In this segment we will finish up the review by taking a look at the mana and utility cards. A mana card is simple to define: it produces mana, fixes colors, or puts lands into play. Utility cards is a much broader category. Generally speaking, they expand the options and functionality of your deck. They might allow you access to new lines of play or increase your resource base. This category is essentially a catch-all for everything that doesn't fit anywhere else. Check the individual card descriptions for details.
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Realistically, this is going to get removed by the first person who gets pissed off by it, but I don't think that is so bad. Getting them to spend removal on your cheaper, low-end cards is a good way to save your game-enders from getting immediately killed. Most of the time though, this is either going to paint a target on your back or get swept up in a Wrath. As interesting as this twist on a limited favorite may be, I can't recommend it for serious players.
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The above situation might seem like a narrowing of the card's potential, but if I may speak honestly: that kind of desperation is the only reason I could see myself casting this card. For the same mana cost you can get the same amount of cards or more and NOT give any extra advantages to an opponent. You need a reason to cooperate with the people who are trying to defeat you, like a cheaper price tag or a unique effect. This card really has nothing that I want.
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A separate argument: Do you know how many cards you could get yourself for this amount of mana? I mean without giving anyone else any. Because that number is big. Convincingly big, if you will. Big enough to make me never want to play Pheldagriff.
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Bitter-er Feud
4{R}
Enchantment
As Bitter-er Feud enters the battlefield, choose two players.
Creatures controlled by one of the chosen players may only attack the other chosen player or a planeswalker that player controls.
If one of the chosen players leaves the game, sacrifice Bitter-er Feud and the other player may draw a card.
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I am the type of guy in my play group where, when we all shuffle up to play, I am the number one target from the jump. People don't need any excuse to come after me because they know that I am packing heat and I play to win. I could easily see equipping this onto a Creature and then everyone else in the game just refuses to attack with it because they know that if it is part of my game plan, they are better off not playing along.
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When I make my mulligan decision, I am not going to keep a hand that features two lands and an accelerator that I can't cast. I have lost too many games that way. I prefer to have more real lands in play and keep land heavy hands with the expectation that the game will go on for many turns. This happens to be the case in most Commander matches anyway.
I do especially enjoy the juicy irony that a Commander-specific card is basically unplayable in all of my Commander decks. I would really look forward to playing this in Pauper Cube if the templating weren't so decidedly asinine.
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I have some serious gripes about the design of this card though. It has the equipment subtype, but no equip ability. It is, I believe, the first card designed this way. It seems as though the design team created it with the sole purpose of combining it with Stoneforge Mystic in Legacy. I like that they made this card, but I have serious misgivings about the way that they chose to implement this idea and the impact that choice could have on other formats besides Commander.
It is an overly expensive mana rock that doesn't even produce a single color. This card is stone unplayable. Or rock unplayable if you enjoy puns. People are going to retort that this card is good because it has extra value later in the game...here is an idea:
Why don't you add value by DOING YOUR FREAKING JOB! 'Added' value means going above and beyond the call of duty. Going before and below said call and also stopping to pick up a snack on the way home is not adding value.
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Just kidding, we don't have a damn thing. Remember Homeward Path and how sweet it was when it first came out? Everyone was playing it and thinking it was so great. And for a while it actually was pretty good, but there is an upper limit on how much pollution you can poor into your mana base before your deck is completely unplayable.
I don't play Homeward Path because I am not worried about people stealing my stuff. I hardly have anything of my own anyway. I have more Control Magics in my decks than I do actual threats. The same logic will keep me from sleeving up Arcane Lighthouse. I just play more Wraths and less Paths. Seems like an easier way to defeat Geist of Saint Traft than getting color screwed.
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Many decks want hasty threats. Actually, all of them do, but some people don't understand the value of it. This card has the potential to come into play untapped a nonzero percentage of the time AND it produces colored mana. That makes it a huge upgrade to Hall of the Bandit Lord. Oh and also you don't have to pay a chunk of life every time you tap it. That's kind of nice too. The trade off is that it makes your guy cost two more for the privilege, which could be a genuinely prohibitive expense. This card certainly isn't going to break the format and probably won't even see wide scale play, but it is worth a second look and is sure to catch people off guard.
I saved the best for last. This is my personal favorite card from the set. Krosan Verge has long been overlooked in the format. With so many flashy rares and Legendary lands running around it seems to get lost in the shuffle, but Verge has quietly been one of the most powerful lands in the entire game. Maybe now with the printing of an OBVIOUSLY INFERIOR VERSION of the card people will start to remember why it is so good and jam it back into their decks.
Note: despite not being able to fix multiple colors or fetch dual lands, I will still be playing this card in every deck with 16+ basics. Spell lands are insanely good. Rampant Growth is insanely good. A Rampant Growth land is thereby insanely good.
Well it was a long journey, but we finally reached the end. What do you think about the new cards? Are these pre-constructed decks everything that you had been hoping for? As always, remember to leave your feedback in the comments below. We read and respond without fail.
Things will be back to normal starting on Tuesday again so be sure to check back and see what UL has cooking up to take advantage of the new goodies from CMDR14.
Till next time Zoners.
-GG
unstable obelisk is awesome in my eyes, mono black,red,blue get some late game enchantment curve removal ! and also mana rocks over 2 cmc is really good depending on your mana curve and/or general cost. if you have alot of important 5 mana cost spells or a commander at 5 cmc its ok to have stone turn 3 + important spell turn 4 :)
ReplyDeleteEdit: This card is not totally unplayable. It could fit in a Karn, Silver Golem theme deck.
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