Showing posts with label Silumgar. Show all posts
Showing posts with label Silumgar. Show all posts

Tuesday, March 17, 2015

Dragons Of Tarkir Review: The Legends

Welcome to the Ultimate Set Review of Ultimate Destiny Zoners!

(If you don't get the above Pop Culture reference, or do, and just want to watch the ULTIMATE SHOWDOWN OF ULTIMATE DESTINY again, click here!)

Grandpa Growth and I are excited to announce that we will be conglomerating our tasty scoops of insight and other delectable diatribes over to CommanderCast, one of the hottest corners of the Internet for all things concerning our favorite Kitchen Table Sandbox format.

GG and I really appreciate our Zoner Support, and we're making the switch to our new dot-com home not only because we're ambitious, but also because it helps us improve the content quality and quantity we can get to you. It's a real no-brainer to create a one-stop shop, and in this case, one great site that we can all devote our time and energy into is going to be better than just CommanderCast AND The General Zone.

We talked about trying to balance both, to continue to write under TGZ while we move over, but ultimately it just makes sense to keep the break clean, without too much transition or too much sentimentality and sadness due to sudden abruptness.

We want to go out with a bang, and by riding in on the "Set Review" Horse that GG walked in on, doing the Set Review over the next week and a half, we can do this without too many seams showing.

So let's kick things off with the Legends from Khans' last block, who happen to have never known that they were Khans in the first place.


So let's work our way from superfluous to spicy.

Here's Surrak, a shadow of his formerly super-fast, Instant-speed self, but still Formidable. Yeah I went there. I'm getting the bad jokes out of me too.

In judging Surrak's second spin around the time travel wheel, there's one REALLY obvious change that sticks out- his favorite flavor of ice cream.

Seems to me like he went from being very Neopolitan, or even a Cookie Dough man, to being straight VANILLA.

Now, there's nothing wrong with Vanilla. In fact, I too would prefer it to Chocolate, but let's be real. No one wants Vanilla as Magic flavor.

Even the FLAVOR text is too simple for its own good. Surrak we know that great-great-great-great-great-great-grandma Yasova bowed down to Funky Cold Atarka, but that doesn't mean you have to be a Mindless Automaton! There's more to life than being really, really, ridiculously Formidable- ask Derek Zoolander if you don't believe me.

Anyway, I like haste. This is a neat outlet for Green in Commander, that can be better than Concordant Crossroads if you're playing bigger, single threats, and don't get wide in combat. Animar could enjoy not paying full price for this too. Overall, Surrak is irrelevant to tokens, but really good for decks not playing Xenagos, the Party God, that are looking to do throw Hipster beatsticks at their opponents.

Talk about flavor foul double standards. While autistic Narset's planeswalker spark gets ignited despite exposing the hypocrisy and result of Sarkhan's selfishness, Anafenza gets killed for literally being the EXACT SAME THING relative to her clan.

Her reward? Murder. I guess Narset didn't do anything outright, but we're basically painted the same picture in Anafenza's flavor text as we are when Sarkhan visits Taigam and learns Narset was exiled.

I guess we can say my disappointment lies in my allegiance to Abzan colors, but I guess I'm also disappointed that Narset goes OP and lose Legendary relevance while Anafenza is tied to a tree.

No amount of beautiful art can really make me forget the sadness and confusion I have in the storyline, or really the flavor- and this art, is insanely gorgeous. I'm not usually one who likes low contrast, or artwork that tends to have too much orange, but the depth and luster to this work create so much dimension, and really make it pop. From a flavor perspective, the Remembrance, Daghatar's spiked mace filled with a bunch of former leaders and ancestors, were also this luster-y rust color. So I guess that's about the most consistent we get here.

Dromoka, as the story goes, made Daghatar and his people renounce necromancy, the black part of the Abzan clan, shattering said Rememberance over a thousand years ago. So on top of the question of, "Why isn't Anafenza black, considering that she is a part of this old guard necromancy?" I'm also asking the question, "How did Anafenza EVEN LEARN of this part of the Abzan's history AT ALL?" Like I said before- it's not like she found scrolls and learned some secret truth or anything. If she did, maybe she wouldn't be living in a tree.

