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Lelouch32
04-27-2010, 07:02 PM
The Giants Rise: Eldrazi Overview

By: Corlando

Well, I finally managed to get to an Eldrazi release party and get my hands on some of the new cards. To say that I was blown away is an understatement. Rise of the Eldrazi brings a number of wonderfully powerful and fun cards to Magic the Gathering that will certainly see some serious as well as casual play. But out of the two hundred plus cards, there must be a few that stand out above the others. That is exactly what we are going to be covering in this addition of Cards n’Flux. Today I will point out some of my new favorite cards and give possible ideas of how they could be used. With that said let’s get underway.

Before we get to our first card, I feel I need to put a little disclaimer out for some of the readers. Even though the big, bad Eldrazi are the central part of this expansion, none of the cards we will discuss today are Eldrazi. This is mostly because, to be completely honest, I’m not that much of a fan of them. Granted the Eldrazi have power, ability, and everything else a person like me would love in a card, but I’m just not a fan. This might be out of the fact that I ran two big Eldrazi in my release deck and nothing came of them because I either didn’t draw them or couldn’t play them. It also might grow out of the fact that my main guru, a college friend who has taught me much in the way of deck building, also dislikes the Eldrazi. However, just because I don’t like the Eldrazi doesn’t mean I’m going to ignore them. I fully intend to discuss the Eldrazi’s strengths and weaknesses in a later article. Until then, you Eldrazi loving fanatics, shut up and read! Also, I will not be talking about level up creatures… at least not yet. Cue the maniacal laughter!!!

Alright, let’s start with blue this time around and see which way the die roles. I’ve actually got a few blue cards I am rather happy about. First up, I love the Sphinx of Magosi. I know it might be odd starting off with such a big creature, but… I want to so there. Sphinx of Magosi is a :mana3::manau::manau::manau: flying 6/6 that will devastate your opponents in a huge way. But that’s not the best part of this card. His ability reads, “:mana2::manau:: Draw a card, then put a +1/+1 counter on Sphinx of Magosi.” You know, when Rise of Eldrazi was being spoiled, I heard a number of people complain that blue was being passed over and neglected. After seeing this card, I find myself wanting to shout out “Objection!” as I point dramatically, displaying this card in my outstretched hand. This guy is amazing! Six flying damage that not only increases, but also gives you a card, oh heck yes I want this card. If you don’t kill off your opponents by smashing their life down to zero, then you’ll just stump them with card advantage as you play spell after spell of removal and canceling. The only problem with this card is the fact that he is rather color specific with the :manau::manau::manau: requirement, but that is definitely a small price to pay for this amazing beast. However, the next blue card will probably make its way into every deck possible. Distortion strike is a :manau: sorcery spell that gives target creature +1/+0 and makes it unblockable. Now this card would be great just like that. I mean seriously, combine it with Sphinx of Magosi for one turn and deal upwards of 7 or more unstoppable damage. However, the fun with Distortion Strike does not stop there. With the addition of the word Rebound, an ability which allows you to play the card again next turn, you can’t help but feel sorry for your opponent. I mean, along with Sphinx of Magosi, that is at least 14 unblockable damage, something that not many decks can come back from. Blue looks pretty powerful thanks to Rise of Eldrazi and I can’t wait to get my hands on these two cards.

