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This is very, very solid. It has a good casting cost to power and toughness ratio and it has the ability to become indestructible, which is fabulous. But I'm especially happy to see this card because its ability doesn't just benefit you with getting and indestructible beater but part of the cost allows you to put a manifested land or spell you need back into your hand. It also makes their removal spells whiff. This card is very, very good. Unfortunately this likely won't be worth any money, but this is going to win limited games.
One of the biggest problems I had with Manifest was that if you had a good removal spell and needed it it was stuck as a 2/2 creature that could never flip up. This allowing you to put it in your hand at instant speed is remarkably good. This helps with the biggest problem I had with manifest and is a solid combat ability on top of it. I'm very, very happy to see this card.
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This has the potential to be worth some money, especially in a year or two. This seems unlikely to be reprinted; with core sets ceasing, there are fewer opportunities coming in the future. This is probably a little narrower than Flashfreeze, especially in Modern. In Legacy, this counters practically nothing and in Modern it can't counter Scapeshift or Splinter Twin which seems like a real liability if you ask me. Ultimately, this will likely end up in some Standard sideboards and we'll see if we want it in other formats in the future. I think this will be printed fewer times than a card like Flashfreeze which was reprinted until it was powder. I don't see a ton of uncommons with potential, but this is one I'm looking at. If I see these sitting on tables after a draft, I'm sticking them in a box.
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Prowess is a pretty good ability to have. It's not a good ability to pay 5 mana for.
This isn't quite Prowess, though, is it? It's cumulative. Every spell you play every turn accumulates, and when you've played 5 or 6 spells over a few turns, all of a sudden you can give a creature quite a large boost. This lets you swing with relatively small creatures and really screw up their combat math and make them afraid to let even the smallest creature through.
The problem with this card is that there's no real card historically I can compare it to so I feel a bit lost. Yes, once this gets charged up it can be good. Another thing it has going for it is that is that drawing a subsequent one isn't as bad as it could be, because playing it will add a charge counter to the first one, making you more likely to play more copies since it's less of a liability.
Ultimately, sets will have better cards than this that never end up worth more than a buck or two. Maybe I'm shy after watching Dragon Throne of Tarkir, admittedly a card I didn't think would impact Standard, do nothing, but I'm not super bullish on this card. It seems powerful eventually, but I think in decks where you're winning with Prowess creatures, their own prowess triggers are enough and you're rather play non-creature spells that impact the board a bit more and there is no room for this. If you think I'm totally wrong, this could end up worth a few bucks.
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Here we are. A card I really don't want to review. Why? Basically, this card is a bulk rare or a $3-$10 card and it all hinges on how good Manifesting actually is and how many decks want to take advantage. This reminds me a bit of Luminarch Ascension which was a few bucks because one deck built around it and used it very well but not every deck was able to take advantage of it. Is the lifegain something decks need in Standard? Is 3W too much to pay for a 2/2, even one with upside?
Yesterday, I gave a pretty "meh" review of Wildcall and a few people, including one in the comments section of the article said I was underrating the card. I think it all hinges on whether we want to invest an entire card to manifesting. I personally think the incidental manifestation you get from a card like Whisperwood Elemental is fine but I don't know if I want to use a whole spell to get a 1-shot Manifest.
This is a bit different, though, letting you Manifest repeatedly, and every time you put a creature you can afford to flip up into play, you can potentially gain some life.
I'm inclined to say this is pretty good, and if I underrated Wildcall, I'm probably underrating this a bit, too. In a control deck, this is a good way to get creatures into play when you need them and gain some life to put your life total out of reach. However, you'll need to be playing enough creatures that you can flip some of those permanents up that you manifested, so it's not going to gain you any life if you are a pure control deck with few creatures. You can still use it as a Mobilization. though, so maybe it has merit. This is a hard card for me to review knowing I lack knowledge of the future. I will say this.
If this sees fringe play in control decks, decks which can't really maximize its use due to the few chances to get the lifegain trigger, this will be $2-$4. If you think it fits best in that role, that's probably your price target.
If people decide Manifest is too risky in a deck with a lot of spells, 4 mana is too much for a token or a better card in this role comes along, this will be bulk.
If lots and lots of decks are using this and the lifegain causes really annoying mirror matches and this is the primary way people put creatures into play, this could be anywhere from $6-$20. If you think this card is that good, it's a $10-$12 playset on eBay right now and you have room to profit. Personally, I'm staying away.
