Din pacate nu mai pot adauga la primul post deoarece am depasit numarul de caractere disponibile/post.
Asta e ultimul post din Seria - Limited Review DGM.
GREEN
Battering Krasis
2.0.-2.5?– Nice artwork, great evolver, not a a great evolve trigger. I would play it in any green based deck I play but I would be more happy with Shambleshark which for 1 mana less is almost the same creature. Trample is relevant in the late game and I can see situations where this will be a 4/3, even 5/4 but I’d still go for the Shambleshark between these 2.
Kraul Warrior
2.0 – A bear is a bear. Be it any format a bear that can have a potential upside and has a cost that is not very mana intensive I would definitely not feel that bad with it in the deck. It’s ability isn’t something that you’ll use often but when you do, you’ll possibly end the game or trade with a X/5 creature which is not bad.
Maze Behemoth
h[img]ttp://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/63slwri6bh_EN.jpg[/img]
2.5 - 3.0.? - 5/4 for 6 with trample. Trample is a very powerful form of evasion. It does not have the obvious power of flying or unblockable but it is usually posted on big creatures that can take over quickly. This 5/4 is not something to be made fun of and the fact that it will give evasion to other possible monsters you have makes me give it a 3.0.
Mending Touch
1.0. – Decent trick, not more to say. It will see play but it will be as good as Stave off was back in the day. I’d even rate it worse than Stave off since it cannot act as an evasion form but just as a ‘save target creature’. I personally, would not maindeck this ever.
Mutant’s Prey
0.5 (normally)
2.0(Simic, Golgari)
- This card fluctuates in power a lot. In any non-simic, non-golgari deck is unplayable but if you put it in an aforedmentioned deck, it can be as good as Pit Fight. Of course, even in those decks I’d still take Pit Fight over this one, just because it can make non-evolved, non-scavenged creatures fight. It is a decent removal for the decks that need it and a totally dead card for other decks. Therefore, it should table a lot more than Pit Fight in drafts.
Phytoburst
0.5 -1.0.? – This is such a bad common. If it would have been an instant and costed 2G it would have been a great adition to green decks. This way, it is very bad since a sorcery pumper let’s your opponent know your plan too well, not to play around it. I’m sure it can cause some hits when the coast is clear and your 2/2 can attack, but I would keep this thing in the sideboard all the time, if possible. Also, there are good bloodrush creatures that can be activated at instant speed and mess with combat.
Renegade Krasis
3.0. – This evolver is quite nice. 3 power for 3 mana is already a good start. Combine that with evolve and another ability which can be amazing in Simic or Golgari decks in limited and you’ve got yourself a superstar. This can even be a 3.5 in the right deck, just sayin’…
Saruli Gatekeepers
2.0. – The body is what this creatures brings as its most important stats. It can gain you occasionally 7 life, which is not something bad at all, but when compared with the other bodies that gain you card advantage, I wouldn’t call [img]Heroes Reunion[/img] an actual card. It is more like half a card. I wouldn’t dismiss this in a 5-color control deck that is base green and tries to stabilize and take over with monsters. There, it will surely gain you 7 life since you’ll be playing a lot of guildgates and it can act as a survival method to get to the fatties. Then he might be a 2.5.
Skylasher
2.5.-3.0? – This bear is not a joke. Against any blue based deck it can block indefinitely and cannot be the target of blue magic. I would play it in any green deck, just for the chance to surprise a blue player with this blocker, but it is fine on its own as a 2/2 for 1G with reach and flash. Not sure if it deserves to go to 3.5, but I can see it being a 3.0 most of the time, even in a slower format.
Thrashing Mossdog
2.5. – 3.0 – Again, another creature with reach, that has added value as the game goes long, I’m not sure if this fits at 3.0, it might be more a 2.5, but it can be good on offense and defense so I’ll surely try it in my green decks.
GRUUL
Armed // Dangerous
3.0.– 3.5?– The dangerous part is where its power lies. It basically says that you can allure on creatures on the other side to block your 1/1 while you go for the victory. If you can fuse it, you can give your 4/5 deathtouch a +1/+1 and first strike, and clear your opponent’s board. Of course, that is the ideal case, but mostly you will be able to make favorable trade. I can be a 3.5. since it does not come in the form of a creature so that the opponent expects it and plays around it, like with Prized Unicorn.
Feral Animist
3.0 – I don’t think this guy should be underestimated. He is a good beater and left unblocked with 6 mana open means that it can hit for 8 on its own. It requires blocking almost immediately, and with bloodrushers in the format he can be a much bigger surprise, than usually. I’d actually pick him pretty high if I planned on going Gruul.