Overall, I'm definitely more likely to play a card like White Anafenza, but it probably wouldn't be good. In fact, I'm more likely to play Daghatar with just White cards and other colored mana to use his ability than I am to feature Anafenza as the leader of any fighting 99. However, I do love Spirit tribal, and it's just as good for Soldier lovers too.

My love of goofy stuff knows no bounds, and here, with low-man Zurgo, this is a card that teases my inner-innovator.

Much like Kolaghan, the Dash mechanic is what is appealing here. A 2/2 for two is really fair, but being able to protect our Commander with Dash whilst also abusing the super-cool Hero's Blade, Cloudstone Curio, Purphoros, and all of Mono-Red's other goodies like Ogre Battledriver really appeals to me.

Additionally, I think the flavor and story behind Zurgo is probably the most reasonable. The polarity is nice- While is previous version was strong, and all things capable of "beating by example," we have this fantastically wimpy, pathetic Orc who doesn't know how to do anything other than provide sound effects for AC/DC songs.

This card probably shouldn't be leading any Mono-Red decks, but I'd sure love to see the lists that try. I'm intrigued by the mission to make a cool, compelling version of this deck.

Well, HOLY FREAKING FRIJOLES, BATMAN!

Here's the noodley-boodley-est power card of the set, folks. Sidisi's undead corpse is probably the best of the Legends formerly known as Khans. Take back the noodley-boodley thing. We've reached the spicy meatball of the group.

Not only does she just slot into every deck, her Exploit trigger is basically a thing already in Mono-Black Commander- the "Tutors on Tutors.dec" deck.

The conditional nature of Exploit is mind-bogglingly powerful, and we're all supposed to know it. While I'm not a big fan of boisterous cards like this, I have a feeling I'll be playing this somewhere, not as a Commander, but just as an excellent part of the 99.

For me, it compares favorably with my #1 favorite tutor in Mono-Black- Increasing Ambition. I might not be netting an extra card immediately, but the ability to go get cards that generate more card advantage, in addition to investing in a creature with Deathtouch, feels like it will surely pay dividends for every Black and Black-included deck everywhere.

Alright, I've built up the suspense, and it's time to talk Dragons. Once again, we'll go from silly to spicy.

The first thing I do love, across all five of the Dragons, is this Elder typing. As a fan of Magic History, this is nostalgic, and all parts a silly marketing ploy for people who play Commander and still call it EDH. Still it makes sense from a flavor perspective, they were able to do it at a time and place in Magic where everything fits right in terms of block format reconstruction. This part is fine, and so is, for the most part, the generic-ness of each Dragon's name. They kept it simple, and I don't think it would've mattered anyway.

Where this cycle breaks down for me, however, is not just in individual design, but in the structured planning that gets revealed to us in the "present" set. Having the benefit of listening to several sets Mark Rosewater's "Drive to Work" Podcast, I feel that I have a significantly better grasp on the direction of Magic design. That doesn't mean I know everything- heck, I don't know any more than you about what's in the next set, or the upcoming Standard landscape- but I understand design from the mind of a person who is working in this department.

Looking forward and planning ahead has its advantages. This has changed a lot over the last 5-6 years in design, since Alara block, where alignment among Design, Development, and Creative has resulted in cleaner, clearer defined roles so that the experience of a set and mechanics match storyline and create for a full immersion of Magic culture and enhanced game play, from the Kitchen Table to one streaming on Twitch.tv as a Feature Match.

However, following the rules that have established this great age in Magic also comes with consequences and drawbacks. If we relate this to the color pie, it is the innate "Green-ness" conflict that creates the Elder Dragon problem I'm talking about. With rules, there is civilization. With no rules, there is natural order, an innate, organic sense of design.

My argument, I suppose, is that both the Dragonlords and their younger versions printed in Fate Reforged were not given enough natural, rule-breaking consideration in design. This is because both cycles were probably made at the same time, with the kind of caution and conservativism that adheres to the "New World Order" concerning the design rubric. Yes, we don't want to make one set of colors WAYY better than the others- yet, it still happens, and even Mark Rosewater will admit that. They have to have cards that are better so that people will figure out what to play and what not to.