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Here we are. A card I really don't want to review. Why? Basically, this card is a bulk rare or a $3-$10 card and it all hinges on how good Manifesting actually is and how many decks want to take advantage. This reminds me a bit of Luminarch Ascension which was a few bucks because one deck built around it and used it very well but not every deck was able to take advantage of it. Is the lifegain something decks need in Standard? Is 3W too much to pay for a 2/2, even one with upside?
Yesterday, I gave a pretty "meh" review of Wildcall and a few people, including one in the comments section of the article said I was underrating the card. I think it all hinges on whether we want to invest an entire card to manifesting. I personally think the incidental manifestation you get from a card like Whisperwood Elemental is fine but I don't know if I want to use a whole spell to get a 1-shot Manifest.
This is a bit different, though, letting you Manifest repeatedly, and every time you put a creature you can afford to flip up into play, you can potentially gain some life.
I'm inclined to say this is pretty good, and if I underrated Wildcall, I'm probably underrating this a bit, too. In a control deck, this is a good way to get creatures into play when you need them and gain some life to put your life total out of reach. However, you'll need to be playing enough creatures that you can flip some of those permanents up that you manifested, so it's not going to gain you any life if you are a pure control deck with few creatures. You can still use it as a Mobilization. though, so maybe it has merit. This is a hard card for me to review knowing I lack knowledge of the future. I will say this.
If this sees fringe play in control decks, decks which can't really maximize its use due to the few chances to get the lifegain trigger, this will be $2-$4. If you think it fits best in that role, that's probably your price target.
If people decide Manifest is too risky in a deck with a lot of spells, 4 mana is too much for a token or a better card in this role comes along, this will be bulk.
If lots and lots of decks are using this and the lifegain causes really annoying mirror matches and this is the primary way people put creatures into play, this could be anywhere from $6-$20. If you think this card is that good, it's a $10-$12 playset on eBay right now and you have room to profit. Personally, I'm staying away.
Scroll of the Masters
Prowess is a pretty good ability to have. It's not a good ability to pay 5 mana for.
This isn't quite Prowess, though, is it? It's cumulative. Every spell you play every turn accumulates, and when you've played 5 or 6 spells over a few turns, all of a sudden you can give a creature quite a large boost. This lets you swing with relatively small creatures and really screw up their combat math and make them afraid to let even the smallest creature through.
The problem with this card is that there's no real card historically I can compare it to so I feel a bit lost. Yes, once this gets charged up it can be good. Another thing it has going for it is that is that drawing a subsequent one isn't as bad as it could be, because playing it will add a charge counter to the first one, making you more likely to play more copies since it's less of a liability.
Ultimately, sets will have better cards than this that never end up worth more than a buck or two. Maybe I'm shy after watching Dragon Throne of Tarkir, admittedly a card I didn't think would impact Standard, do nothing, but I'm not super bullish on this card. It seems powerful eventually, but I think in decks where you're winning with Prowess creatures, their own prowess triggers are enough and you're rather play non-creature spells that impact the board a bit more and there is no room for this. If you think I'm totally wrong, this could end up worth a few bucks.
Neutralizing Blast
This has the potential to be worth some money, especially in a year or two. This seems unlikely to be reprinted; with core sets ceasing, there are fewer opportunities coming in the future. This is probably a little narrower than Flashfreeze, especially in Modern. In Legacy, this counters practically nothing and in Modern it can't counter Scapeshift or Splinter Twin which seems like a real liability if you ask me. Ultimately, this will likely end up in some Standard sideboards and we'll see if we want it in other formats in the future. I think this will be printed fewer times than a card like Flashfreeze which was reprinted until it was powder. I don't see a ton of uncommons with potential, but this is one I'm looking at. If I see these sitting on tables after a draft, I'm sticking them in a box.
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We've shared plenty of Uncharted Realms in this space before. That is, the article series on the mothership that explains the lore behind all of the cards we play with every week.
Today, we have a different twist on that.
A user named "Sketchydoodle" decided that the serious telling of the tale concerning the meetup of Sorin and Ugin just wasn't enough. What we needed was... a comic. And really, who doesn't want to read something were Emrakul is introduced as "Om Nom worlds?"
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Channel Fireball will be the new sponsor of the show.
Card Kingdom still has one of the best buylists around, despite no longer being the LR sponsor (I mean, unless something horrible and unannounced has happened, but nah).
Marshall's draft videos will now appear on Channel Fireball, too.
This is, seriously, so sweet.
I hate to get all fan boy, but I'm really excited about this. As far as MTG video content goes, I watch a fair bit, but LSV is the only pro whose videos I watch 100 percent of. In my mind, no other content creator explains his lines so clearly or expresses his thought process so easily. He's also a subtly funny dude, which means he is not only a great teacher but a great entertainer. For these reasons, he fits into the LR ethos perfectly: a guy who is going to make you better at Magic but also make you laugh.