Gruul War Chant
3.5. – Giving +1/+0 to your attackers is not amazing but making them be blocked by 2 or more creatures is a lot of power. On a 4 mana enchantment, this effect should normally stick for a long part of the game and could help you win out of nowhere. Imagine that you have 4 creatures on the board, your opponent has also 4 creatures and you have a bloodrusher in hand that can seal the deal on the game. With this enchantment out, you can basically get through with 2 of you 4 guys and even if one eats removal, you will still have the other one to bloodrush something on it. I’m not saying it will usually win you the game, but at least most of the time it will do so.
Ruric Thar, the Unbowed
3.5 - 4.0.? – If this ain’t a bomb, I’m not sure what is. There might not be a lot of noncreature spells cast in limited but even 1-2 spells cast can be ridiculous with this guy out. Taking 6 out of nowhere is pretty crazy and trying to block him with creatures can be the only way to get rid of it. It can’t be a 4.5., just because he has to attack each turn and I’m sure that your opponent will gladly trade 2 or even 3 guys for this to die. You cannot actually control how much he stands on the battlefield, except for when you have some bloodrushers. This combination can win you many games.
Savageborn Hydra
4.0 – Another bomby creature. This can come in at any time, as soon as turn 3, and can grow even after it was cast. Imagine making it huge in the late game and then giving it trample with any bloodrush/spell. It says ‘removal or die’. Blocking this can be really really hard.
Scab-Clan Giant
3.0.-3.5?– Why do you choose at random, bro? Again, random is bad in limited. Even worse than in constructed. Still, it says that it fights target random creature an opponent controls which means that most of the time it will get rid of something on the other side. It has 5 toughness which can resist through a lot and it can get rid of many creatures with its 4 power.
Zhur-Taa Ancient
3.5. – What a beast. For 5 you get 7 power. That’s actually really nice in limited. Its second ability won’t hurt you as much as in constructed. Getting flooded or having access to a lot of mana in limited isn’t something many decks can take advantage of. Unless they run the Orzhov card that has XWWBB as its cost, you are almost safe from any crazy spell (well, except mythics like Aurelia’s Fury, Rakdos’s Return or even Sphinx’s Revelation). Also, you can bring your own toys to play, like Clan Defiance.
Zhur-Taa Druid
3.0 – Ramping in limited with creatures has always been nice and this one has the added value of not being a dead card in the late game. It can ping your opponent pretty hard, and all that while giving you more mana to play with.
SELESNYA:
Advent of the Wurm
3.5.-4.0? – There’s not a lot to say about this card. What it does, is amazing from limited point of view. With a few populaters in the deck this can end the game quickly. Running this at the end of the 4th turn and Eyes in the skies or Rootborn Defenses in response to removal on the subsequent turn it won’t be something rarely met when playing this card. It is pretty close to a game-winning bomb. All you need are some populate spells that you will already be playing in your Selesnya deck. The only bad thing about it that I can see is the mana cost which is a bit restrictive, not much.
Alive // Well
3.0– The Well part will gain you a lot of life in Selesnyan build but the Alive part is the one I am more eager to talk about. Giving you something good to populate on the next turn is great and it will see a lot of play in limited. Add in the possible lifegain and it is an awesome card, limitedwise.
Armored Wolf-Rider
2.5. – 3.0? – I can see there are a good number of cards for Selesnya. They follow the trend from RTR and they do not disappoint. While Emara might be the most boring Selesnya card, This vanilla dude is also kinda boring. It is a good body and will see play as a consequence but I am not very fond of him in a Selesnya deck. He does not help with the theme at all.
Bronzebeak Moa
3.0 – Great bird for the Selesnyan’s. With the populate mechanic even at instant speed, the bird can grow mid-combat and kill almost anything in sight. I feel it will even be worthy of a 3.5 mark once I play with/against it. I’m giving it a 3.0 for now just because it does not help with populating, it is actually helped by populating.
Emmara Tandris
2.5 (normally)
4.5(with enough tokens & populate effects) – What an amazing card! Well, not quite. It does have a lot of power in Limited, even though seeing this delicate lady at 5/7 still bugs me. With just a bunch of tokens out, it reads tokens are indestructible in combat. Well, isn’t that nice. Also, good luck using your explosive impact on my 5/5 wurm with trample. No, seriously, she is amazing in token strategies. She may deserve a 4.5 there but what happens if the populate machine does not work efficiently? You play your 5/7 girl on turn 7 and expect to build your army from there? She is hard to evaluate just because she does not make a good splash and because she can be bad even in Selesnya from time to time. I guess I’ll always maindeck it with enough populate in my deck.
Trostani’s Summoner
3.5 – 4.0?
This card gives a lot of toys. A 1/1 for 7 will clearly come with a lot of power unless it’s that Morph dude that costs 8 and is a 1/1. This card puts a 2/2 with vigilance, a 3/3 centaur and a 4/4 with trample along with the 1/1 body. What’s not to like about it? The lack of cloudshift and restoration angels in the set, that’s what. Well, we still have populate, and actually a lot of good populate spells which will see play in DGM limited. Expect this guy to be played and actually be the cause of many victories. What a great 1/1 to have.