What you'll see is a pattern of criss-crossing, flip-flopping in my review, beginning with Kolaghan, in a second. Where FRF Kolaghan felt like a really fun, really strong card, the Elder Dragon version leaves a lot to be desired in our format. Haste is great, and comparatively, this Elder Dragon aged very well if we compare her to the only other Elder cycle we had before. Still, I'm not sure I see the purpose of that third ability in any format other than Casual, considering that 4RB is a hefty price to pay for anything in Modern, and where she is relevant, there are only two decks right now that make that third ability relevant- Shadowborn Apostles and Relentless Rats.

I'm not saying it's not a cool or compelling ability- just not relevant. Maybe that will change, and we can't see it right now. Or maybe it is in fact as lame as we see. I believe that Kolaghan, being older, should "age," but I just don't feel that this was a result of the natural development of the character, so much as it was these rules of nerfing and not-nerfing to prevent too much OP action going on- which is weird, considering how quickly this set is going to rotate out of Standard.

One of the cool things I noticed in examining the Dragon artwork is just how nice Creative handled the differentiation of Dragons. With so many, it had to be done, and the way they did this exceeded my expectations.

Original Atarka was a good example of this, but Dragonlord Atarka is even better. The way these fiery spines come off provide an extremely appropriate feel for a Dragon that is Red-Green, and it is in a lot of ways reminiscent to Rith, the Awakener, yet still different than her. Karl Kopinski did a great job with this piece.

Moving into our Vanilla test, I'm good with a 5RG Elder Dragon for an 8/8. Having been fed for a thousand years by Temur Hunters, her FRF 6/4 body had only one direction to go, and that was up.

The only part I'm a little upset about is the ETB trigger. While I am SO HAPPY that we are starting to see more targeting for planeswalkers specifically, I still wish that this said "players" too.

One of my biggest pet peeves with the way the rules work is the planeswalker damage redirect. While adding planeswalkers into the rules is part of this cycle of Dragons, and it helps to adapt to the changes, adding "players" would've only helped to further a precedent of differentiation. I mean, I get that these Dragons interact with creatures or planeswalkers, and that's the mechanic they were developing along the cycle- this is just something I would've liked to have seen, and I don't think it would've taken the venom out in this instance.

Alright. Time to talk about our favorite Tasigur-wearing, Sultai-erasing, Elder Dragon.

Dragonlord Silumgar's vanilla test has the worst results- a 3/5 for 4UB is just TERRIBLE, even if we do get some goodies in the rules box, and the artwork.

And we do get some great stuff here. Deathtouch, probably my favorite static ability, and an ETB trigger that gives us our first opportunity to directly Confiscate a planeswalker.

I can see Dragonlord Silumgar being probably more playable than FRF Silumgar. UB is a solid Control archetype, and getting an ELDER DRAGON with this much power is pretty spicy.

Personally, I'm still not excited about having a 3/5 for 4UB, but maybe I'll get over it at some point. His necklace, however, may be a tad more difficult.

It's Oju-time for Ojutai, the great deceiver of the people formerly called Jeskai, and Tarkir-ians everywhere!

I don't get the design and flavor. Is he just so aloof in his high mountain roost that he has conditional hexproof?

Much like Silumgar, he too has shown a decrease in toughness as the years wore on. Whereas it appears to be lethargy in the case of the UB Dragonlord, I'm thinking that Ojutai was knocked down a couple of points because any more and he would be too good, which is not really what I like to see. Again, part of that flip-flopping from his FRF form, and I don't like it.

Anyway, I've done enough flavor-pontificating on him. Ojutai is still a good card. I have a feeling it's going to be relevant in Standard in some sort of Esper Control build, potentially with FRF Silumgar.

For Commander, that means we might not see this card for a while. However, if you Early Adapt like me, snag a copy. I "Anticipate" it's going to play like a much better version of Throw-Mo-Crates (Tromokratis), but with a much better affinity for card advantage. He'll be played, price pending on how soon he arrives.

And finally, we have the biggest, spiciest, meatball of them all- Dromoka.