Now that was just one color, let’s keep moving before I start drooling again. Moving to Black we see a number of other cards that will hopefully see some play. First up I want to talk about a little combo that some black decks could easily implement. The combo is a simple 3 mana, two card combo involving Contaminated Grounds and Nighthaze. I’m sure I’m not the first to think of this combo, but I know it will at least be tried. The idea is simple once you look at the cards. Contaminated Grounds is a land enchantment that turns the enchanted land into a swamp and whenever it is tapped, its controller loses 2 life. As for Nighthaze, target creature gains swampwalk until the end of the turn and you draw a card. A simple little combo that almost guarantees your ability to slam your opponent with some decent damage and even come out a card ahead. However, there are a few additional bonuses that can be had. Since you are turning the opponent’s lands into swamps, you are essentially mana locking them, sealing their ability to play spells. Granted this will not work against decks using black, but it could be quite a treat when playing against other decks. However, the second bonus might still make it useful for when playing against black decks. Even though a black deck will be playing swamps already, what is stopping you from causing them damage when they tap for mana? Contaminated Grounds is a pretty fun card on its own, but with the addition of Nighthaze, it just gets sweeter. As for creatures, there are a number of fun black creatures that will definitely influence decks. The most notable, at least in my opinion, has got to be Drana, Kalastria Bloodchief. Now, I really feel that this creature’s power has probably become infamous by now, so I’ll keep it short. Even though Drana is a 4/4 flying for :mana3::manab::manab:, she is certainly carrying more than that under her cape. Her ability reads, “XBB: Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until the end of turn.” I honestly see this lovely lady knocking Anowon from his spot in my deck as soon as I get two of them. This is because Drana does something that Anowon does not. Sure they both specialize in removal of creatures, but Drana gives her controller the ability to choose which creature dies. Anowon’s ability, though activating every single turn without fail, can be stopped if the opponent has enough unimportant creatures to keep sacking to protect their big guns. Drana is definitely a severe powerhouse and one I personally endorse as one of the best in the set.

Alright let’s see where the die lies and… onto to Green apparently. Now green decks got some serious power added to their decks due to Rise of Eldrazi. Whether it was big creatures or powerful spells, Green got a little bit of everything this time around. Creaturewise, Green has obtained the already famous Vengevine and the beast that is Pelaka Wurm, but there is another creature I want to point out to everyone. Aura Gnarlid is a little 2/2 creature for :mana2::manag: with the amazing ability to grow. Aura Gnarlid has two abilities, which read as follows, “Creatures with power less than Aura Gnarlid can’t block it. Aura Gnarlid gets +1/+1 for each aura on the field.” These two abilities are just beautiful with the right deck, and with all the new Umbra enchantments such as the Boar Umbra, which gives enchated creature +3/+3, it is easy to see this little 2/2 becoming an unblockable 6/6. Not to mention the fact that if your opponent plays an overly powerful creature, you can just drop another enchantment or two, making Aura Gnarlid even stronger. On the Spell side of things, Green obtained another instantly famous card, Momentous Fall. This :mana2::manag::manag: instant spell does force you to destroy one of your creatures, but in so doing you draw cards equal to the sacrificed creature’s power and gain life equal to its toughness. This is one hardcore card, giving Green the one thing it truly needed, the ability to draw more cards. I seriously see some big changes in the Magic the Gathering world and green might very well be leading the way.

Moving along the rays of a 45% angle, we move to the color white and its new stock of wonderful and useful cards. White got a real boost as well in terms of cards. From Gideon Jura to Transcendent Master and Deathless Angel, white decks are certainly going to be feared in a whole new way from now on. However, let me highlight a few other creatures and cards some of you may not have noted. Kor Spiritdancer is definitely a fun little two drop that could be added to some Kor decks. Her stats seem weak at 0/2, but with the addition of her ability, which gives her +2/+2 for every aura attached to her, she could easily become a worthwhile investment. Think of this card and then attach the two enchantments Asha’s Favor and Lifelink. Suddenly you have a 4/6 with First Strike, Flying, Vigilance, and Lifelink… I say yes to that idea. Another great card is Survival Cache. At :mana2::manaw:, this gain 2 life spell that also allows you to draw a card if your life is higher than your opponent’s seems decent and very white. However, the power of this card comes from a single familiar word, Rebound. Imagine this, your hand is empty and your down by one life. You draw and get Survival Cache. After gaining the two life, you’re one ahead of your opponent so you draw a card. Next turn, you play Survival Cache again thanks to the rebound ability and gain another 2 life and another card. Sure four life as a whole might not seem all that impressive, but some of the games I have played were won and lost by less than that. White also obtained a number of fun spells, which do everything from kill, to removal, to tapping. My favorite of these is Repel the Darkness. Not only does this :mana2::manaw: spell allow you to tap away your opponent’s biggest guns, but you also gain a card. This card advantage is just frosting on such a versatile spell. Whether you want to delay your destruction or open the doors to let your horde rush in, Repel the Darkness is the card for you.

