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MDV Featured Article:
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MDV Featured Article - Casually Alternate: Morningtide - Green (First Impressions). - by Luthervamplord - posted 2/7/08 - discuss here

Welcome readers to the last in the current series of Casually Alternate, the First impressions of a player who favors those formats outside of the mainstream. As ever I am your eternal host, Luthervamplord.

Encase some of you have missed the earlier editions to this series, follow the link at the bottom of this page to my article listing and look for them there.

As per the previous articles this review will run on for quite some time so my advice is either to settle down for the long haul or tackle this thing in small, digest-sized bits.

Alright then, time to get this final review over with.

Morningtide: Green (Casually Alternate)

Ambassador Oak - 3G
Creature - Treefolk Warrior (C)
When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play.
3/3

Casual: Mana-wise this card is balanced for its color, but the part I dislike is that I get one type of creature from another. Still, this has its uses and the token could be used for any number of purposes.
GRADE: C+

2HG: Two creatures in one go is by its very explanation the definition of speed. In this case, you secure a solid 3/3 creature for attacking and a 1/1 chump blocker – very useful
GRADE: B-

Tribal: That difference in type does start to prove an issue here, but I could see both tribes running this fellow; after all he’s a solid attacker/blocker which ever way you slice it.
GRADE: C+

Highlander: Two creatures in this format off of one card is quite a useful ability and in a game where type almost becomes irrelevant you don’t mind the difference in the token and the parent creature.
GRADE: B

Bosk Banneret - 1G
Creature - Treefolk Shaman (C)
Treefolk spells and Shaman spells you play cost 1 less to play.
1/3

Casual: Whilst a little bland compared to his counterparts, the fact is this guy is far more useful in combat. Capable of avoiding a shock and holding off the majority of creatures, the only complaint I have is the creature mix but even that is still quite useful.
GRADE: B+

2HG: A fast blocker which could increase the spell of your entire deck; pure gold. If you intend to run either tribe I strongly advice you to grab four copies right away.
GRADE: A-

Tribal: More likely to hang around then he’s counterparts, this Banneret could be considered the more ‘dependable’ of the lot. With a strong frame and easy casting cost I seriously like this guy.
GRADE: A

Highlander: Look at it this way, whilst his ability is unlikely to see much action, the frame allows him to fill a more supportive role in a format of 1/1’s and 2/2’s.
GRADE: C-

Bramblewood Paragon - 1G
Creature - Elf Warrior (U)
Each other Warrior creature you control comes into play with an additional +1/+1 counter on it.
Each creature you control with a +1/+1 counter on it has trample.
2/2

Casual: And the winner of the Paragon-cycle goes to this guy! When you cast your eyes back over the Elf tribe you notice a distinct trend towards Warriors as well; factor in the relative speed at which their numbers can be amassed and the added strength this guy provides them and you’ll see the fighting force many a Timmy has dreamed of.
GRADE: A-

2HG: Fast, effective creature at 2/2 for two mana; but the added attack power to other creatures and the Trample are but icing on the cake. Elves might begin to appear in 2HG decks a lot over the coming months; you have been warned.
GRADE: B+

Tribal: You need but only look to cards such as Hunting Triad, Elvish Promenade and Prowess of the Fair to see why this guy will consistently turn up in Elvish Tribal decks for a long, long time to come.
GRADE: A

Highlander: A solid creature, with a rather wide dependency; in the right deck he could work. But I must stress the line ‘right deck’; the amount of cards you would have to put towards him simply makes the idea unsuitable for the format.
GRADE: D-

Chameleon Colossus - 2GG
Creature - Shapeshifter (R)
Changeling (This card is every creature type at all times)
Protection from Black
2GG: Chameleon Colossus gets +X/+X until end of turn, where X is equal to its power.
4/4

Casual: Protection from Black means the card is not going to fall to such things as Dark Banishing and the inbuilt pump means that Burn is also pretty much out of the equation. This savage beatstick will only really have to fear White removal, such as Condemn or Swords to Plowshares.
GRADE: B+

