Lelouch32
09-20-2010, 02:44 PM
Scars of Mirrodin: 2nd Look
By: Corlando
Hello everyone and welcome to this week’s edition of Cards n’Flux. My name is Corlando and I will be your guide as we dodge, duck, roll, and travel through the reincarnation of Mirrodin. I have to say I’m already excited about this revamping of Mirrodin, and I can’t wait to see what they will reveal next. In this week’s edition we will look at three cards I’m really looking forward to and I’ll expose my opinion on infect. Alright, lets get going!
The first card I want to talk about is the recently spoiled Ezuri, Renegade Leader. This legendary 2/2 :mana1::manag::manag:, Elf Warrior knows how to keep his men alive and how to inspire them to victory. First off, he’s a 2/2 for :mana1::manag::manag:. Not exactly a Runeclaw bear, but definitely not too wonky on the mana ratio to power seesaw. Now being a legendary creature, Ezuri has a number of abilities to make him stand out amoungst the other elves. First off we have an ability that allows you to regenerate any other elf creature. This is useful against any removal because then you can keep your creatures alive, even if they get targeted by a number of removal spells. Lets say you have just played a Jorage Warcaller kicked 3 times and your opponent, seeing how much an annoyance it will be, decides he wants to live and throws out a Doom Blade. Well, with Ezuri on the field, you can pay :manag: and negate the Doom Blade’s effect. Ezuri’s second ability is Overrun. No seriously that’s it except elf specific. “:mana2::manag::manag::manag: Elf creatures you control get +3/+3 and gain trample until the end of the turn.” This is just amazing. Now every Elf deck has essentially gained an infinite source of Overruns to throw down. Now swarms of Elves will be charging at opponents, running them down and spearing their opponents through as they charge onto victory, all the while being lead by their newest hero, Ezuri. I can see a good future for him.
The next card I want to point out is Sunblast Angel. If White ever wanted a fun way of creature removal on a creature, it just got one. Let’s break it down. First off, Sunblast Angel is a :mana4::manaw::manaw: meaning she is easy to summon in most any deck that runs White. Second she is a 4/5 so you get some overall nice stats for your 6 mana bucks. However, the third point is where the fun is. “When Sunblast Angel enters the battlefield, destroy all tapped creatures.” The best way to describe this card is as a turn-the-tide card. Your opponent has just Alpha struck with seven creatures, you’re dead next turn if you don’t draw something good. Then, as the sun rises in the east, you see Gandalf and the Riders of Rohan charging down towar- wait wrong script… um… one sec… I had it right here… …BOB where’s the script for the article … ah here it is… never mind, I got it! Where was I? You look to the east as you lift your next drawn card. The blinding light of day pierces through the window as you summon Sunblast Angel, annihilating your opponent’s tapped army with one creature. This card might be a bit expensive for a 4/5 flyer, but with the possibility of completely destroying your opponent’s army, I would totally pay that cost. The best part is that this ability is so easy to build around. Sleep is an awesome card to have if you are using Sunblast Angel. Turn Five, tap all your opponent's creatures. Turn Six send them to the graveyard for a permanent nap. How can such a simple combo be so much fun? Of course you could Alpha strike when your opponet’s creatures are sleeping, but it doesn’t mean you can’t just obliterate their army, then Alpha strike. I’d like to see Sunblast Angel make it into some sort of tournament deck, but regretfully I don’t think it will make it. Oh well, another awesome card for casual.
The final card I want to talk about is a card that I really look forward to playing with… Okay I say that about most of the cards I decide to spoil, but this one more than others. Geth, Lord of the Vault is a beast of a Zombie, demanding respect in every aspect. Geth is a :mana4::manab::manab:, 5/5 Legendary Zombie whose intimidate ability will no doubt end some games in a hurry. I love the fact Wizards decided to put intimidate on Geth, its just good to see this underappreciated ability on display on a creature who could really use it. However, this possible unblockable 5/5 is not done. Geth’s main ability reads “:manax::manab:: Put target artifact or creature card with converted mana cost X from an opponent’s graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.” This is such an awesome ability. Not only does Geth get you a creature, possibly something truly powerful like a Pelakka Wurm, but he adds to the graveyard meaning he always has something else he can pull from the grave. Another cool thing about this ability is there is no tapping involved meaning you could bring back multiple creatures to your side of the field, if they are cheap enough. I think Geth is going to be a pretty fun card to use, maybe not in standard, but definitely in constructed play.