Unflinching Courage
3.0– I’m giving a lot of good grades to these Selesnyan cards. Not sure if I’m being to generous or this guild is actually so good. I fail to see bad cards in this guild and it scares me since I’m not going Selesnya at the Prerelease and I don’t plan on switching to it. Given that it was the best guild in RTR and now makes a comeback with other awesome cards, I think it will win a lot of limited events in the upcoming months. Even this ‘reprinted’ enchantment (Armadillo Cloak) will cause a lot of pain to opponents because of its amazing power boost for just 3 mana. It breaks aggro in 2 and it can also be very good against controlish strategies. Good job Wizards, you’ve decided who won the Maze, and that by giving a lot of power to one guild. And the best is yet to come. With only one card left to discuss in Selesnya, how much power can that have on it? Well…a lot.
Voice of Resurgence
3.5. – In limited it is a bear with a small upside. It will usually lead to leave a creature on the board after it dies. That’s about it. In constructed it will tear the format if flash decks can’t do their thing. But since we’re talking about limited, I have to say that even as a 2/2 that leaves behind a creature with power and toughness equal to the number of creatures you control it can cause a lot of problems. In Selesnya decks you usually build towards a stalemate. Therefore, you might have at least 5-6 creatures by the turn this dude dies. Well a 2 mana spell that pooped a 5-6 power one is amazing. I’m not even going to mention a few mistakes from your opponents that will give you free creature tokens out of nowhere, by playing instant speed stuff on your turn. And with such few mass removal spells in the format, Selesnya will gladly take over. Well, it can be dealt with, but only if the opponent can deal fast with those early tokens on the board. That’s why I think it is ok to waste a good removal spell on a 3/3 centaur.
CLUESTONES:
I’d rate them all at 2.0 since they are gonna see play but no one will love to have them. They are necessary color fixers and ramp. I personally love drawing cards when I’m being flooded with lands and there’s no more need for the artifact fixer. I know that many like the Keyrunes more for they’re creature turning abilities but I personally prefer the card drawing.
GOLD SPLITS:
Beck // Call
3.0 – Awesome enabler for combo elves in modern, sweet card in limited as well but mostly when fused. Making 4 birds and drawing 4 for 8 mana is pretty decent in limited. I would play most of the time since those colors already tend to go for the mid-long game. The Beck side on its own is not so great in limited, for clear reasons. You cannot go off with it and no other combo pieces.
Ready // Willing
3.0 – This gold split is also pretty awesome for making your army either indestructible, or giving them lifelink and deathtouch, but when you combine these two you get vault of the archangel + indestructibility on only one card. This can be a blowout in limited but I am sure people will learn to play around it after a few weeks. It is just as Aetherize, good when people less expect it. This one is a rare and it won’t come that often.
Breaking // Entering
3.0 -3.5.? – If I would open this in pack 1 I would definitely try pushing GRIXIS mill. It sounds like an awesome archetype that uses black and red cards mostly for removal and some of the blue and black cards for milling. This card has immense potential with Breaking being a serious milling machine in limited getting rid of basically 1 / 4 of your opponent’s deck (since after drawing 7 he will still have 33 in his library), and it can take his bomb if it’s in his graveyard and use it as a blocker or even as an attacker as it comes on the battlefield because it has haste. I would play both sides of the card. I wasn’t that happy to have a Mind Sculpt in M13 limited but I believe that milling is more viable in a slower format like DGR is supposed to be. I actually can’t wait to try it out. There are also so nice mill cards in RTR waiting to be played for quite a while.
Catch // Release
2.0 – for 3 mana, Catch Is definitely good and it will probably make more waves in constructed since in limited it will mostly steal creatures, as Act of Treason does. At 9 mana you can cast the fuse card in order to get rid of the stolen creature and some other creature on your opponent’s board. I am not that thrilled playing this card at its fused card, mostly because the effect isn’t something that I feel should cost 9. At 7 in total it should have been decent enough. It remains mostly an Act of Treason in limited, that’s for sure.
Flesh // Blood
3.0 – I really like the Blood part on the card. It is a much better ability than Fight and can even hit the player. It is versatile and it only costs 2. By using the Flesh part you can Scavenge non-scavengeable creatures from your graveyard or from your opponent’s graveyard which means you will get to choose the biggest monster in a graveyard and put all its power onto one of your creatures. These two effects combined can be really threating and can even hit the opponent himself for 7-8+ damage and leave you with a huge body in play. The only bad part, and pretty important one is that a single instant removal spell from your opponent can mess with your entire effect. Just be careful when you cast this for the coast to be clear. You don’t want your entire plan to foil to a Grisly Spectacle or other good instant removal.