Showing posts with label Read the Bones. Show all posts
Showing posts with label Read the Bones. Show all posts

Sunday, October 6, 2013

Paupularity Contest: Theros Top 10

For many years between Lorwyn and Innistrad I complained that the design of sets had become increasingly poor. Rares became more and more overpowered and polarizing, some were ridiculous and some were just ridiculously awful. Meanwhile, cards of lower rarities became essentially irrelevant. A variety of factors led into this, but the main consequences were that booster packs increased in price, but decreased in value; Limited environments became particularly stagnant, weighed down by uninteresting gimicks and impossible-to-defeat bombs; cards no one cared about got reprinted with abandon and the high-profile cards people wanted went under-printed (with the notable exceptions of Titans and some Planeswalkers). I was fed up. Suddenly, a change came! Innistrad drops and the world is upside down. We have commons in the tier one decks of every single format. Delver dominates Standard, Modern, Legacy, and even sometimes Limited for months on end. The draft format is fresh and engaging. It requires skill and there are clearly defined archetypes in addition to the typical two color nonsense decks. There are common/uncommon combos being discovered even late into the pro season. I was so excited. There were constructed quality cards at every rarity! Imagine that! Well the trend has continued through RtR block and now here we have Theros, which looks to be one of the juiciest sets ever. There is quality everywhere you look on this plane.

That was a lot of preamble, I know, but I am trying to cope with the wellspring of emotions that I am feeling. This is a rare thing for me, you see. Today, I am going to be breaking down my Top 10 new commons from Theros. Let us jump right in!

Honorable Mention: Boulderfall
BoulderfallI get a huge kick out of this card. Brad Nelson, in The Magic Show's Theros Set Review called it "just Bogarden, because you don't get the Hellkite." I think that's funny enough to warrant a mention, but the card really is pretty sweet. This format looks to be a little on the slow side and removal spells will be at a premium. I am eagerly awaiting the first time I get to send one point of damage at my own guy to trigger a Heroic ability. In that context, this card is the Overrun of the Heroic decks; it pumps your whole team and you just send in the clowns, let them sort out the blockers. This card is pretty far away from being Rolling Thunder, but let's face it. Rolling Thunder is o.p. It was later fixed as a more expensive Rare...and then subsequently un-fixed a decade later as a potentially less expensive mythic, oh well.


Voyage's End
#10 Voyage's End
A little bit of a strange pick here. This card doesn't read like the cards people typically get excited about. This isn't flashy. It's not a bomb. It probably isn't a high draft pick. But what it does, it does well. A strong tempo card that will fill out your deck and win some games. With so many Enchantments in the set this will rarely be pure card disadvantage. This reminds me of Vapor Snag, a burst of tempo with a small but tangible benefit attached. In aggressive decks Scry finds gas to help keep the pressure on. When you have to use this on defense it isn't as good, but the Scry effect will help you find a more permanent answer a lands to drop a big blocker.




Two-Headed Cerberus#9 Two-Headed Cerberus
This little guy is pretty sweet. 2/3 Vanilla creatures for three mana have become pretty standard at common in recent sets. Which is a cool thing to see. Grey Ogres were never exciting and always felt strange when compared to Bears. They have a higher cost so it sends a bad message in design if they aren't superior in some way. The power/cost curve is central to the integrity of the game, although it often feels like it is defined by exceptions instead of the rules.

This creature is a cool upgrade to a standard 2/3. It's first point of damage has first strike and it packs on a huge upside if you can increase its power. Double Strike gets out of hand very quickly and if it gets above 4 you basically have The Abyss.



Aqueous Form#8 Aqueous Form
It is hard to underestimate this card. It has a lot of raw power and as the game goes on it makes it almost impossible to lose. The immediate damage provided by having an unblockable threat is backed up by recurring card selection letting you out gas your opponent in long-sequence exchanges. These pseudo-race situations occur pretty often in Commander. This isn't some janky combat trick. This is an engine and the output is beatdownz.


Cavalry Pegasus
#7 Cavalry Pegasus
Take to the sky! Giving your whole brute squad evasion is pretty sick and definitely worth much more than two mana. This is an efficient, low-cost beater than can quickly begin chipping away in your opponents life total early in the game and represent a crazy breakthrough attack later in the game. The fact that this can play the same role as an Overrun and just push through lethal in a board stall makes it an excellent draw later in the game as well. This only does one thing, but it does it very well. I expect to be seeing a lot of this card on my opponent's side of the Pauper table.