Phyrexia the same plane Geth is from, is known for its reliance on a slick black oil that taints all it touches. This oil empowers some of Phyerxia’s creatures with the power of Infect. Essentially a combination of poisonous and whither, Infect means that a creature blocking an infect creature is dealt damage in the form of -1/-1 counters while a player gets poison counters. Too many -1/-1 counters and the creature dies. Too many poison counters and the player dies. When infect was first revealed I’ll admit I was excited. I like the idea of an effect like wither because creatures are not just chunks of mana a planeswalker summons. They are real creatures with skin, and eyes, and removable limbs. Wither helps to convey the idea that a real battle is going on between two armies. It’s a pretty cool idea in my opinion. However, when you add in the poison counters… I have to say no. Now we will have situations where an opponent could be playing with infect cards while essentially putting your life total at 10 while your opponent has 20. I feel poison is a bad idea. I mean look at another card that was just spoiled a day or two ago, Putrefax. It’s a :mana3::manag::manag:, 5/3 with Haste, Trample, and Infect. How many people do you think are going to play a mana ramping deck that gets Putrefax out on turn 3 or 4, boosts it with Giant Growth, and charges on in. You could have games that end before they can even get going. Not to mention Poliferate. How annoying would that be, to lose to a Contagion Clasp’s poliferate ability? I promise you, if that happened to me, I would probably punch someone. I just think that Poison adds another win condition that didn’t need to be there. We’re happy with 20 life. We’re happy with mill. Heck some of us are happy with Felidar Soverign, we don’t need another way to win especially one that makes the game so cheap. I’ll admit that Infect does give Scars of Mirrodin some beautiful flavor with the two different armies having different methods of fighting, but at the same time, flavor can hurt.
Time for Closing Questions:
1. What is your favorite rare from Scars of Mirrodin and why?
2. What do you think of Metalcraft?
3. What are you thoughts on Infect? Good idea? Bad idea? Do you think Infect will impact standard play in someway?
All right everyone; this is the week before the prerelease. I’m happy to say I’ve already got a party I’ll be heading to and I hope you do as well. It’s time to see the metal world reborn, lets hope for the best. And just remember, “Etherium is Limited. Innovation is not.” This is Corlando signing out.
By: Corlando
Hello everyone and welcome to this week’s edition of Cards n’Flux. My name is Corlando and I will be your guide as we dodge, duck, roll, and travel through the reincarnation of Mirrodin. I have to say I’m already excited about this revamping of Mirrodin, and I can’t wait to see what they will reveal next. In this week’s edition we will look at three cards I’m really looking forward to and I’ll expose my opinion on infect. Alright, lets get going!
The first card I want to talk about is the recently spoiled Ezuri, Renegade Leader. This legendary 2/2 :mana1::manag::manag:, Elf Warrior knows how to keep his men alive and how to inspire them to victory. First off, he’s a 2/2 for :mana1::manag::manag:. Not exactly a Runeclaw bear, but definitely not too wonky on the mana ratio to power seesaw. Now being a legendary creature, Ezuri has a number of abilities to make him stand out amoungst the other elves. First off we have an ability that allows you to regenerate any other elf creature. This is useful against any removal because then you can keep your creatures alive, even if they get targeted by a number of removal spells. Lets say you have just played a Jorage Warcaller kicked 3 times and your opponent, seeing how much an annoyance it will be, decides he wants to live and throws out a Doom Blade. Well, with Ezuri on the field, you can pay :manag: and negate the Doom Blade’s effect. Ezuri’s second ability is Overrun. No seriously that’s it except elf specific. “:mana2::manag::manag::manag: Elf creatures you control get +3/+3 and gain trample until the end of the turn.” This is just amazing. Now every Elf deck has essentially gained an infinite source of Overruns to throw down. Now swarms of Elves will be charging at opponents, running them down and spearing their opponents through as they charge onto victory, all the while being lead by their newest hero, Ezuri. I can see a good future for him.