Finally, we get to our last color Aquamarine… I mean Darkish Pink… I mean Red. Red also saw some serious additions; helping to fortify Red decks as powerful and sometimes unstoppable decks. One of my favorite Red cards for Rise of the Eldrazi has got to be Traitorous Instinct. This :mana3::manar: spell is everything a fun guy like me could ask for. What this card does is steal a creature from your opponent, but instead of just keeping them as is, like Act of Treason, it boosts the traitorous creature, see what I did there, by +2/+0. I love this card because it makes anything a threat. That was what Mark of Mutiny tried to do, but it did so by adding a +1/+1 counter to the creature. That was okay in theory, but do you really want to risk giving your opponent an improved creature when you only used it once? Granted you could use Mark of Mutiny on your own creature and give it a +1/+1 counter, but using it that way seems a little off. Traitorous Instinct is definitely the improved child of Mark of Mutiny, and this is one player who is looking forward to giving it a home. Another fun spell red received in this installment is Lust for War. This Aura Enchantment causes the enchanted creature to attack every turn if able and deal 3 damage to its controller every time it attacks. This is great early or late in game. Equip it to a weak creature that is just there for support or to a big creature you have protection from and just watch your opponent’s life drain away. This card can be a real treat in the right deck, and I’ll wager a several people are thinking of a number of other interesting ways to use it. Red also saw a few creatures enter its roster, one of them being one of my absolute favorites in the set, Conquering Manticore. This creature has it all. Solid 5/5 stats, flying, a decent mana cost, and an awesome ability that when summoned allows you to take control of target creature until the end of the turn. I love this because even on its first turn, even though it does not have haste, Conquering Manticore can still hurt your opponent. Imagine this, your opponent plays a Pelaka Wurm and you’re all set to start praying for a quick death. However, the next card you draw is Conquering Manticore and you just so happen to have enough to play it. Summoning Conquering Manticore, you take control of the Pelaka Wurm and send it in with your last few monsters to strike a killing blow. And if that wasn’t enough to kill your opponent, next turn you have a 5/5 flyer ready to tear them to pieces. This card is just beautiful and I can’t wait for a full playset.

With that I think I will draw this edition of Cards n’Flux to a close. Hope you all enjoyed the article and if you have any critiques or comments, please share them. Also please take a look at the following questions and feel free to answer them if you want.

1. What’s your favorite Rise of the Eldrazi card (non-Eldrazi)?

2. What kind of decks are you already putting together or have already finished?

3. What do you guys think of the Invoker cards?

And just remember, “Etherium is limited. Innovation is not.” This is Corlando signing out.

rileyandholly88
04-27-2010, 07:12 PM
Realm's Uncharted because it is going to make the biggest impact in my format I believe next to Inquisition of Kozilek. The Invokers suck, just throwing that out there. I do not like the Eldrazi cards at all, I opened up the 15/15 one from my box and it was my first card, not excited. I also opened up a foil Sarkhan the Mad... Was not impressed. Over all, I am just not that blown away with the set. At the same time, where are the Allies? Note: I do not play Standard but if I did and there were no Allies for which I may have built a Ally deck.... I would be a little pissed off here. Other than that, nothing really to say. It doesnt even play well with the other sets, I mean, to me it looks that way. As a stand alone set it plays fine with Draft and Sealed but I see Magic as a whole and when something doesnt play well with anything else I see a problem.

whitey_mcfly
04-27-2010, 07:25 PM
1. My personal favorite: Splinter Twin. It is usable in so many combos and, not only that, is well worth it on its own. Imagine: you have Venerated Teacher and good ol' Echo Mage and/or Lighthouse Chronologist. You throw in a Splinter twin. Now both of the levelers get 2 counters a turn for FREE along with whatever mana you have leftover from your turn.