Minotaur Skullcleaver#6 Minotaur Skullcleaver
Inner-Flame Acolyte and Viashino Firstblade are super sweet aggressive threats. This is much easier to cast and therefore a pretty significant improvement. Four is a substantial amount of damage and later in the game people are not going to want to take a hit like that. This will create situations where you can set up a favorable trade or even a chump block. Haste is a proven quantity. It's awesome. It wins games.

Akroan Crusader#5 Akroan Crusader
Tokens are super sweet. It only takes a few for them to really start paying dividends and if you really get a chance to go off you sometimes end up with so many that you can't ever lose. One drops are also super sweet. They don't really have to do much before paying dividends either. Sometimes early pressure can put you so far ahead that your opponent will have trouble coming back even if they stabilize. Sometimes you opponent is able to keep pace and outclass your one drops with bigger threats. The cool thing about crusader is that he can stay on the table and still be relevant even if he isn't attacking.



Leafcrown Dryad#4 Leafcrown Drayd
I see this as a DIY Thragtusk at common. Check it out, if you Bestow this onto a reasonably sized guy then you will be getting a pretty sizeable body on the board. If they deal with your monster, it leaves behind a smaller replacement guy in its place. Reach isn't exactly the same thing as five life, but oh well, what can you do? This is an awful lot of value for a card that can also fill the curve just like a regular two drop. Commons usually aren't this good people, this is something to get excited about!



Nimbus Naiad#3 Nimbus Naiad
I am unsure about these next two. I have gone back and forth about which is better. This card reminds me a lot of Drake Umbra, which some of you may recall was absolutely insane in limited. That card was an uncommon and when the creature got destroyed you just had to ditch the aura. Naiad gives you a similarly huge flier for the same cost, but when it gets removed you are left with a creature that still has Flying. Wind Drake now with added value.



Breaching Hippocamp#2 Breaching Hippocamp
Look guys. I am not going to try and defend the flavor. It is bad. I don't know why the horse if a fish. I don't know why it jumps out of the water. I get that the surprise attack from below the surface is modelling Flash, but I don't get how that maps onto untapping another guy. Luckily though, this card is crazy good. Having three power means that it will probably be able to trade straight accross with one of your opponents creatures, so in that sense it is basically like a clunky removal spell. The extra blocker is a huge kicker though. You will usually get to just eat one of your opponent's attackers for free. I can't wait to finally use my Ulamog's Crusher on defense, this is going to be so sick. Even if you can't force any awkward combat exchanges or generate any card advantage this is still a relevant, albeit unimpressive, body. It can attack and pick up swords just like everybody else. Any creature is good on an empty board.
Read the Bones
#1 Read the Bones
Read 'em and wheep! You might have been able to guess this was going to make an appearence on the list based on how I gushed for it in the set review. I can't help it. This card is the bees knees and everybody knows you shouldn't threaten your old Grandpa with a good draw spell. I will take advantage of that every time. I won't beat around the bush; I am unabashedly saying this: You will see this card in tournament decks. This is Top 8 deck list kind of stuff.

I am excited by the flavor text as well. It sets up so many jokes about learning your lesson and it is actually appropriate and relevant in actual teaching situations.

That's all for today Zoners. See you next week.

-GG

Tuesday, October 1, 2013

Spin It Into Myth: Theros Tech I Like

Well hey there Zoners!

The past week or so has felt weird, but I think we're getting back to schedule.

So it's time for America's favorite ongoing segment about all the Jank Hipster Tech I'm trying out, so get out your Grandmother's old sewing wheel, or your Grandad's old record player- It's time to figure out if I'm playing stuff that's worth anything.

Maybe someday we'll be able to stop talking about Theros on this blog. However, that dawn is still coming.

Still, I think this one's going to impress. My preorder stuff showed up in the mail yesterday afternoon, so I figured I'd share some of my bad cards.

But first, we gotta clear the old clutter out of the way. 

LAST TIME, ON SPIN...

White cards seemed to be the theme last time, and it made sense. My Lin Sivvi deck was getting off the ground, and I was also trying to get desperately inspired by a creatureless Tajic deck that was a little rough on the self-esteem.

Still, I had some pretty big winners.

WINNERS

Nevermore

In the right hands, this card is gigantic value. Truthfully, there were several opportunities I've had to completely shut down Voltron decks and other Commander centric decks, but I let my sympathy bones get the best of me, and decided to play it on something else or pitch it.