O, how the nerfed become the nerfing!

It's Nerf or nothing!

Wait... That's not right.

This is the kind of Dragon design I was waiting to see, and I think it's a good place to establish precedent for Dragon design in Green-White.

We'll start with the artwork. Even though Dromoka could be seen as a ripped, mutated porcupine/owl with gargoyle wings, I really like this art a lot. It's regal, and the angle is one that commands respect, which is very congruent with the rules box below.

And Dromoka's rules box is chock-full of power. Perhaps too much power, but definitely necessary if they were ever going to demonstrate how far an off-color Dragon needs to go.

Combined with his vanilla test, this is one tough Dragon. Having Bolstered/Outlasted AKA "Hunkered-Down" for thousands of years, resisting all things, this is some pretty sensible flavor action. He's gotten tougher. He's imposed the celebration of life (lifelink) over death. He's imposing on his opponents' ability to do anything. Being the most aloof and out-of-the-loop in terms of the way they've positioned him in the story, choosing to omit any interactivity with anyone outside of his realm, I think this design really works for me, serving as a powerful outlier, and functioning as a high press for both Control decks and those looking to usurp them.

If I'm going with my heart, this is for sure my favorite pick of the ones we've talked about for Commander. I have a feeling we will be dueling a lot against him and/or his new pal Sigarda together for a very long time. So get yourself over to Arby's, cause this is one Dromoka Shake you don't want to miss.


That's all I got for ya here, Zoners! Be sure to follow me on Twitter @unclelanddrops and for all the exciting new stuff Grandpa Growth and I are gonna be doing over at CommanderCast. We appreciate your support as we move to our new Bat-Time and Bat-Place!

Last Pass.

-Ya Boi Landdrops

Saturday, February 28, 2015

The Stack #59- Y U No Play?

Happy Weekend Once Again Zoners!

Like I always say, "Three's a Pattern," so I hope you're getting used to that old Stack Saturday. Today's episode marks our third since we returned from that less-than-glorious hiatus of not sharing our tech.

Today, Tom, Gramps, and I found ourselves with a pretty good topic- Commanders we'd most like to see get played. There are a lot of signals that get sent from the pre-game "shuffle and flip," and whether it's indicative of an exploited matchup, or just sheer excitement for a Legend that's been generally unloved across the current state of sanctioned formats, there's a lot of "feels" to experience when we step into our Kitchen Table Sandbox.

Anywho, let's get cracking- THIS IS THE STACK!

GRANDPA GROWTH

Jor Kadeen, the PrevailerGrandpa Growth- THUMBS UP
Don't think I have ever lost to this card. Not sure how I would. This is something of a running joke between Landdrops and myself.

Uncle Landdrops- THUMBS DOWN
Haha. JorK the Dork!

I've tried hard, searched far and wide to build Boros, and at some point, I'm gonna have to give up.

JorK is where I draw the line. I guess I'd be happy to see someone flip this up, but I do think this card has a lot in common with its artwork- it's clear, crisp, and bizarrely evoking, but still found wanting to be better.

Tom- THUMBS DOWN
I'm going to be the contrarian on this one, but I see potential. Boros and aggro may both be jokes in what we Commander players call (loosely) a metagame - with, admittedly, fairly good reason, but Metalcraft is super easy to activate in a world of T1 Sol RingBoros Signet, T2 Sad Robot/Swiftfoot Boots/Fireshrieker/whatever followed by T3 Jor Kadeen swinging for the fences. Sure, that's the dream opening, yet cheap-but-useful artifacts abound in the format and the Boros colours can both Voltron fairly well or churn out tokens at a hectic pace, making JK's own pump effect rather potent. Pack in guys to increase the pump or grant evasion like Agrus KosLegion Loyalist and Victory's Herald, and you've got yourself a stew.

UNCLE LANDDROPS

Uncle Landdrops-  THUMBS UP
"I have been brought to this place and I cannot leave. I may be free of amber, but I am still in prison."