2HG: Although a tad slower then most of us would like, the increase in power that can be achieved on this creature does suggest he might be worth a second look.
GRADE: B-

Tribal: Shapeshifter’s are pretty much the ‘supporting’ tribe of MTG; the fact that this one has Changeling as well does allow use to make great use of him – just consider the potential of this card in an Elvish Tribal deck along side the Bramblewood Paragon we just reviewed.
GRADE: A-

Highlander: If you can’t get another creature out, you can simply pump this guy up to ensure that a hefty amount of damage is swinging across the field towards an enemy whose best bet is to blow this guy.
GRADE: C+

Cream of the Crop - 1G
Enchantment (R)
Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.

Casual: What I love is that this card doesn’t specify ‘Non-token’ creatures, Fungal and Squirrel decks have been looking for a way to improve their chances of top-decking the right card and this card might be the answer.
GRADE: B

2HG: Fast deck sorting; very fast in truth. Based upon creatures, this ability seems ideal for the 2HG player who must constantly adapt to two attack plans which occur simultaneously.
GRADE: B+

Tribal: Any tribe with Green will run this one of twice but I have a feeling that the two Tribes that will mainly benefit from this card in the future are Elf’s and Treefolk; primarily because these tribes need to hit their mana curve consistently to stay in the game. Then again, the cost does allow for it to be splashed into over decks so Elementals and Giants might try to find some space for this.
GRADE: B+

Highlander: As a one-off it loses a lot of it’s majesty but still the use of this card could be the deciding factor in many a Highlander game; a format prone to ‘Draw, Play & Go’ scenarios.
GRADE: C+

Deglamer - 1G
Instant (C)
Choose target artifact or enchantment. Its owner shuffles it into his or her library.

Casual: Both a way to remove a troublesome Artifact or Enchantment for a time and a way to protect your own. Cheap, splashable and allows you to shuffle a deck your opponent may have tampered with: All good reasons to grab this card.
GRADE: A-

2HG: A speedy answer to a troublesome card and also a means to attack a UB player’s ability to manipulate his own deck. All in all, I’m really starting to like this card.
GRADE: B+

Tribal: No real benefit or disadvantage here, have that most of the effective Enchantments in this format are as Tribal so the chance your opponent can simply ‘Tutor’ them out of their deck again is actually higher then in a standard game.
GRADE: C+

Highlander: Mean spirited and quite useful; both a way to ruin an opponents’ luck draw into a powerful card such as Mirari’s Wake or a way to save your own Howling Mine. The only issue on that front is that Tutoring is far less common place here, so use it wisely.
GRADE: C+

Earthbrawn - 1G
Instant (C)
Target creature gets +3/+3 until end of turn.
Reinforce 1 - 1G (1G, Discard this card: Put a +1/+1 counter on target creature.)

Casual: You have the choice of either an Instant boost of a quite high +3/+3 or a more permanent +1/+1 counter which could tally up with some more helpful abilities: Not bad.
GRADE: B-

2HG: Both sides of this card have their uses, and the fact this card is rather fast helps you out as well. Granted Giant Growth is faster but the counter is something that could prove to be more helpfully.
GRADE: B-

Tribal: Its pump and it counters, that alone makes it useful in this format. But when you then consider the whole new ‘+1/+1 counters matter’ sub-theme that has arisen from the Lorwyn block, you might start to see the added benefit of this card here.
GRADE: B+

Highlander: Two uses on one card is something Highlander players are always looking for; granted the abilities are fairly similar but the difference is big enough to ensure that it will see some consistent use.
GRADE: C+

Elvish Warrior - GG
Creature - Elf Warrior (C)
2/3

Casual: The pre-runner to Watchwolf has been reprinted, and in truth it actually is a better card. Allow me to explain, first off GG is far easier to pay then GW and secondly the creature is an Elf; there are far more cards that benefit Elves then Wolves.
GRADE: B+