I really like this card though. I know because of Theros people will be packing more enchantment hate than ever, but it's still an obstacle. There are several decks that have very few ways to interact with it, most notably red, black, and blue, and this card has the potential to hose people if their deck is flimsy. It's a bad card that punishes bad players with the word of a bird. What's not to like?

I almost want to play a couple copies. Not every deck plays multiple answers to threats, and having additional design support through Peek effects or other discard can really make this card that much stronger. It's a lot better than I thought it was.

Shinen of Life's Roar

One of the craziest suggestions we had for a senior prank back in high school was to get an elephant and stick it in a classroom on the second floor with a bunch of mice running around. Apparently, elephants are terrified of them.

To this day I don't know how we thought that was realistic, but the image is a pretty good illustration of what Shinen can do. Swaying chump blocks in combat is usually relevant in green, and is a different kind of way of interacting if you're sick of being the "Overrun Guy."

Yavimaya Hollow also helps keep this thing alive.

CONTINUING QUESTIONS

This time around I don't have cards that are pure flops. I'm still unsure, but we're still going to get them out of the way anyway.

Gideon, Champion of Justice

I've had this guy out in several games now, and I've come to the conclusion no one, understands this card, including me. It's clear that Gideon's power was seriously quelled in development, making him very niche-y, favoring token matchups to get his counters on.

After this, I've been fairly lost. To me, he's just not a threat. There's no way that you'd have incentive to exile the entire board state in Commander, even if you did get enough counters on it to go off and start swinging. So in regards to restarting, it's worse than Karn.

Still, he tends to draw attacks on the table. I got kinda heated in a particular game where my opponent's felt this was a threat in the early game, killing him in two turns, only to let my Elspeth Knight-Errant stay resolved for about 3 turns after that. It wasn't about drawing attackers either. It was about the fact that simply because he was a Planeswalker, it made people scared.

Overall, it's just been really odd, which has made for an interesting case study. I hope to find a conclusion here at some point though.

Skyship Weatherlight

Tajic was an indestructible man, but I didn't like the deck. Unfortunately, that means the ol' Weatherlight, like me, is currently doing the job hunt. I really do like this card.

It's a nostalgia pick, but I might have room for it in when I finish putting together Daxos. We'll have to see.

THE NEW STUFF

Alright, we've reached the main event.

BEHOLD! GOOFY THEROS RARES!
Colossus of Akros

GG had an article a while back based on Sam Stoddard's Concepts of Threats.

This is surely not a premier threat like Emrakul, Kozilek, or Ulamog, but it's about as far as I venture Wizards will go when they print a potential Trample/Indestructible 20/20.

I'm trying this card out in Blue Braids, where all my overcosted Timmy cards go. At the very least, it's intriguing to see if I can get him swinging. If I can't, at least I have a big blocker.


Gift of Immortality

Obvious flavor fouls aside, I think GG was a little rough in the Set Review on this one.

This is a card I like quite a bit. Decks with proper sacrifice outlets and ETB/Dies triggers really like the value adding here. I have a new trigger happy deck that is going to abuse the tar out of Gift, and I'm excited about it.

Prognostic Sphinx
Braids is getting another nice addition to its small Sphinx subtheme.

It's not much of a threat, but having a castable threat that will contribute to getting card advantage goes a long way in longer games.

More importantly, I'm excited at the chance to re-invigorate a deck I really haven't been playing a lot of games with.

Unlike KFC's terrible marketing campaign
for their new wings, this little spell
seems pretty tasty. Don't eat it though.
Hashtag, I Read The Bones
Read the Bones

This one isn't nearly as sketchy of a pick. I picked this cause all the other black cards I'm going to play are pretty obvious- Erebos, his Whip, and Hero's Downfall.

Read the Bones is a really nice budget option for every deck, and is another great Pauper option. I got a playset of this card. I can't wait, and neither can Greel or Glissa T's.
Reaper of the Wilds

Speaking of Glissa T's- she got a billion playable goodies from Theros.

Aside from the relevant God Weapons, this is one of the better fits for GB decks in general. All of the good Golgari Legends like to kill things. Reaper of the Wilds not only makes those triggers worthwhile, but also the ability to chunk damage and force trades with big blocks.

Five toughness keeps it from dying to other midrange dudes in the same size, and bonus- when it does die it will trade with something probably bigger than it.

It's a nice one. Play it. Love it.

Well, that's all I got. Feel free to share your favorite new tech with me as we begin to play new Theros tech. I'd love to hear about it.

Until then, keep the world turning by doing some Spinning. Make everything a myth.