Another favorite little combo of mine: Bear Umbra+ Hellkite Charger. Infinite combat phases.

2. I've already finished multiple decks.
Anti-Eldrazi
http://www.mtgvault.com/ViewDeck.aspx?DeckID=55132
Eldrazi EDH
http://www.mtgvault.com/ViewDeck.aspx?DeckID=55050
Vengevine Challenge
http://www.mtgvault.com/ViewDeck.aspx?DeckID=57281

I don't like the invokers. They are too small, their abilities too expensive
(-Training Grounds, of course), and they are huge targets.

Seras
04-27-2010, 07:39 PM
going through the spoiler I found the set to have a lot of cards that would fit in various extended and legacy decks I play, it's got a lot of nice tools and once I started opening boosters I even found some other gems I had missed.

4 hyena umbras going straight into my white soldier deck
4 kiln fiend filled very nicely a gap in my burn deck
considering trying out the kozilek's predator in my self-bounce/come-into-play deck.

redesigned my grave pact deck around spawn tokens though i'm still missing a few cards to test it.

Salient
04-27-2010, 08:02 PM
Realm's Uncharted because it is going to make the biggest impact in my format I believe next to Inquisition of Kozilek. The Invokers suck, just throwing that out there. I do not like the Eldrazi cards at all, I opened up the 15/15 one from my box and it was my first card, not excited. I also opened up a foil Sarkhan the Mad... Was not impressed. Over all, I am just not that blown away with the set. At the same time, where are the Allies? Note: I do not play Standard but if I did and there were no Allies for which I may have built a Ally deck.... I would be a little pissed off here.

This bit about Inquisition of Kozilek being most popular is likely to be true -- that card will splash all over Legacy and seems likely to replace Thoughtseize in combo, junk, and mono-black control decks... Snagging a creature from Zoo, or a Daze from Merfolk, with the same card and no life loss, is beautiful. Not snagging a Force of Will is a little less exciting, but at least it does let you see whether they have Force in hand.

Realms Uncharted could be fun in Land, but it can't swap for Intuition (can't search for Academy Ruins + Loam + Mindslaver for example, which is a popular lock). I've wondered why Land pilots don't run Gifts Ungiven already, though, now that blue is on-color... and I'm pretty sure Gifts Ungiven is strictly superior to Realms Uncharted. I really hope to see Realms Uncharted played, though; it will be interesting to see who runs it on May 2nd. Which decks do you see Realms getting play in, swapped for what card?

Of course, for better or worse, RoE was designed as a standalone set. Drafting is RoE-RoE-RoE. (You know this, of course, I'm mentioning it for readers who might not be aware.) As for Allies... I agree, but sadly, WOTC has been down this road before. Ninjas are the best example -- here's a handful of not terribly great Ninjas, and now let's be done printing Ninjas for all eternity. (*Shakes a fist at Wizards.*)

{I wrote out an error-prone paragraph here about Emrakul, the Aeons Torn and Progenitus which I'm removing so as to not confuse new players. Sheesh I'm full of errors today.}

Given that Zoo didn't even snap up Bloodbraid Elf, which surprised me, I doubt any strong Zoo pilots will run Vengevine. Maybe Gideon Jura will find a place in a Stax deck, but as a Stax player I'll be the first to admit that's a low-tier fringe deck -- and my own testing shows that Jura doesn't seem to fit terribly well. :)

Training Grounds is cheap enough at :manau: that it might see play, but... for what creature? I can't think of any deck which needs it. I don't think the mana acceleration from the 0/1 tokens is fast enough for Legacy.