With that in mind, here's my top eight predictions about what LSV's first episode (and probably many subsequent ones) will bring to the table:
There will be more than ten twenty utterances of the word "reasonable."
LSV will strongly advocate taking a seven-drop during the crack-a-pack, and I, for one, hope it is Venerable Lammasu.
A Snowhorn Rider will be opened, they'll discuss it, and LSV will reference the Temur deck being his "worst matchup." Marshall will know it's coming and be ready for it.
There will be more than five puns that go completely over Marshall's head.
There will be more than five inside jokes that go completely over our heads.
Marshall will be so taken aback with something outlandish LSV says that the show comes to a standstill for half a minute (remember that editing on LR is minimal).
There will be frequent references to monkeys, apes, and primates peppered throughout the show, but they will be so subtle that you'll miss half of them.
LSV will take up the signoff mantle, but with a new twist (like what?!).
If you can't tell (you can), I'm really looking forward to this Friday. I mean, like most American workers, I'm always looking forward to Friday, but in this case, there's more reason behind it than just starting the weekend. Although, now that I think about it: jeez, the weekend. I'm pretty remarkably excited about that, too. Maybe even more excited than for LR's first LSV-co-hosted episode. It's hard to say.
Sorry, I got sidetracked there.
What's not hard to say is that if you're serious about getting better at Limited and you don't listen to Limited Resources, you're doing it wrong. Pull yourself together and fix this gaping hole in your knowledge library.
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Grand Prix Denver was pretty uneventful for me. I found myself quickly dispatched in the main event after bricking on a Treasure Cruise or two.
I spent day two playing 9 rounds of sealed and taking 9th in the Super Sunday Series event, which was a little heartbreaking, but it's all just a part of playing the game.
This is the deck that I registered for the main event:
JeskSligh
spells
4 Monastery Swiftspear
4 Seeker of the Way
4 Goblin Rabblemaster
4 Mantis Rider
2 Defiant Strike
4 Lightning Strike
4 Stoke the Flames
4 Jeskai Ascendancy
4 Treasure Cruise
1 Chandra, Pyromaster
1 Magma Jet
lands
4 Mystic Monastery
4 Temple of Triumph
3 Temple of Epiphany
3 Flooded Strand
3 Battlefield Forge
3 Shivan Reef
2 Plains
1 Island
1 Mana Confluence
sideboard
4 Disdainful Stroke
4 Searing Blood
3 Glare of Heresy
1 Magma Spray
2 Erase
1 Suspension Field
After a first round bye, I lost to UW Heroic, Abzan Whip, beat Sam Black Boros, then lost to Monored Aggro.
Oddly enough, the card that performed worst for me was Treasure Cruise. I bricked in tight game threes off of a Treasure Cruise against both Abzan and Heroic in games where I could have easily won with a little more gas, and I lost game one to monored with two uncastable Treasure Cruise in my opener.
It's hard to imagine not playing Treasure Cruise in a Jeskai Ascendancy deck, though, and I was very happy to have it in post board games when my spells were better configured to play a one-for-one game until I can take over with card advantage.
Sometimes you just get unlucky.
Spoiler Alert
Anyway, it's very likely that I won't be able to play Standard until Fate Reforged launches, so I'm much more concerned with experimenting with some new cards than reflecting on an older piece of technology.
There have been a few amazing cards previewed for Boros and Jeskai decks that I am very excited about. The two most important cards spoiled for me so far are Monastery Mentor and Flamewake Phoenix.
Rabblemasters 5-8.Chandra's other phoenix.
What's very interesting about these cards is that they're both obviously strong enough for Standard play in similar strategies, but that they both pull deck building decisions in opposite directions. Monastery Mentor biases one toward Jeskai Ascendancy and a high spell count, while Flamewake Phoenix fits better in a deck with Ashcloud Phoenix and Stormbreath Dragon.
If Monastery Mentor is as good as it looks, then I would just cut Monastery Swiftspear from my Jesksligh deck for it and be relatively happy. The other change I would make to that particular deck is to make room for a maindeck Valorous Stance:
I like Suspension Field. I love this.
Valorous Stance deals with most of the creatures that the red spells aren't good against without being dead against control decks. I love this card, and I would cut the sideboard Suspension Field for one as well. Hedging against the Temur matchup, destroying Siege Rhino and having a random hedge against removal are all excellent for this deck.
Flamewake Phoenix, on the other hand, doesn't fit in here. It does play nicely with Mantis Rider in order to have more evasive threats, but Jeskai can't rebuy it easily and it's probably not on the power level of Ascendancy and Monastery Mentor for a three-color strategy.