That's Mangara's flavor text, and I think it's poetically relevant to the strife he faces in our format. Why this dude isn't more common, I have no clue. His mana cost, P/T, and ability make him the PERFECT fit to combo off with sac outlets and Mono-White mainstays like Karmic Guide, Sun Titan, and Reveillark. With the way his activated ability works, there are so many ways to stack triggers and play board police, even if you just end up sending him back to the Command Zone. I know White has Eight-and-a-Half-Tails, Brimaz, and some other tribal and Voltron types, but seriously- I find it really strange that we don't see nearly enough of Mangara in the metagame.

Tom- THUMBS DOWN
I really don't want to see cheap, repeatable exile effects on the other side of the table. If nobody sleeves this dude up, I'll be happy. Unless it's me, in which case, bow before me, foolish mortals!

Grandpa Growth - THUMBS UP
I have played a fair amount of this card in 8.5 Tails decks. I wouldn't ever consider making it my commander, but the card is quite good in my estimation. It isn't premium removal, so don't misunderstand. It is substitute that can serve multiple purposes. White decks in particular have great ways to make this a relevant threat when you don't need it to exile problem targets.

TOM

Tom- THUMBS UP
There are really only three guys on the list of dragons in these colours that I'd consider playing, and two of them are only useful when they die. It's not that Silumgar is necessarily bad as a card -  in 5-colour Scion or a Nicol Bolas/Crosis Grixis dragon tribal I can see him doing solid work, but as a general I think he's pretty laughable. A temporary -1/-1 in EDH is not exactly stunning utility to build a deck around, particularly when it needs otherwise weak support cards to make the effect stronger. If someone slaps this down on my table, then unless I'm running a token build and have sustained a strong enough blow to the head that I forgot to include pump effects, I'm going to feel pretty safe ignoring it.

Uncle Landdrops-  THUMBS UP 
Yeah, I know what I said about Silumgar being derped in design in my Legendary Review. I don't take back what I said, but also recall I talked about how good Hexproof, Flying and that weird 3/7 body are together.

By himself, Silly-gar is gonna get rid of all those pesky 1 toughness tokens. Despite thinking I was going to build either Atarka Dragonstorm or Kolaghan Dash Beatz, I've actually broke ground on building this deck because there are two sweet cards unique to Silumgar that no other Dragon in the FRF cycle has- Xenograft and Conspiracy, which make that creature type thing basically irrelevant. Add in all the blue Riptide creatures from Legions which mess with creature type, and we've got ourselves a little stew going. Look forward to this one, because I think it's going to be a lot more compelling than we all thought.

Grandpa Growth- THUMBS UP
I won't be playing it. Basically every time I say that, which happens quite a bit, it means that I have very little confidence in my opponent. I can think of at least a dozen other generals in this color combination. I think that people know this isn't good enough for Commander, but they are just playing it because it is new, or maybe they are...either way I understand. I am not immune to the allure of fun. I want to try new things and get outside the comfort zone every once in a while. Still though, I don't want to feel like I need a list of excuses for why I built a deck.

GRANDPA GROWTH


PhelddagrifGrandpa Growth- THUMBS UP
Basically every time someone decides to play a group hug deck, they are signalling to me that they aren't serious about winning the game. There are certainly ways to manipulate the political landscape of the game to your advantage, but there are even more ways to just outright win the game no matter how many players are at the table.

Uncle Landdrops- THUMBS DOWN
The first time you see Pheldagriff, you laugh, and think or say all the things GG mentioned. Every time afterward, you think about how uninteresting it is to be given carte blanche in Magical Christmas Land, and how basically the only winner in a Pheldagriff game is the player who gets to play immediately after the Pheldagriff player. Even if the player is bad at Magic, or the deck is actually bad.

I'm not salty about Pheldagriff, but about his association with bad Magic strategy being reinforced and supported by another quality I find useless- politics. I hope to be able to write my thoughts about the latter either here or on CommanderCast. I'm not on the "let's ban this archetype," but I do think that much like Trade Secrets, the game is a lot more fun without the stereotypical "Pheldagriff player."

Tom- THUMBS DOWN
I am intensely suspicious of this goofy-looking dude.Sure, he seems friendly, and he hands out gifts like a cheating spouse desperately hoping that enough shiny trinkets will make them feel less guilty, but I've got my eye on him. This is mostly because despite seemingly every player who runs him doing so in a Group Hug build, he seems to me like a potentially dangerous Voltron General.

