As always, the review will be broken down into four different installments. Uncle Landdrops will cover the new Legendary Creature cards and I will talk about the threats, the answers, and everything else. Let's go over the ground rules for the review articles:
- This is a blog about Commander, so my comments on cards should be viewed in that context unless otherwise stated.
- I will not discuss every card. If it isn't relevant to Commander I may leave it out of the review. Also, I will not discuss any reprints, since we already understand where they fit in the metagame.
In today's article we will be discussing the threat cards. A threat is something that you use to win the game. Mostly Creatures, planeswalkers, and spells that make Creatures or add to the board are all threats. Pretty simple. Let's jump right in!
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Both his plus and his minus abilities have an immediate impact on the board. Ugin is a repeatable source of targeted damage, we know very well how awesome that is. This ability to control opposing Creatures means that Ugin is going to be an important source of removal for your deck, particularly Green and Blue decks where the pool of on-board answers is more shallow.
The combination of his insanely high starting loyalty and immediate potential for a board sweep will keep Ugin in play for more turns than your average planeswalker. This means that his ultimate is easier to reach and more likely to happen. That necessitated an ultimate ability that is a little underpowered when compared to his closest competition, but it is still overwhelmingly likely that you will win any two-man game in which you activate it.
I am very excited to see the focus of Magic's story turn back to the events of Zendikar and the resolution of the Eldrazi problem. I am interested to see how this all turns out. What important events will be affected by Sarkhan travelling back in time? Does this mean that Nicol Bolas is going to return to the spotlight in future sets? I hope so.
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Monastery Mentor I like quite a bit, although it has the same weaknesses as Dragonscale General. Generally speaking, it is risky to block this or to attack into it with other early Creatures because a Prowess trigger can make potential trades unfavorable. Beyond that, netting a couple of tokens is a great bonus on an otherwise unremarkable card.
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The obvious application for this card is with Time Walk effects. Taking an arbitrary number of turns is attractive, even if you have to spend most of your mana every turn just to keep the loop going. It isn't truly infinite, but it is close enough to get the job done almost every time. Compare this to Mind Slaver/Academy Ruins, which is one of my favorite win conditions. They can even go in the same deck. That idea excites me.
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This card is an exciting preview of what Manifest can accomplish as a mechanic. It is funny to me though, that I would say the same thing about ANY Hexproof Flier. Manifest on this particular card is almost irrelevant. I am intrigued by this new mechanic and will be furnishing a full article on it next month. It changes the dynamic of the game and is going to cause players to think differently about the board. I am always down for making Magic a challenging mental exercise.
Repeatable bounce effects can be very frustrating to play against. If you have ever been on the receiving end of a Boomerang/Isochron Scepter hook up, you will know that it can difficult to win through. Sage-Eye Avengers does not have that same power level though and it isn't likely to see any play. This is under-powered when you compare it to the top threats at this mana cost. Converted mana cost six is usually a very competitive spot in my decklists.
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I want to compare this to Anowan the Ruin Sage. For the same mana cost you get Flying and +1/+1. The Abyss effects are different, but nearly equivalent. Anowan is better if the opponent has few Creatures, while Archfiend is better when they have many. Overall, this is a solid role player for midrange Black decks that have a sacrifice theme.
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Weirdly, the most interesting part of this card to me is the templating. It seems a little off, given that Wizards has been pushing to make cards acknowledge Planeswalkers as a card type. To me, this seems like it should read: "Whenever a creature you control attacks a player, that player loses 1 life and you gain 1 life." What I really want though, is for it to say this: "Whenever a creature you control attacks, Brutal Hordechief does 1 damage to the defending player or planeswalker and you gain 1 life."
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The haunting part about Manifest is that the 2/2 you get is almost unblockable. There is basically know way to tell what is under there if literally ANY card can become a morph bug. That means that your opponent will be in dire straits before they commit to blocking because the potential for a blowout is so high. This creates a very interesting mental positioning game which will be stressful, I am sure.
Also, Gengar.
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There are two ways to think about this card. First, you get a repeatable source of tokens and damage as long as your opponent can't block favorably. This will add value to your position every turn and hopefully snowball into a win. On the other hand, this is a lot of mana to be spending every turn just to get a 2/1 and some damage. In Commander you are like going to be facing down a Titan or some kind of infinite combo starting as early as turn five. Mardu Strike Leader gives you a plan, but I am not sure that it matches up well against what the average Commander deck is trying to do.
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The trouble that I see with this, is that it has to attack in order to trigger the ability. It will be easy for the opponent to minimize the effectiveness of the card by using timely removal or just blocking. A 3/3 isn't very big in this format. There are going to be many scenarios where you will not be able to attack with this without losing it. I just don't think you will be able to eek enough value out to make this worthwhile unless you combine it with other cards like Brutal Hordechief.
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My only gripe about this card is the presentation. I love the mechanics, but the wrapping paper is pretty silly. The name has nothing to do with the effect of the card. Neither the name nor the art make any references to the choice that the controller is making and what that looks like within the flavor of the game. Isn't the whole point of having art to show you what happens in the game world when you cast the card? This art looks like a removal spell, not a Threaten effect. This is why I think flavor is kind of silly. So much emphasis is placed on it, but it is rarely executed well.
Side note: I would like to see a Red or Green removal spell called devoured by babboons. That would be sweet.
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Now, drawing cards on the other hand, that is something I can get into. You play this and you can immediately get value out of it. In fact, if you draw a card off of this and then they kill it, that is a bargain that I will take every time. If you start drawing 2+ cards at a time off of this, I don't know how you can lose. This is a Hasty, must answer threat that will create huge value the longer the game goes on. I have concerns that the low toughness will make it hard to attack consistently with this, but even if it just sits on your side drawing cards, that is good enough.
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Why does this have Reach instead of Trample?! It is an elephant, not a flak cannon.
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Now this guy I can get into. Every turn it kicks off a 2/2. Some of those bears are going to better than others, which is pretty sweet. If somebody comes knocking with a sweeper, you can protect yourself by cashing in your face up duders for new 2/2's. Sweet deal.
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In order for me to want Wildcall in my deck, I would need plenty of ways to manipulate the top card of my library and a very high percentage of my deck would have to be Creatures. Those decks can be great in the format, but they are not the style of deck that I want to play. I don't like where Creature decks are positioned within the game right now. There are just more powerful things to be doing.
Fate Reforged is looking to be another winner. The set has cool new mechanics and the limited environment is going to be thought-provoking to say the least. Feel free to leave your thoughts in the comments below. We love to hear your feedback about the cards, the review, and the blog. Check back on Thursday for the next installment of the set review where I will discuss the answer cards.
-GG
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