in my next post.