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Well well well Snapping Drake...we meet again. I love me a Snapper. I was even pretty happy when this card was first printed in White. It is a simple design that fits well in both colors. I would have like to see Snapping Drake get reprinted in RTR block because it was a staple card in the original Ravnica block limited environment and it is a balanced design that has existed for years. It is a little lame that they couldn't come up with any new Boros or Orzhov flavored card that could fill the same role as Assault Griffin in limited, but I don't mind this reprint. The biggest knock I have on this card is the flavor text, which is not only silly, but also innaccurate. Just look at Drakewing Krasis. If these two fought, they both die. That is pretty evenly matched I would say. Do I get a prize? No. This griffin even has armor on. It is like it's flavor has built in equipment. You could suit up a Krasis in armor and probably give it at least +1 toughness. Flavor. This is why it doesn't ever make any sense.
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I like that this was moved up to uncommon. I think it is appropriate for this to be a sorcery instead of an instant because there are already several iterations of this effect at common (including the Starter '99 printing of Righteous Charge). I don't like it when 'team pumps' get slotted at common, it really lessens the playability of the card, which is awkward because you usually have 1-2 in your White draft decks, but people are used to playing around them more effectively, so they tend not to be as good.
What is this card doing here? It has notable impact for hosing Bloodrush, but so does every instant speed removal effect. This is not the card I like for common White removal. In Stronghold, it was really not that great. I have been playing long enough to remember this card when it first came out. Since then it has been put into sets where it can have a much bigger mechanical impact. Killing Eldrazi and Gruul beaters is important, but it kind of cheapens the role of fatties in limited when you just get blown out by a cmc 1 removal spell.
As far as the flavor changes go on this card it only ever gets worse. In Stronghold, the flavor was perfect. This card lets your smaller monster 'kill' a bigger monster. Which was perfect when Gerrard defeated Volrath, Evincar of Rath. The flavor text was put on the card to help tell the story of the set. WHICH IS HOW IT SHOULD BE! This printing has no flavor. The creatures in the art aren't even in combat. They are not fighting anyone. The guy just spontaneously combusts. That is Red. Not White. And the flavor text. Good god. DAT TEXT. I just can't...please make it go away.
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This is an important example of when the flavor on a card works PERFECTLY. It is a Dimir card, mechanically not so much, but the flavor makes perfect sense and this is backed up by the actual flavor text. The Dimir work in secret and strange ways. Subtlety is the key to their organization's success. The art shows an Azorius controlled district, made obvious by the rooftop fountains. Of all the guilds, the Azorius would have the slowest response to an event like this. It would literally take hours for them to resolve. This card is hinting at a nefarious purpose for a simple act. What are they trying to delay, what are they trying to cover up? This card tells a story that is worth listening to. It isn't cheeky, it isn't silly. Cards like this make the game move, awkwardly enough.
Jeez. Temporal Spring has really fallen a few rungs down the ladder lately. This card is more expensive and it can't hit lands. That is pretty substantial. I talk about power creep often. Some people say it doesn't even exist. I think it is a really strange subject and often confused. A popular counterargument is that power creep is circular and that eventually the game will shift back around until cards we thought were too good are in fact not very good. I think some of that is happening, but not really. Look at Legacy these days. It is heavily populated by cards that have been printed in the last 5-6 years. There are of course, still many older cards that see a ton of play like Lightning Bolt or Counterspell, but these cards are long standing fixtures of the game that have been present at many moments in the history of the game. They are simple and timeless and thus will always be good. There will be dudes to zap and spells to counter no matter what happens.
The kind of power creep that concerns me the most is the widening gap between rarities. Mythics are about 40% broken and 60% just regular rares in disguise. Uncommons and commons are pretty much only playable in limited except for the occasional breakout like Delver of Secrets. What happens to the game if rares get better and commons get worse. The price for competitive decks rises substantially because you have to crack tons of packs to get to just a few cards. The value of the other 14 cards in the pack tanks because the market is completely over-saturated. Two years from now, cards that were staples in their Standard environment would barely be playable in the new Standard. What it boils down to is higher gains for the game maker and lower gains for the collector of the product. You don't think that all this evil grows out of printing weak commons? Think again.
Final thought: What is your Doorkeeper doing out in the street? Go home Doorkeeper, you are drunk.
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Secondly, let's talk flavor. This card is telling an important part of the Gatecrash story. The New Guildpact is starting to unravel as people lose faith in the guilds. More people are becoming independent or, as shown in this art, moving to different guilds. That is cool, just like it was cool on Gridlock, but let's take a step back from these two cards. The game is about two super powerful wizards casting spells to kill each other. Breaking a wagon wheel isn't exactly a magic spell. It has intrigue and subterfuge written all over it and it is certainly powerful in the right context, but it isn't magical. One of your opponent's supporters leaving him because of a propaganda campaign or poor management is equally useful, but also not really a spell. Let''s go back in time. THREATEN has just been printed. Temporarily stealing a dude has been shifted from Blue to Red. A good switch if you ask some folks. It diversifies the color pie and redistributes powerful mechanics more evenly. The problem? Threatening your opponents body guard ISN'T A SPELL. Ray of Command was a spell. It is literally a wizard mind controlling some dork and making him switch sides. This kind of stuff just drives me nuts. Why do they even bother faking flavor? Stop giving cards bad names. Stop giving them silly flavor text. Tell a story...or don't. I don't care. Just don't make flavor that doesn't make sense.
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Obligatory flavor text rant: HOW THE EFFF DOES LOOKING THROUGH A PRISM HELP YOU UNDERSTAND HOW THE GUILDS STABILIZE RAVNICA!
I would like to finish by talking about the reprinting of the shocklands. Obviously, as an avid EDH player, I was simultaneously rejoicing and cursing the decision to reprint shocklands. Financially, my collection is worthless, but it will be cheaper to pick up additional copies of ubiquitous cards. As a fan of singleton fomats like Commander and Cube, I was hoping to see dual lands with searchable basic lands types, but a different drawback mechanic. Having your opponent gain life, having some kind of Milling or Delving costs, just anything new really. I think that having new cards that fill the same role as popular old cards is better than just getting a reprint of what you already knew you liked.
I absolutely hate that the shock lands were reprinted with flavor text. Considering that 90% of flavor text never gets read I think they should just do away the idea in general. Of the few instances of flavor text that do get read, most of them are just puns. It's shameless, albeit occasionally funny. That is okay, but having a snarky line at the end of a magic card doesn't really enhance the magic card. It is distracting, silly, and unnecessary. As far as the new arts are concerned. I did not like the new arts from RTR. I think Hallowed Fountain got an upgrade, but the other lands just looked worse. This is not the case in Gatecrash. All of the arts are good. All of the new arts except for Breeding Pool are actually improved in my opinion. This is noteworthy becuase four of the five most popular and expensive shocklands are coming in Gatecrash, so it was important for Wizards to really nail this.
Well that's it. Those are the cards I felt like talking about anyway. If you feel like discussing any of the other reprints in the set or just want to share your opinion on the cards mentioned here make sure to leave a comment. Until next time zoners...
P-p-p-p-p-passin' the turn.
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