A 4/4 for four is a good start, and optional Flying/Trample are solid attributes for Voltron. The option to bounce him to avoid removal or Wrath is also pretty sweet. While the activated abilities do give a little bit here and a little bit there to opponents, two life/a weenie token/a single card aren't so strong in EDH that they're painful to give away, and the bulk of those won't help to stop a flying, trampling Phelly anyway. Personally I'd play the deck as a rattlesnake ambush, disguising it as a Hug-style deck to dodge any early game hate while using cards like Well of Ideas that seem friendly but actually benefit me more than my opponents, then pumping Uncle Phel with Auras (because his colours are truly sweet for that kind of play and unlike Equipment, we can keep them in hand until we need them and retain the element of surprise) and smashing a shocked opponent out of the game.

Bottom line - beware of hippos bearing gifts.

UNCLE LANDDROPS

Grandpa Growth- THUMBS UP
I wouldn't be unhappy to play against Keranos, but I wouldn't be thrilled either. This color combination houses some of the most brutal combos in the format and 99% of the counterspells. I have played several different Izzet decks and I have rarely been disappointed. Regardless of your choice of general, this deck has potential to dominate.

That being said, I would be much more scared to see Niv-Mizzet or Jhoira. Although, playing against God cards is super annoying for most decks.

Tom- THUMBS UP
He draws cards, he smites weenies and utility dudes, and he's indestructible. And as GG says, he's in a colour pairing able to pull off some seriously unpleasant business. I think his colours are why I like his ability so much; it's trivially easy to stack the top of your library in Izzet, ensuring you get the effect you want every turn.

On the flipside, his devotion is harder to hit in a pairing more focused around non-permanent spells, we're getting more and more Deglamer and Deicide effects to deal with pesky gods, and by himself he isn't essential to any of the really unpleasant combo decks I can think of.

Uncle Landdrops- THUMBS UP
This is an expensive dude right now, but aesthetically is one of the Gods that I thought looked the part. He's more Zeus than Heliod, and matches that point mechanically too. I haven't seen a whole lot of lists on the internet trying to get ambitious, but I think that's just because of the price barrier.  

Also- Queue Song of Storms!



That wraps 'er all up for this week, so do your thing in the comments if you're outraged by anything we like or dislike.

ALSO- BIG ANNOUNCEMENT

Grandpa and I are getting ready to drag our Luddite attitudes into the Wave of Vitriol known as Twitter. I'm already there, you can find and follow me @unclelanddrops, where I'll be doing any of the following things:

-Posting pictures of silly alternate artwork I made or found.
-Making up goofy nicknames for cards.
-Stuff happening to me or friends across Commander/MTG outlets.
-Crazy ideas for decklists, and links to actual decklists I find cool.
-A 24/7 place for you to share with me your awesome Magic-related tom-foolery, or ask me to help you with a deck tech.

So if you like/do any of this stuff, click that follow button to keep the party going by following me @unclelanddrops. Look for GG's info soon as well.

Pass.

-The TGZ Staff


Sunday, January 18, 2015

Fate Reforged: The Dragon Legends

Heya. Landdrops here, and so is the second half of the Legendary Creature review for Fate Reforged.

If you missed my chit chat about the Khans, you can find it here.
Fate Reforged Legendary Creature Part I: Khans

If you haven't seen Grandpa Growth's Threats and Answers review, they are here.
Fate Reforged Set Review: Threats
Fate Reforged Set Review: Answers

Now it's time to indulge our big, splashy, inner-Timmys because Zoners, we got a Legendary Dragon cycle in Standard for the first time since Planar Chaos. 

With the ascendance of Xenagos in Born of the Gods, I think we can all agree that Gruul colors got a significant addition to their perennially lackluster color pie contributions.

At minimum, Atarka extends the trend, and feels very exciting. With access to ramp and Haste, I like her chances. Sure, we have Karrthus, Rith, and Prossh sharing colors, but with less options comes more consistency, allowing this deck to make Dragonstorm dreams a little more realistic. 

