Showing posts with label nissa worldwaker. Show all posts
Showing posts with label nissa worldwaker. Show all posts

Saturday, December 6, 2014

Reviewing 2014: Hits

Welcome to The General Zone's annual review of ITSELF! At the end of the year we should always take a moment to look back and reflect on what we have accomplished this year. Here on the general zone we have had an interesting journey in 2014. Plenty of twists, turns, and surprises. In today's article I will be examining my own performance in the set review articles...starting with my successful predictions. If you were hoping to hear about my most dramatic slip-ups and omissions, stay tuned to the blog because next week's In General will be fully dedicated to my biggest misses.

So just to be clear, if you see a card on this list it means that my pre-release predictions about the card came true. Either I said it was bad and it was, or I said it was great and it is.

Worst FearsThis card drew a lot of attention when it was initially previewed. There were many opinions about its playability on both sides of the coin. I however, would like to take full credit here for correctly determining that it was, in fact, not good.

The real killer here seems to be that there is really no easy way to repeat this effect. Worst Fears can give you a big advantage, but the up front cost is high. Additionally, being a Sorcery means that you don't have much control over when you pull the trigger on this, which is unfortunate.



GodsendI feel bad about this one, but when you're right: you are right. I think that everyone, from the design team, to the community, to the players, wanted Godsend to be good. It is just a really cool idea, but the execution falls short.

Personally, this doesn't discourage me, and I hope that it doesn't discourage R&D either. I want to see more Legendary planeswalker equipment in the future. I would love to find out what Sorin's sword could do or what Ajani's busted shovel-axe is supposed to be called.




Dack’s Duplicate
It is pretty unfortunate that this is two colors, but that could also be a good thing. If this were just one color it would really be tearing up the league. Listen guys, I am going to break it down here for you real simple like: Haste is good. I know this might not be much of a revelation, but I have to take victories where I can get them.

This has been a banner year for Clone effects. We have seen some great updates that have brought this effect back to the forefront of the Commander game. After a change to the rules for how Commander treats cards like this one just a year ago, things were looking grim for the future playability of our shapeshifting friends. I for one am glad to see that they are still around and kicking, maybe as good as ever.



Goblin Rabblemaster
The Rabblemaster! Sir Rabblerino has had a great end to the year. A breakout performance in Standard has brought Gobbos back in to the spotlight in a big way. I am usually not down with the G-men, but I have been excited to watch the coverage of high-level tournaments this season because of how cool this Jeskai has turned out to be in Standard. It has been cool to see how the archetype has developed from the release of Khans, to the Pro Tour, to the Grand Prix scene. I am finally excited about pro-level Magic again.





Nissa, WorldwakerHere we have another M15 card that is Standard legal, but this one hasn't yet been given its chance to shine...in Standard. To my people who keep an impressive library size, we have been loving the new Nissa. Apparently she is still on Zendikar and still busting stuff up.

Bring it in close here guys, because I have something important to tell you: Four lands...is a lot of lands. As Creatures and spells get cheaper and more efficient, four land might mean more than they ever have in the past.

This gal just makes so much mana, how could she not be good? Well, if you still haven't gotten on the bandwagon, we have plenty of room! Come and see why the grass is greener on the Green side of the fence.




Hushwing Gryff
Say no to the Rhino! Hushwing has seen action in Standard, Modern, and some limited Commander play. I have switched away from playing Aven Mindcensor and instead I am now packing Hushwing Gryff whenever I can.

I think that it is pretty funny that the place you most want to play this is in Modern Pod decks, but there are so few Pod decks left in the format that you don't have to worry about the mirror match very much.



Treasure Cruise
You know I had to talk about this at some point. My exact words were something like, this is the closest thing to Ancestral Recall that we are going to get. AND BOY IS IT CLOSE! There isn't much left to be said about Treasure Cruise that hasn't already been said so I will just leave it here.

Alright, it's time to return to my college football extravaganza! I will be back next Sunday where we will turn the tables and take a look at my biggest whiffs; the worst predictions that I made in 2014.

