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EDITOR'S NOTE: Apologies on the lateness of this series. While the first impressions are meant to be posted right after a set comes out, circumstances didn't work out that way -- even despite cpn's article being written quickly after the release of Future Sight. However, this series is a good read if you like MDV's perspective of set reviews. Oh, and this would have been posted for Wednesday had my power not gone out during editing this. *grin* ~Streetz~ Self-reliance is a philosophy championed by Ralph Waldo Emerson in his essay of the same name, published in 1841. Western society as a whole has adopted this philosophy so readily and fully that most would rather languish in isolation than ask another for help. While I support many of the principles codified by Emerson and others of the transcendentalist movement, I also believe that humanity is better served by the John Donne meditation that "no man is an island". As we are defined by our actions, we are then required to display the courage of our convictions. As such, when someone asks for help, we must offer it readily and willingly. Difficulty arises, of course, when we are - or at least feel that we are - neither capable nor qualified to lend assistance. Imagine yourself standing on the shore while some unfortunate soul is drowning, crying out to you for help. There is no time to seek others, yet you cannot swim. What must you do? While not nearly so dramatic, I nevertheless find myself in a theoretically similar situation. I lack the experience of many years of Magic: the Gathering (MTG) tournament play, and due to a 10-year hiatus from the game, I have not the depth and breadth of knowledge and insight that comes from many years of new set evaluation and subsequent analysis as the mettle of the new cards is proven or disproven. At the same time, an elder statesman of the game and founder, primary author and chief editor of this series has built a bridge from his island to my shores. In other words, he has asked for my help, and therefore help must be given. I am primarily a casual player, focused on Legacy deck building. While I am certainly aware of the various formats and tournament styles, I fear that you may find my analysis somewhat lacking. Nevertheless, it is offered, such as it is, and it is my hope that through this exercise I will gain some of that valuable experience whose absence I lament. Now, as a colour, there are things that I like and dislike about White as a whole. I very much enjoy it's control-oriented aspects and at least respect the efficiency of some of it's more famous creatures. However, I find it's primarily defensive stance somewhat frustrating and it's inability to introduce truly unique and interesting creatures rather disappointing. Pre-dispositions notwithstanding, the release of a new set brings with it a certain excitement and anticipation, and despite the untimeliness of this article, I am keen to examine what this latest release from Wizards of the Coast has brought to the world of White Magic.
However, she can't take out said White Angel without help, and can't even block Akroma, Angel of Fury. Add to that the fact that you'll need to have some creatures that you're willing to tap to bring her into play early and she loses a little of her luster. What happens next turn? She might fit in some decks fashioned to leverage her, but in general she feels unwieldy and needs some help. Grade: B+
Another creature with Shadow is good. A 1/3 creature with Shadow is not very useful. How many decks are built to leverage Shadow for defense? My guess is not very many. The ability to sacrifice for 4 life points could come in handy, but restricting the use of this to your upkeep means it won't be there for you when you need it - you need Instant speed to save your life. It might be an ok late pick in sealed play to defend against the 17 other creatures with Shadow in the Time Spiral block. Grade: C
First, it's a Bird Wizard. Whatever. (See comments below, under Blade of the Sixth Pride). If I understand this correctly, it has Flash so that it can come into play unexpectedly to limit (not prevent, exactly) your opponent when tutoring for that key card. Granted, there are a lot of Transmute and tutor-like effects in the Standard environment (e.g. Terramorphic Expanse, Homing Sliver, etc.). But I'd probably prefer something a little more traditional than a creature with Flash for this effect (perhaps Shadow of Doubt). After all, it still can't be played against Extirpate. That being said, assuming you can use this card to it's desired effect, being left with a 2/1 flier isn't the worst thing ever. Grade: C
The title of this series of articles is First Impressions, so I'm going out on a limb here. My first impression of this card is that it shouldn't be too difficult for a control deck achieve this alt-win condition. I think I may have to give it a go. In the meantime, yeah, it might be ok. Grade: B~
Now, there has been some criticism of the new card format. Some have even compared it with Pokemon. Now, I have never seen a Pokemon card, but since this "full-screen" format really only applies to creature cards with no abilities, I'm not personally concerned that it will dominate the look and feel of the game for years to come. In limited use, it provides variety and an opportunity to see the artwork in a larger presentation. One intangible aspect of the game is just feeling the card in your hand, studying the artwork and reading the flavour text. The new format enhances that side of the game. What I do take exception to is the continued use of anthropomorphic heroes. Bird Wizards, Fox Samurais and Cat Warriors give the game a distinctive Teenage Mutant Ninja Turtles flavour that I personally don't support, yet seems to be on the rise. However, considering the long history of such creatures, I don't think they are going away anytime soon. I fully understand that some of these are actually good cards, and I also understand that the reader may quite enjoy them. I do apologize if this viewpoint is offensive, but these cards do not fit my own particular brand of MTG flavour. I choose abstinence. Grade: B+ for playability, A for presentation, D for flavour.