The next card I want to point out is Sunblast Angel. If White ever wanted a fun way of creature removal on a creature, it just got one. Let’s break it down. First off, Sunblast Angel is a :mana4::manaw::manaw: meaning she is easy to summon in most any deck that runs White. Second she is a 4/5 so you get some overall nice stats for your 6 mana bucks. However, the third point is where the fun is. “When Sunblast Angel enters the battlefield, destroy all tapped creatures.” The best way to describe this card is as a turn-the-tide card. Your opponent has just Alpha struck with seven creatures, you’re dead next turn if you don’t draw something good. Then, as the sun rises in the east, you see Gandalf and the Riders of Rohan charging down towar- wait wrong script… um… one sec… I had it right here… …BOB where’s the script for the article … ah here it is… never mind, I got it! Where was I? You look to the east as you lift your next drawn card. The blinding light of day pierces through the window as you summon Sunblast Angel, annihilating your opponent’s tapped army with one creature. This card might be a bit expensive for a 4/5 flyer, but with the possibility of completely destroying your opponent’s army, I would totally pay that cost. The best part is that this ability is so easy to build around. Sleep is an awesome card to have if you are using Sunblast Angel. Turn Five, tap all your opponent's creatures. Turn Six send them to the graveyard for a permanent nap. How can such a simple combo be so much fun? Of course you could Alpha strike when your opponet’s creatures are sleeping, but it doesn’t mean you can’t just obliterate their army, then Alpha strike. I’d like to see Sunblast Angel make it into some sort of tournament deck, but regretfully I don’t think it will make it. Oh well, another awesome card for casual.
The final card I want to talk about is a card that I really look forward to playing with… Okay I say that about most of the cards I decide to spoil, but this one more than others. Geth, Lord of the Vault is a beast of a Zombie, demanding respect in every aspect. Geth is a :mana4::manab::manab:, 5/5 Legendary Zombie whose intimidate ability will no doubt end some games in a hurry. I love the fact Wizards decided to put intimidate on Geth, its just good to see this underappreciated ability on display on a creature who could really use it. However, this possible unblockable 5/5 is not done. Geth’s main ability reads “:manax::manab:: Put target artifact or creature card with converted mana cost X from an opponent’s graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.” This is such an awesome ability. Not only does Geth get you a creature, possibly something truly powerful like a Pelakka Wurm, but he adds to the graveyard meaning he always has something else he can pull from the grave. Another cool thing about this ability is there is no tapping involved meaning you could bring back multiple creatures to your side of the field, if they are cheap enough. I think Geth is going to be a pretty fun card to use, maybe not in standard, but definitely in constructed play.
Phyrexia the same plane Geth is from, is known for its reliance on a slick black oil that taints all it touches. This oil empowers some of Phyerxia’s creatures with the power of Infect. Essentially a combination of poisonous and whither, Infect means that a creature blocking an infect creature is dealt damage in the form of -1/-1 counters while a player gets poison counters. Too many -1/-1 counters and the creature dies. Too many poison counters and the player dies. When infect was first revealed I’ll admit I was excited. I like the idea of an effect like wither because creatures are not just chunks of mana a planeswalker summons. They are real creatures with skin, and eyes, and removable limbs. Wither helps to convey the idea that a real battle is going on between two armies. It’s a pretty cool idea in my opinion. However, when you add in the poison counters… I have to say no. Now we will have situations where an opponent could be playing with infect cards while essentially putting your life total at 10 while your opponent has 20. I feel poison is a bad idea. I mean look at another card that was just spoiled a day or two ago, Putrefax. It’s a :mana3::manag::manag:, 5/3 with Haste, Trample, and Infect. How many people do you think are going to play a mana ramping deck that gets Putrefax out on turn 3 or 4, boosts it with Giant Growth, and charges on in. You could have games that end before they can even get going. Not to mention Poliferate. How annoying would that be, to lose to a Contagion Clasp’s poliferate ability? I promise you, if that happened to me, I would probably punch someone. I just think that Poison adds another win condition that didn’t need to be there. We’re happy with 20 life. We’re happy with mill. Heck some of us are happy with Felidar Soverign, we don’t need another way to win especially one that makes the game so cheap. I’ll admit that Infect does give Scars of Mirrodin some beautiful flavor with the two different armies having different methods of fighting, but at the same time, flavor can hurt.
Time for Closing Questions:
1. What is your favorite rare from Scars of Mirrodin and why?
2. What do you think of Metalcraft?
3. What are you thoughts on Infect? Good idea? Bad idea? Do you think Infect will impact standard play in someway?
All right everyone; this is the week before the prerelease. I’m happy to say I’ve already got a party I’ll be heading to and I hope you do as well. It’s time to see the metal world reborn, lets hope for the best. And just remember, “Etherium is Limited. Innovation is not.” This is Corlando signing out.