Joshua Justice takes a closer look at rares mythics and playable commons and uncommons with his set review of Innistrad.
Unsummon
It’s Time Walk! It’s Time Warp! Taking two turns with Time Stretch! Gotta make my mind up: how much edge can I take (without actually taking extra turns)?
With CawBlade in its recent incarnations gone the metagame is seemingly wide open. Any number of archetypes can claim to be the new top dog, and the viability of many cards goes up without the fear of a Jace making them irrelevant or a turn three Batterskull attacking too quickly for them to come online. Until some tournament results come in to fill in the gaps any talk about the new metagame will be little more than an educated guess, but we can still know questions need to be answered.
The new Commander cards: Wizards tested, player approved? Jules walks us through taking the new cards in Magic through paces in places, both expected and not! How are you going to use your cards?
Scott Muir gives us an event report on how he earned 3rd place at this past weekend’s StarCityGames Legacy open event, including how he sideboarded for each matchup and what he would consider for future changes in the deck.
Mike Hawthorne runs us through the strength and synergy of Legacy’s New Horizons, giving us a map of the deck’s abilities and interactions.
Here is part 1 of Gregory’s design review – a unique card-by-card analysis from an ex- magic designer.
With recent columns singing the praises of precons, Jay Kirkman now turns to the darker side and examines where they frequently fall short.