-GG

Thursday, July 10, 2014

M15 Set Review: Threats Part Two

Hello and welcome back to The General Zone's set review for Magic M15. I am your guide, Grandpa Growth, and today we are getting back on the horse to finish up our look at the threat cards.

You can find the previous part of this article here: Threats Part One.

Today we are beginning right where we left off, with Red cards, and then finishing with some juicy Artifact Creatures.

Goblin RabblemasterSo they press fit a Goblin Piledriver onto a Goblin Assault. I can dig that. With the notable exception of Protection from Blue, this has pretty much everything those cards had and, to be honest, those cards are surprisingly strong. A 2/2 is very easy to get rid of in Commander, but forcing your opponent to use precious removal on your early plays can clear a path for your haymakers to stick later in the game. Every deck needs a certain percentage of these medium impact, cheap plays, in order to be successful. Rabblemaster can fit that role nicely.

I am just glad that there is so much text on this card that they didn't have room print an idiotic joke.



Siege DragonAt some point, marketing communicated to design that the customer base liked dragons. Since then they have printed a dragon in just about every set. Nowadays, when I look at a spoiler for a new set, I am not thinking: 'Oh wow, look at this awesome new dragon.' Instead I am thinking: 'Oh lord what abominable fan service have they had then unenviable obligation of printing this time.'

This dragon hoses walls. Not that anyone cares. There are many wall Creatures and maybe five are playable in Commander. Save me the trouble of ridiculing you and just never play this. I have only included it in the review because I want to mention the design decision that goes into printing something like walls.

For years design had been moving away from the subtype wall because, well let's be honest they don't make any sense. If it is a wall it isn't a creature. Even if it were some sort of living wall, it then isn't really a wall, it is just a strangely shaped creature. The Defender ability essentially renders the identity of walls obsolete while also opening of the creative space that they can occupy in terms of creature type and as story elements. I realize that Aaron Forsythe is the head of the R&D department for Magic and that he can essentially do what he wants, but...why do this? Why regress the game to an objectively less refined state by reversing previously established decisions.



Soul of Shandalar
Many cards have referenced Shandalar. There was even an old point and click style Magic game that took place on Shandalar. It is safe to say I have received enough disparate information about this place that I don't really know what it looks like. Is there ever going to be a block set there? Probably. Do I have any idea what this place looks like? No. There has been no presentation of a consistent thematic or flavor identity, just bits and pieces. This card makes me think that it is a place I am not excited to go. Mostly because it is horribly weak, not so much because of the lightning and such. Starfall just got printed in Journey into Nyx and EVERYONE hated it. It was nigh unplayable in draft. Why would anyone want a walking Starfall factory?

Sure, this card's effect is substantially better than Starfall, but still. It conjures up an all-to-familiar image of poor cost/effect balance. I would say that this is the weakest in the cycle if not for the fact that it DIRECTLY counters and consumes the Soul of Zendikar's ability. Tragic.


Genesis HydraGeroge Fan of Plants vs. Zombies fame brings us, what else, a plant. Why is it a plant? Arbitrary creative. Why is it a hydra? Well, do you remember what I said earlier about dragons?

Mechanically, this card is very powerful. Getting stuff for free is an easy way to take over the game. It calls back to some very excellent cards like Thicket Elemental and Maelstrom Wanderer. Expect to see a lot of this at the Commander tables. It will have massive fan appeal for a short time after it is released, but then will likely fade away to some extent.




Kalonian TwingroveOf all the spiritual predecessors that this card has, only one ever saw any play at all in Commander: Dungrove Elder. Why do these cards consistently under-perform? It is simple. As I have said many times before, if all your threat does is damage, that isn't enough. It doesn't matter how big it gets. It doesn't matter that you get two of them. If it is going to cost six mana it needs to generate card advantage. That is it.

I sometimes get asked, why does mono Green struggle, while mono Black thrives? On the surface it looks like Green has the better cards. The trouble is that 'swamps matter' cards are better than 'forests matter' cards. The proof is in the pudding. If you are going to be mono Green, you need a stronger incentive than this.