I think we might see Surrakar Spellblade in Vintage Tezzeret control. But it's not superior to Dark Confidant, so... it wouldn't surprise me if the Spellblade gets ignored. It's too bad. Had Wizards made the thing a 1/2 it would be quite good for the current Vintage metagame, because it dodges Darkblast.

rileyandholly88
04-27-2010, 08:14 PM
This bit about Inquisition of Kozilek is likely to be true -- that card will splash all over Legacy and seems likely to replace Thoughtseize in combo, junk, and mono-black control decks... Snagging a creature from Zoo, or a Daze from Merfolk, with the same card and no life loss, is beautiful. Not snagging a Force of Will is a little less exciting.

However, I feel reasonably confident that we will see Emrakul replace Progenitus wherever Progenitus used to run -- maybe in the Reanimator sideboard. Emrakul basically has protection from everything in Legacy, flies over defenders (since it doesn't have protection from creatures), and has annihilator 6, which is superior to merely swinging for 10 -- you ruin their manabase and their ability to answer with Wrath/Damnation/whatever.

Given that Zoo didn't even snap up Bloodbraid Elf, I doubt many Zoo pilots will run Vengevine. Maybe Gideon Jura will find a place in a Stax deck, but as a Stax player I'll be the first to admit that's a fringe deck. :)

Training Grounds is cheap enough at :manau: that it might see play, but... for what creature? I can't think of any deck which needs it. I don't think the mana acceleration from the 0/1 tokens is fast enough for Legacy.
You can not reanimate Emrakul, read its last ability. When it goes to the Graveyard from anywhere, shuffle your Graveyard into your deck. Other than that, what you said is what I forsee as well. Vegevine really does not impress me and Jura I do not see in Stax well... simply because you do not need it. Why play it if you do not need it? Kozilek I see having potential, but still when I play Duress it still is for things beyond creatures but Legacy is becoming more and more creature based so I see it making a much bigger impact on the format when we see even more creatures of high quality seeing print. Wanna know something funny? I was wondering the same thing about Gifts Ungiven for awhile. I have 4 of em and I was considering running 4 Realms and 4 Gifts for the longest time. Once my Realms are in, pry within a few days, I will have to test some things out and see whats working best for it.

Salient
04-27-2010, 08:39 PM
Jura I do not see in Stax well... simply because you do not need it. Why play it if you do not need it?

Only because Stax desperately needs *something* to make it competitive. Lodestone Golem clearly wasn't meant for Legacy; it revived Vintage Aggro Workshop single-handedly but does nothing significant for Mono-White Stax. Baneslayer is not optimal, as all decks contain enough creature removal to deal with it -- and by now, folks know not to blow their removal on a Magus of the Tabernacle, anticipating a Baneslayer follow-up. (This is why Stax made a big blip in tournament rankings and then disappeared; nobody knew how to play against it.)

Maybe the next block will save Legacy Stax from the dustbin, and maybe there's some kind of wicked Mono Blue Stax coming down the pike. I've long thought Wizards ought to give Stax some stronger Blue support.

But anyhow. All told, RoE is a wonderful set to draft, and a casual player's dream come true. Works for me.

Salient
04-27-2010, 08:56 PM
What do you guys think of the Invoker cards?

I think they're going to be junk commons ($0.25 commons which aren't even heavily bought at that price) which a few players (who draft 'em) will try to work into casual decks, for a while. Then they'll get utterly forgotten. There was a cycle of Invokers in an earlier set (Legions) which have long since been relegated to the $0.25 dustbin. At a cost of :mana8:, to be playable, the blue would have to read "draw four cards" -- even then it's only marginally playable in fringe decks like Reset High Tide.

I just realized that All Is Dust would be hilarious in a Slivers deck with Ghostflame Sliver. Now there's a casual deck someone ought to build.

MajinKirby
04-27-2010, 10:38 PM
I just realized that All Is Dust would be hilarious in a Slivers deck with Ghostflame Sliver. Now there's a casual deck someone ought to build.

You're a terrible person. =O

Salient
04-27-2010, 10:43 PM
Yes. Yes I am.

Lelouch32
04-28-2010, 02:25 PM
What do you guys think of the card Flame Slash? Do you guys think it will see some major play or do think Heat ray is more likely? Is Lightning Bolt superior to both these spells?