-UL

Tuesday, September 24, 2013

Theros Set Review: Utility and Mana

Hey there Zoners! It's me Grandpa Growth. We're back for the final installment of the Theros set review. Today we are going to be balling out, talking about the remainder of the cards. That means the generic utility cards and stuff that gets your mana base looking all sexy.

Spear of HeliodFirst up we have something sharp and apparently also pointy. Glorious Anthem sees some play in token decks. Particularly builds like Ghave or Rhys, but also more fringe decks like Darien. Since this is just a strict upgrade in a singleton format I expect this to be replacing pretty much every copy of Anthem in every single deck. There are certainly better pump effects, but this has the added benefit of giving you a free Reciprocate every turn which is pretty sick. I like these legendary weapon cards; they play so well in longer, attrition-based games and they can provide so much incremental value. You can expect to be seeing quite a bit of them in the near future.

This one feels a little bit weird to me because the abilities don't really work all that well in tandem. If you have a big token army on offense you probably don't have a problem just throwing a soldier in front of their guys or whatever, but I like how this added versatility plays. It keeps this permanent relevant even in situations where the Anthem effect is no good.

Bident of ThassaThis is a huge update to Coastal Piracy, although I am not sure that is relevant because it never saw much play. The first effect is insanely powerful. The 1 Drop Edric deck completely flipped the competitive format and made us all re-imagine what a decklist, and a single Magic card for that matter, can mean in a game of EDH. Flying Men really isn't a thing in Commander, but if you draw a card every time it hits, and it gets to hit early and often, then we are talking about a sick little one drop.

This is what synergy is all about. And this card has synergy. It is insane in the Aggro-Control decks that want it, but completely worthless outside of that archetype. The second ability lets you theoretically control the board and get your guys to connect and draw cards, but...let's be honest. If you are playing a good Edric deck, all your guys have evasion anyway and your opponent isn't ever going to resolve a spell so they certainly aren't going to be able to block ever. Also, why forks? Fish don't need forks. Silly creative team.

Read the BonesIf you are part of the 'in crowd' then you will know that drawing cards is the hip thing that kids are doing these days. If you are even further 'in' you are probably playing Night's Whisper and Sign in Blood in your Black decks. Cheap card advantage wins games.

Early advantages can snowball as the game continues and they often prevent you from getting pinned down by disruption or a board stall. Being a whole turn slower than the two previously mentioned cards is a significant cost, but if you top deck this later in the game it is much more powerful. If you have ever cast Divination and been disappointed you'll know what I am talking about.

The same problem NEVER occurs when you cast Foresee. Even if the cards you end up with are just as bad, you had CHOICE, which is crucial. You DIDN'T have you draw two bricks followed by another two bricks, you get to skip the feel-bads. Scry allows you to orchestrate better sequencing to maximize the time-value of your plays. It allows you to see more cards and thus gain more information about your future draws and the composition of your deck. Even just from a purely psychological standpoint, this will result in you feeling better about your draws whether they are truly better or not. Sidenote: I find cognitive biases a fascinating area of study and one that has direct applications to the mastery of strategy games.


Whip of Erebos I have no shame about low hanging fruit. You can waste time feeling guilty or you can grab that mess OMNOMNOMNOM.

Soooo yea. Lifelink, eh? Honestly, the first line of text could read: "This is a meat popsicle" and I would still play this card. The activated ability is just that powerful. Rebuying creatures is an incredible way to punch through damage late in the game, generate card advantage when your opponent has to block, and in conjunction with the Lifelink it will keep you alive.

Black decks typically have no problems leveraging their life as a resource. Gaining big chunks of life is pretty cheap and its easy to turn that life into extra cards or Buyback on Slaughter, etc. I am very excited to play this because of its high power level and high level of synergy with cards like Necropotence, Dream Halls, and Geth.

Hammer of PurphorosMany mono Red builds include Fervor: Heartless Hidetsugu, Goblin Combo, Godo. So, in terms of power level and instant inclusion in existing decks, this card is a win. 3/3's are also pretty big for tokens, but sacrificing a Land is a high price to pay.

Even silly Red aggressive decks have ways to take advantage of extra mana and expensive late game spells that they want to be casting. I see this being most useful on an empty board where you control some equipment, just after a board sweep, for example. Making a token and suiting it up with a Sword is excellent value and very likely to get you back your 1 card down payment.