With a huge target on Atarka, we can probably pave the way for the plethora of Dragons in the other 99. Overall, I like the design. 4 toughness gives you little incentive to sit back and play defense, economically reinforcing what these colors do best: face-smashing.

Dromoka is a tough card to justify. With very few actual Dragons, let alone playable ones, triggering the Bolster ability is going to be a tough one. I mean, I guess you can 'Shrek and Donkey' this little combo with Mirror Entity, but I don't know anyone who doesn't just point the first Doom Blade they can at that nutty Changeling.

That said, I don't hate this card, but it's probably not going to be Commanding any powerful decks. I could see it supporting Sigarda and Captain Sisay in Selesnya's 'most powerful beat-stick decks' though. 5/5's for five with the ability to get bigger should help. 

Also, is Bolster so strong that Dromoka should get robbed of a third ability? I'd love to know what happened in development that got its third ability nerfed. For me, this is a nice ripe place to show us the humble beginnings of some of these +1/+1 counter "lords" we saw in the Abzan clan. I don't know what ability she would feature, but it would've been cool to see a little more going on here. 

Of all the new Generals, of all the Dragons, Kolaghan is by far my pick of the Legendary litter from Fate Reforged. I absolutely love this card. 

Archwing Dragon was one of my favorite cards from Avacyn Restored, and a fun aggressive feature in the early days of my Animar deck. I look forward to using the developed version, Dash, on some of the creatures that come out next Friday.

Dash as a mechanic is the primary source of my fondness for Kolaghan, but I also like its chances with this attack trigger. Not only does it increase the momentum of aggressive red decks, it's also in a Dragon-friendly set of colors, which gives us opportunity for aggressive expansion. Combine this with the opportunity to protect our General, and I think we've got ourselves a stew going. 

I know it says, "Oh-Jew-Tie" on the top of this card, but I really, really want to call this guy "Sky Lapras."

For me, the mana cost is the hardest part to digest. Still, I think it's a mountain worth climbing. Dragons are few, but there's a handful of clones and relevant Changelings that can be played early on to help set up the big Blizzard beats that 'Sky Lapras' swings with. It's a solid threat with clear control support in its colors. You're gonna want to let a few Wrath effects get played before you start slamming people with our Flying Frost Titan friend here, but I can see a nice niche control deck built around this.

As a support card, Scion combo decks are probably going to give Ojutai the biggest immediate return on investment. I also like its chances in the Narset/Dragonstorm deck I see in my metagame, but I'm not seeing this is as a good support card in general. If you like the long game, I think this is a better card to build around than it is in a deck. I think I can sell people on the nice artwork, the pseudo Frost Titan ability, and the potential for the late-late.

Our last card is probably the weakest card in the cycle, in both terms of design and power. 

It's pretty terrible, but Hexproof and Flying, these are things I like and we've seen worse in the last couple years (COUGH it's not Emmara Tandris), so I'm not going to complain, but just ponder on where I think this could've been improved. 

The power and toughness is weird, but not totally unusable. It makes sense to me that a card named "Drifting Death" would be a little more "combat weak" and "defensively reinforced."

7 toughness provides some serious blocking power against a lot of big creatures. This is where I think the design went wrong: not necessarily in the size of Silumgar's butt, but how it interacts with an attack trigger.

Imagine how cool this card would be if the triggered ability read, "Whenever a creature you control blocks or is blocked by a Dragon, that creature gets -1/-1 for each Dragon you control." 

GG and I have long talked about how we like and appreciate it in those few moments when Wizards demonstrates the confidence to break cycle theme. Embracing card inequality seems counterintuitive, but it is the best way to ensure card design quality. Aesthetic symmetry makes cards easier to develop, and keeping design restraints does provide for easier development, but that shouldn't prevent the team from knowing when rules are meant to be broken. I would've really liked to have seen a little more power here, something that gave this creature a little more momentum to swing around like the other dragons in the cycle. 

Well that's all I got. Be sure to check GG's last installment on Tuesday in anticipation of the big release this week. Fate Reforged looks super-sweet and I can't wait to start playing all this new stuff.

-UL