Pacifism is cheaper to cast. I guess this may be your only option in block sealed, but for Constructed it's like playing Cancel when Counterspell is available. From a casual Legacy perspective, printing this is a waste of trees. I suppose you can discard it to pump your Tarmogoyf. Grade: C
This card forms the White contribution to a series of recurring cards based on suspending and re-suspending. The series includes Reality Strobe, Arc Blade, Festering March and Cyclical Evolution. On the surface, this card can't take effect until your sixth turn, and then every third turn thereafter, effectively preventing your opponent from attacking you every now and then. On it's own, I'd say that this card is pretty weak. However, with some manipulation, and perhaps with a couple of them in play, this card could make it's way into an appropriate control type of deck. Still, it's a lot of work for the desired effect. Grade: C+
Well, if your deck is all about pumping up a single creature, this Aura gives your creature some nice abilities. I'm not sure that the strategy is all that viable in constructed where your single creature could probably be taken out fairly easily. But in sealed, when your opponent may not always have a card handy to deal with your multi-enchanted beast, it should have some legs for 2 mana. Grade: B
Grade: B+
Three chump blockers if you don't have enough creatures. Ok. Without the restriction it would be quite good, but with it, it's a situational card, which generally have lower intrinsic value, in my opinion. Grade: C+
Surprise! My creature isn't dead! Yawn. At least it sticks. Grade: B-
Another Soldier engine! Wait, I don't have a Soldier deck. Maybe I should look into it... Grade: B
Team protection from targeted attacks. Still, don't most decks win with Combat damage anyway? Grade: B-
This card forms the White contribution to a series of Pact cards. The series includes Slaughter Pact, Summoner's Pact, Pact of Negation and Pact of the Titan. This one is the weakest of all of them. Still, it could be a handy escape in sealed. Grade: C+
Not bad if you have a lot of cards in your deck with high casting cost. Still, it's a gamble and I don't like to gamble. I suppose if you've used something like Congregation at Dawn previously to put something on top of your library, it wouldn't be so bad. Grade: C+
Grade: A-
Four mana for a 3/3 body that can only attack twice before it dies. The upside is that I get to search for an enchantment when he dies. I can't think of when I would use this. Maybe I could search for the next card... Grade: C
Eh? A 3/3 Flyer for 5 that's not only subject to all normal creature hate but also Enchantment hate? No thank you. Grade: C-
Well, it's got some utility, I would think more for sealed than constructed. It's defensive pump for your creatures if you want, it's a creature if you need one. I'm not burning up inside to build a deck with it though. Grade: C+
Well, I made a decision not to bag Slivers just because they are Slivers. I mean, that is the kind of discrimination that has our world in the turmoil that surrounds us each and every day. No, the best way forward is to judge each individual on their merits, so that is what we must do. Well, I know that someone is going to correct me on technicalities, but isn't giving all Slivers Absorb 1 almost the same as giving all Slivers +0/+1? Basically, they can take one more damage each turn. Except that the virtual toughness bump doesn't count when you play Last Gasp or Sudden Death. So, what we have here is something slightly less than a 3/4 creature for 5 that gives some defensive capability to other Slivers. Based on merit alone, I say "no". In all honesty, I recently built several Sliver decks that relied heavily on White Slivers and this guy never got a second look. Grade: D
Grade: A
Well, it always depends upon the situation, but I think that vigilance is underrated and pump for all of your creatures is a good thing. I like this one. Too bad it only lasts for one turn. However, with both Cycling and Flashback, this card shows some versatility as well. Grade: B+
Mistmeadow Skulk is screaming out to be pumped up to maximize the advantage of Lifelink. He's also enlisted to serve double duty as a prime chump blocker against your opponents' fatties. If only this creature also had Vigilance. Wait, how about teaming him up with Marshalling Cry? This guy could have some utility. Grade: B+
Grade: A
A control card that has the ability to be played without paying it's cost. This could potentially come in handy. Grade: B
Flashback for your Rebels. Grade: C+
A 3/4 body for four that keeps bouncing out of the game. I don't get it. Grade: C+
Not bad for a weenie army, I suppose. Grade: B
Yeah, that's not bad. I can give Flash to any creature I want and draw a card all for one mana. I'll take it. Grade: A
Yes. This is the kind of innovation that I like about Future Sight. Granting a player protection from a colour for a turn is a unique twist on the rules and something that hasn't been seen before. Add Flash to that, and suddenly four mana for a 3/3 body doesn't seem like such a high price to pay. Imagine your opponent's surprise when you play this one. I don't know whether this card would fit into any of my current decks, but I sure do like it! Grade: A+
Shrug. Eh, it's ok. Grade: C+
Overall, I think that Future Sight has brought some interesting elements to the Standard format for White, but I suspect that only a very select few will find their way into my casual Legacy decks. I suppose, however, that only time will tell.
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