Bow of Nylea
Finally, we have arrived! This isn't my favorite card, we will get to that later on, but it is assuredly the card that I will be playing the most from Theros. This is oozing value from every pore and I love it. I have never met an incremental advantage that I didn't like. I can't think of a Green deck that doesn't want this and there are a LOT of Green decks in Commander. Between The Stack, my spoiler articles and this Set Review I have given this card ample treatment so I will leave it at that for now.

Karametra’s AcolyteThis card is expensive, especially for a mana producer, but it has high upside. There are boards where it could conceivably produce upwards of ten mana in a mono Green deck and any card that produces multiple mana is subject to abuse in combo decks. Now, I don't actually think that this potential will be realized; this card is just a little bit too weak to see mainstream play in quality decklists

Sylvan CaryatidThis is more like it. Fixes all five colors and blocks early threats. That is a lot of work from a mana dork. It reminds me especially of Sakura Tribe Elder in that it prevents some early damage and can solve all but the most intense mana problems.

While this is an upgrade on Birds of Paradise because it resists Mental Misstep and Lightning Bolt, but it still isn't good enough for Grandpa Growth because it dies to Wrath of God, which Tribe Elder and Rampant Growth can both safely ignore. I still expect this card to see a lot of play in multiple formats so the initial price tag could be a bit of a barrier.

 This will see play for the full length of its Standard legality, but if it can't make the jump to Modern the price boom should eventually come down, leaving more available copies for casual formats, where this card will enjoy a long and prosperous future.

Voyaging SatyrThis is kind of a dorky card and there are already plenty of cards with similar effects. This card may not see much play, but the ability to tap a Gaea's Cradle or Cabal Coffers multiple times in a turn is powerful enough that it is worth mentioning. I am unsure what effect this being a 1/2 instead of a 2/1 has on its playability, but I typically think of lower power as being worse for a creature regardless of its toughness.

On a separate note, this is a Satyr, which is one of my favorite mythical creatures so that is a plus in my book.

Steam AuguryIf Bow of Nylea isn't my favorite card then this certainly is. I love me some Fact or Fiction. I love it so much that I play it in literally every deck I own that can manage to put an Island in play. It is basically never bad. Five cards is so deep into your deck that you will almost always find something useful. I have Jhoira, Niv-Mizzet, Nicol Bolas, and Maelstrom Wanderer decks that can't wait to get a hold of this.

Unfortunately , this isn't fact, fiction, or Fact or Fiction, so let's go through some of the changes and what they mean. First, this card is more colors. It is harder to cast and forces you to play Red (you wanted to be playing Blue anyway, trust me). This restricts the card to only being played in these multicolor brews. As it happens this is one of the most powerful two-color combinations in Commander though, accounting for some of the top decks in the format.

Second, let's talk about the changes to the wording. Everything sucks. FoF allowed you to choose the better of the two stacks, yielding superior results essentially every time (assuming you make optimal decisions, which isn't a trivial assumption, mind you). Keep that parenthetical statement in mind, we will be returning to that idea.

Your opponent is most likely going to award you the worse of the two piles, barring some sort of multiplayer political chicanery. This makes it so that Steam Augury CAN brick where FoF never would. If you only flip one relevant card, no matter how devious your split is your opponent will be able to keep you from having it. In the situation where you flip over a good mix of relevant cards then it may make the choice difficult, that doesn't change the fact that your opponent now has the easier skill test.

With FoF they have to choose the split without knowledge of your hand. By forcing you to move first and making the split yourself you are giving your opponent information about what you value and what you may need. From a sheer numbers perspective, with FoF you only ever have two options, which makes choosing between them an easier task. With Augury you must make a choice that has a minimum of ten possible outcomes and the actual permutations of a five card set, where every card is unique and every split is legitimate, number well over a hundred. That is a lot of room to make mistakes ...which you will now be making instead of your opponent (as I hinted at above).

Overall, this card is substantially worse than its predecessor. Is it still good? Most likely yes. Remember that even bad versions of good cards are good because of the need for redundancy. Gifts Ungiven is very similar, but simply more powerful in this regard. The results are likely the same: you get the worst two cards from the available set, but I can think of a few stacks of cards where that is still quite good. I know I kind of went bananas about this card, but this is an area of game theory that is of keen interest to me and a topic that I will be visiting upon in greater depth in a future In General.

Burnished HartColorless mana fixers are excellent, particularly when they provide card advantage. I make consistent use of both Armillary Sphere and Gem of Becoming. The fact that this can block, attack, carry equipment, and actually accelerates you on mana means that this card is poised to make something of a splash in both multicolor value decks and dedicated artifact theme decks.