Nissa, WorldwakerPrevious Nissa was a stone blank in Commander...and pretty much every other format. This card, however, is hot. It hits hard, making a 4/4 every turn is going to put your opponent under lots of pressure and allows you to effectively defend your planeswalker while you take the long journey up to seven loyalty. On the other hand, four is a big chunk of mana. Sure you can only untap forests, but I can think of some pretty good forests. Bayou and Tropical Island come to mind. This is going directly into several of my Green EDH decks, where I expect it to stay until something truly broken gets printed to replace it.


This is very comparable to Liliana of the Dark Realms and Garruk Wildspeaker, two of my favorite planeswalkers. In terms of mana generation, this is just about the most value you are ever going to get.


PhytotitanIt is a plant that comes back to life! The dev team must have all gotten free copies of Plants vs. Zombies 2. I dig that it resists most mass removal. I can even dig that it has more power than it's cost so it can trade across with just about anything. However, it is a big bummer than they can take this 'titan' out of commission for a full turn cycle using just about anything they have laying around the house. If this got into a fight with a ham sandwich it would be a tie. That is kind of sad.

Someone needs to inform the creative team at Wizards that fungi aren't plants. This is like saying crabs are walnuts because they have a hard shell. Also, if this is supposed to give me the idea that an entire ecosystem is just an extension of one organism, this card should be legendary. If they are all part of the same thing, could there ever really be more than 'one' of them?


Soul of ZendikarReach has always been something of a throwaway ability to me. It adds some value to Creatures that need a boost, but it isn't anything substantial. I have never said: 'Oh no! You're guy has Reach?! Now my Akroma does nothing!!!' But heck man, it makes 3/3s. A walking Centaur Glade is pretty sweet.

Hands down the worst piece of art in the set. Possibly the worst piece of art to make it into a core set since the M10 reboot. I vastly prefer the promo art, which more clearly shows the hedrons on the beast's back...and isn't an arachnid.




Garruk, Apex PredatorThis is very reminiscent of Nicol Bolas, planeswalker. It provides an immediate answer to opposing pdubs and generates value even if they don't have one. It can also answer opposing Creatures and provide you threats of your own. This has a much more multiplayer friendly ultimate, but it is still only useful against one player. That is fine, I am simply pointing out that this and Nicol Bolas both share then weakness of having their ultimate essentially kill one player, but not necessarily win the game. Like the other expensive planeswalkers, and planeswalkers in general, this card is well positioned in Commander and will see a great deal of play.

So I was under the impression that, when Garruk got cursed by the power of the Chain Veil, that...ya know, it was a bad thing! Apparently it just turns you into a hulking master badass. I would like to sign up for this kind of therapy.



Scuttling Doom EngineWell if Soul of Zendikar had the worst art, this thing has the worst name. You see, scuttle is a verb yes, but it is something that you do to ships. It is not how I imagine our terrifying robot overlords getting around.

A remarkably bland colorless threat that can't be chump blocked and is weak to exiling removal? I am not sure that there is enough room in the format for a worse Wurmcoil Engine. Did I say worse? I meant terrible.




Soul of New PhyrexiaThe final installment of the Soul cycle and the final card for this article, Soul of New Phyrexia offers something old to a new market. Avacyn, Angel of Hope gave the power of unlimited indestructibility to White. Now, for a somewhat inconvenient price, every color can have this privilege.

This card will see a lot of play. More than it should. It isn't that good, but players are wary of board sweepers in Commander; with good reason. This will give other colors, mainly Green and Red, a way to work around Wrath of God while still advancing their plan of smashing face. That is good enough for me.

I have trouble seeing this cycle really getting off the ground. Their activated abilities are so expensive that it isn't feasible for you to cast and activate them in the same turn. If you had that much mana you could be doing MUCH more powerful things. I would guess that most of the time this cards net effect will just be making your opponent discard two removal spells. So it is basically just a worse Mind Rot, right?

That's all for this segment. Thanks for sticking with us through a longer-than-average set review, but remember that we still have more to come. Check back later this week for answers, legends, and utility cards. As always, leave you feedback in the comments and I will see you next time.

-GG