Alternatively, Flamewake Phoenix is exactly what Boros was missing and also lends itself well to Gruul. The question is whether you'd rather play Seeker of the Way and Chained to the Rocks or Heir of the Wilds and Elvish Mystic.
Now, I'm not entirely convinced that either of these strategies is heads-up more powerful than the Jeskai Ascendancy engine. The motivation for going in this direction would be Jeskai's weakness to Drown in Sorrow and the like, as well as finding a way to better combat Siege Rhino.
I'm of the belief that Boros handles these goals much better than Gruul. It is notable that Gruul will generally have better Stormbreath Dragons than Boros on account on the mana accleration, though this is something I consider an acceptable loss. If I were the type of player who really valued mana dorks, I would play Gruul, but that's just not me.
All told, Xenagos, the Reveler would probably be the card that pulls me to Gruul if I end up playing that deck, but for now I gotta go with Chained to the Rocks. If the Gruul deck does end up being very good, it's possible that there is some money to be made on Xenagos, who has decreased in value substantially after exploding previous to the launch of Khans of Tarkir.
The risk you run on this is that every day that passes, Theros is one day closer to rotating out of Standard, and any spike that occurs would require the ability to flip these guys quickly in order to be profitable. Invest cautiously.
Meanwhile, updating the Boros deck I posted a couple weeks ago for Flamewake Phoenix will be relatively easy. The deck already does a good enough job supporting ferocious, so the changes will mostly center around moving the maindeck cards that belong in the sideboard to the sideboard. Namely, Hushwing Gryff and Searing Blood probably have too wide of spreads of relative power levels to be maindeck cards.
Fortunately, Fate Reforged offers another strong Boros card in Soulfire Grand Master.
The obvious downside to Soulfire Grand Master is that it doesn't hit very hard and that redundant copies are literally Glory Seekers. The notion that the card should be payed as a four-of sounds wrong to me, but I like a couple copies.
This is a speculative Boros list, pending further spoilers:
Boros Midrange
spells
4 Ashcloud Phoenix
4 Goblin Rabblemaster
4 Seeker of the Way
4 Stormbreath Dragon
1 Brimaz, King of Oreskos
2 Soulfire Grand Master
4 Flamewake Phoenix
1 Valorous Stance
4 Chained to the Rocks
4 Lightning Strike
4 Stoke the Flames
lands
9 Mountain
4 Plains
4 Battlefield Forge
1 Mana Confluence
4 Temple of Triumph
2 Wind-Scarred Crag
sideboard
3 Erase
4 Glare of Heresy
4 Hushwing Gryff
4 Searing Blood
This deck looks very good at getting people dead and has some resiliency. I could see something very close to this being excellent, and am excited to experiment with it.
As for the immediate future, this coming weekend I will be playing in GP Omaha with Izzet Delver. I'm hoping to run better there than I did in Denver, and it's a deck that I'm much more experienced with. I have high hopes and, not long after I return, there will be a new set to play with. I couldn't be more excited.
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Solid. It's high on the curve, but it presents the opponent with an interesting dilemma; take it on the chin or face even more beasties next attack. Anything that forces your opponent to make a Sophie's Choice like that is fine by me. Green has a few ways to ramp to this, and 7 mana may be just fine in a slow format like this. This can also kill nearly every dragon if they have to block.
The best part is that this allows you to manifest without costing you a card. Expanding your side in a war of attrition and making their chump blocks less beneficial makes this a very solid card. I don't think you want many copies since it costs 7, but it's uncommon so that won't be an issue. This is a playable card and I like its style.
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Good news, everyone! Now Pongify exiles their dude and can sometimes deprive them of a spell!
This card is sick. You can use it on your own creature in a tight spot if it's about to die and you need to keep the pressure on and you can Pongify their creature but exile it. All in all, this could see Constructed play. Blue rarely gets removal as good as this and the ability to exile a creature of theirs alone makes this worth it. I could see this being a buck or two. I'm a very big fan of this card, and its Fing Fang Foom artwork, too.
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This, I like. The red and green versions of this concept focus on giving us enough +1/+1 counters to justify the casting costs, essentially making the top card of your library into a Hill Giant or whatever. This, though, gives you a Grey Ogre but it's OK because you get to Scry as well. This is very, very cool. You can turn spare land into a creature late in the game and scry on top of it. This is very cool. I can see this getting some play in limited and I bet its average pick order will decrease as people play more drafts of the set. Having some control over the card you manifest makes the concept even better. This is good design work.
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