I haven't talked about how much I hate the creative team for about thirty minutes while I have been writing this so I figure I am about due for a diatribe. Why is this an elk? Who makes these kinds of decisions? Why is it an anything? I am of a mind to think that all Artifact Creatures should be Constructs. Since it was built by something else (confirmed by flavor text),  it is a Construct...or a Golem, which is just a magical construct. If it wasn't built by some other type of creature then it really shouldn't be an Artifact seeing as it isn't artificial.

Fleetfeather SandalsIt seems like every block nowadays has a cheap knock off of Lightning Greaves. Some colors don't have as much support for Flying as others so I can see it being necessary to have some effects like this every once in a while, but those colors: Green, Red, and Black, have Haste creatures. Not to mention other types of evasion. Ergo, this card is either redundant (in the bad way this time) or unnecessary.

A good threat will have one of these abilities or some kind of protection from removal already. Greaves is so sick because Flying is way easier to come by than Haste or Shroud so it tends to work out in the general case AND Shroud and Haste don't typically occur in the same color so there is very little overlap. In fact, only Green and White have ever really scored this Haste, Evasion, protection trifecta and even then it only happens at the highest rarity.

Pyxis of PandemoniumWell. This isn't the kind of thing I typically go in for. It places you at a raw disadvantage on cards. An investment which you can only recoup by blind-flipping more relevant permanent cards than your opponent. This requires a big commitment in deck building to have both: more relevant hits than the sum of your opponents and better ways to manipulate the top card of your library. The problems with this are manifold:

-You don't want to fill up your deck with instants so you will be short on counters and removal, which is hardly ideal.

-You will inevitably have a number of 'soft hits' things like extraneous lands and ramp, Sensei's Divining Tops and associated Trinket Mages, etc.

There is almost no way that this can contribute to a victory in multiplayer. It will create interesting game states and the sort of over the top plays that Commander is famed for. However, not every one appreciates it. The randomness of this card and the general trend that it will help out your opponents some, even if it helps you more, lends itself to a political style of game play that can be both appreciated and hated.

I personally do not play and do not recommend that other people play group hug or group slug decks. If you want to play a deck with dedicated themes, that is fine, but if you are only building your deck with the intent to skew multiplayer games you are neglecting the most basic strategic concern within any game: you are supposed to try and win.

Compared to previously printed cards that fall into a similar vein (Knowledge Pool, Eye of the Storm, Cast Through Time, etc.) this has a unique advantage: It's is cheap to get into play. If you are playing something like this you are obviously trying to abuse it, so savvy opponents will know to try and disrupt your plan, but at one mana this is virtually never going to get countered on turn one. I just can't see myself using a Force or a Spell Pierce to fight this. To be honest, I can't imagine fighting over this on any turn, it just isn't good enough to be worried about.

Nykthos, Shrine to NyxPhew, I have gone on some long-winded asides today. Let's see if we can tighten up for the home stretch here.

Nykthos is a powerful card. Anything that produces multiple mana can potentially be abused to great effect in Commander. Devotion is a new thing. It is going to take a while to really get your head around keeping track of Devotion in multiple colors for multiple players. I can virtually garuantee that the God cards will be popular, so in the near future Commander players will be building their decks with this concept in mind.

After that learning curve has taken its course we will be seeing a lot of this card and it will be doing a lot of work. Start picking up copies now, you will need them for the days to come.

Temple of MysteryI really like this new set of dual lands. Always coming into play tapped is kind of a bummer and really hurts decks that really on tempo at critical spots on the curve.

Scry is powerful though and it will let you keep a larger variety of hands knowing that you will be able to influence your draws, even if it is only by a single card. New Benalia is deceptively strong and it is whole leagues behind this cycle. It doesn't produce multiple colors and the color it does produce isn't Blue, Black, or Green.

Even if this theoretical cycle of 10 isn't completed these five lands will still see significant play. They are excellent tap lands for people who are into that sort of thing and the control they give you over your draws is useful both early and late.

Unknown ShoresLast and most certainly least we have a Shimmering Grotto knock off. The original iterations of this card didn't even make it into my Pauper decks so it's unknown whether or not I will ever actually start this in Commander.

Well that is it. Theros in three easy payments. I am very excited for this set and am looking forward to many great stories for the prerelease, which at the time of this being written, has not yet occurred. Get out there and slay some monsters my friends and remember to leave your feedback in the comments below!

-GG