Seras
04-28-2010, 02:38 PM
lightning bolt is far superior to flame slash as it can be used even if the opponent has no creatures. ditto to heat ray.

they have their use/niche but they will never replace the always useful lightning bolt

Salient
04-28-2010, 05:18 PM
What do you guys think of the card Flame Slash? Do you guys think it will see some major play or do think Heat ray is more likely? Is Lightning Bolt superior to both these spells?
Flame Slash would be pretty decent -- mayyybe even Standard playable -- as an Instant; as a sorcery in Constructed formats, it's no-good junk, unfortunately. It's one of those cards that you might celebrate getting in a draft, if you're already drafting red, but would rarely put in a constructed deck.

When evaluating critter spot removal, Instant speed is terribly important -- that's why Path to Exile is so good, even at the cost of giving your opponent free land acceleration. You can surprise the opponent, and keep them guessing by leaving a land untapped even when you don't have a Path or Bolt or Disfigure in your hand. This is especially important for Disfigure, because you can make what seems to be a poor choice in blocking (say, a 2/3 versus your 1/1), and then surprise the opponent by Disfiguring their creature. That kind of surprise tempo swing is only possible if your removal happens at instant speed -- this is why it is often better to play spells for the turn after attacking, in case you need to respond to instant-speed threats during the attack. (The obvious exception would be if your spells for the turn would enhance the attack, e.g. by dropping a Lord of Atlantis before attacking with Cursecatcher.)

I will grant that Flame Slash is better than Heat Ray, but only because Heat Ray is one of the worst creature-removal cards available to us -- it's been around since Uzra's Saga and never saw play. It's absurdly expensive to cast -- two mana to kill an x/1 creature, three mana to kill an x/2 creature, etc -- and offers no advantages, such as "it can't be regenerated" or "this damage can't be prevented" or some such thing. Heat Ray is possibly the worst creature-spot-removal available to Red. (I welcome suggestions for contenders.

We should all put our heads together sometime and make a list of bad cards that look good to new players at first glance -- a lot of cards with :manax: in their casting cost would show up. I remember, my first time playing Magic, I thought Power Sink was amazing, and it took me some time to figure out why even ordinary ol' Counterspell was miles better.

Lightning Bolt is wonderfully efficient; it's the perfect effect for its mana cost. Second best in the category would be Chain Lightning, which is far worse for being a Sorcery; it only sees play in heavy-burn Legacy Zoo decks and in Sligh decks (burn decks).

Side note: Sligh is rarely a winning competitive strategy. It's fun to burn, but burn usually leads to burnout.

rileyandholly88
04-28-2010, 11:38 PM
Only because Stax desperately needs *something* to make it competitive. Lodestone Golem clearly wasn't meant for Legacy; it revived Vintage Aggro Workshop single-handedly but does nothing significant for Mono-White Stax. Baneslayer is not optimal, as all decks contain enough creature removal to deal with it -- and by now, folks know not to blow their removal on a Magus of the Tabernacle, anticipating a Baneslayer follow-up. (This is why Stax made a big blip in tournament rankings and then disappeared; nobody knew how to play against it.)

Maybe the next block will save Legacy Stax from the dustbin, and maybe there's some kind of wicked Mono Blue Stax coming down the pike. I've long thought Wizards ought to give Stax some stronger Blue support.

But anyhow. All told, RoE is a wonderful set to draft, and a casual player's dream come true. Works for me.
Ive been running White Stax without any problems here, just isnt really causing me any problems. It works fine for me, I really just rely on the Magus and Factories to win the game for me without anything bigger, I prefer more of a lock down approach though and its mostly Aggro here so it works out better for Stax in the long run in my location. The deck isnt dead, yet, just isnt the time for it at the moment.

rileyandholly88
04-28-2010, 11:49 PM
I love Sligh, it looks so great on paper with 4 Price of Progress and 4 Magus of the Moon mainboard. In the long run though, there are just to many ways to go about being aggressive like Domain and Zoo. Usually though, I do set new Legacy players up with Sligh decks because they are cheap and easy to build and still be alittle competitive for the price you pay for the deck in all. I really wouldnt like someone to blow $400 dollars on a deck for Legacy and just not really like it after awhile and quit, Sligh gives a quick and cheap way in and is a much easier to take loss if you dont like Legacy... I miss the good old days when Mogg Not So Fantastic use to be called Mogg Fantastic.

cushcmu
04-29-2010, 06:20 PM
I agree with most people about the set being not that useful in any format. I found some fun cards in it none the less. I like the Pestalance demon with a baslic collar, and brood mate dragon with splinter twin on it will be fun. Other than that this set is hindered in many ways. I understand not every set can be similar to Urzas or Ravinca, though the eldrazi are by far a huge let down. I see this set going down in flames or being forgot after a few years. The lack of any real useful special mana makes this set pointless in my eyes. I look at sets for there cards that will be used for years, and thus far I am not seeing any from this set that meet that standared.

NightLoki
04-29-2010, 10:43 PM
I agree with most people about the set being not that useful in any format. I found some fun cards in it none the less. I like the Pestalance demon with a baslic collar, and brood mate dragon with splinter twin on it will be fun. Other than that this set is hindered in many ways. I understand not every set can be similar to Urzas or Ravinca, though the eldrazi are by far a huge let down. I see this set going down in flames or being forgot after a few years. The lack of any real useful special mana makes this set pointless in my eyes. I look at sets for there cards that will be used for years, and thus far I am not seeing any from this set that meet that standared.

I personally disagree with this assessment. Simply looking at Wall of Omens, Vengevine and possibly even Gideon Jura gives examples of cards that will be used gratuitously at least in standard. As far as multi-format cards go, I see Vendetta returning to play possibly in extended and Wall of Omens making the cut in Extended and (maybe) Legacy. It's entirely possible that some of the cards in the set, especially the spawn token producers, are not being evaluated correctly in that we have very little to compare them to. I can't agree with the assessment that Rise 'brings nothing to the table' simply because it's different enough to make evaluation difficult.

loki3
04-30-2010, 03:25 PM
I especially agree with you about Wall of omens, NightLoki. It is in all the current UW control decks, and is a pain for Jund. Heck, these new cards even made me bust up a new version of WW Control (http://www.mtgvault.com/ViewDeck.aspx?DeckID=58041).

Wall of Omens (or Lone Missionary) + Emeria, the Sky Ruin is sick. Especially with Gideon. And I really want Survival Cache to be good.


But overall, I think Rise is best as a draft set. Such fun and variety.

NightLoki
05-05-2010, 02:08 PM
Best. Draft. Ever. I've had more fun with this set than some cube drafts, which says a lot. Good show Wizards, good show.


Survival Cache and Silence...Really? I don't like 'em. Cache is waaaay too inconsistent.

cushcmu
05-05-2010, 04:32 PM
I want to say I enjoy this set when drafting but I dont. I had more fun with WW and Zendikar, because I felt that there were more combos that you could draft them. Though I will say that there are some cards that will make it from this set into my collection but not many. I do love wall of omens, and a few other cards that have been mentioned earlier in this artical. I would say of all the years Ive been playing this game this by far is still going to be a highly forgetable set for me. I am not saying that other people wont find joy in this set but it just does not suit my taste. Take what I say with a grain of salt because this is only my opion. I just feel when you narrowly focus a set around one small feature such as Eldrazi you limit the creativeness behind the other parts of the set. The leveling in the set is fun only when drafting becasue it is a mechanic that is far to slow for the current speed of the game currently. The spawn tokens will be abused in other areas becasue they are easy to make and have a killer abilty. I just hope that there are a few cards in this set that people will figure out how to use to finaly knock Jund decks off the top of everyones deck lists. Over all I am looking foward to taking a small break from drafting untill this set has phased out like any other bad set before it. So all in all thanks wizards for saving me money and making a set I dont want to own.