2HG: A fast blocker who’s toughness is ahead of the mana curve, this creature is both good for a blocker and an attacker. He survives a Shock, he falls under a strong Tribe and he has a reasonable power rating; all in all he’s a pretty decent creature.
GRADE: B

Tribal: A solid creature for a tribe predominated in the early drops by 1/1 creatures; easy to drop and a great defensive or aggressive creature – A must have for this Tribe.
GRADE: B+

Highlander: A great vanilla creature for the format, he doesn’t really require anything from an outside source and he is be able to beat most creatures that your opponent will play in those earlier turns.
GRADE: B-

Everbark Shaman - 4G
Creature - Treefolk Shaman (C)
T, Remove a Treefolk card in your graveyard from the game: Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library.
3/5

Casual: Being able to turn dead creatures into lands is something that I haven’t seen before. This actually has some real benefits as this allows you to turn those creatures that no longer have any use into lands which always have a use. The only complaint I have is that this guy won’t really see the field of play until the mid to late game.
GRADE: B-

2HG: Slow is not something you can use in this format; Granted the lands could be helpful but by the time you get this guy out the game should be over or practically be over at this point.
GRADE: D

Tribal: Treefolk’s have ways to get this guy out faster, primarily through their earlier land draws. He’s got a solid base and ability are both rather cheap for it’s cost in truth, and I can see this card cropping up from time to time.
GRADE: C

Highlander: Dependency; you know by now what this means to the format. Simply put, the chances you will have two to three creatures of the same race in a deck is rather slim but the chance you will have five or more is practically impossible.
GRADE: D-

Fertilid - 2G
Creature - Elemental (C)
Fertilid comes into play with two +1/+1 counters on it.
1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.
0/0

Casual: If this card doesn’t appear in several combo decks in the near future I will eat my coffin. This card is a great all round, the P/T rating makes it a solid attacker and the ability allows you to ramp up to the bigger beasts of your deck when this guy can’t handle what’s on the play.
GRADE: A-

2HG: More lands equate to greater speed and that’s exactly what is called for in this format. Easy to splash and a solid creature overall, I can see this card being played a fair amount in the near future.
GRADE: B+

Tribal: Slightly outside the normal colors for Elementals but never the less a helpful little guy, so players may splash him in. Elves and other Green Tribes might run this as a supporting creature in place of such things as Rampant Growth.
GRADE: B+

Highlander: A solid creature and a useful ability, it’s just a shame that he can’t restore his own counters in some manner. Still, in a format that usefully calls for two to three colored decks the land pull is very helpful.
GRADE: B-

Game-Trail Changeling - 3GG
Creature - Shapeshifter (C)
Changeling
Trample
4/4

Casual: About right for it’s cost, this card is only any different from the average Trampling beast by the fact that he can be anything. Fusion between this and Slivers may yield some results but I’m prone to believe there are better options out there.
GRADE: C+

2HG: Slow, but still he is right on the cost side of things; and the fact you would play him with Green means you’d probably have a means to push out the mana earlier to play this guy.
GRADE: C+

Tribal: Looking across the main stream Green Tribes, none of them are really lacking in the combat department so I can’t really see him being used over their own Trampling creatures.
GRADE: C-

Highlander: A average creature, with a reasonable stat to mana ratio and Changeling. This could be used to some effect with the dependency issues of Morningtide’s cards but in truth you have better options.
GRADE: C

Gilt-Leaf Archdruid - 3GG
Creature - Elf Druid (R)
Whenever you play a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
3/3

Casual: Green control to the max, this card has incredible potential in all sorts of decks. With a solid body frame and two open ended abilities I can’t help but be impressed by this card; Both Spike and Johnny players will be happy.
GRADE: A+

2HG: Slow, but if it managed to reach play it will make up for that fact with card advantage and a powerful form of control.
GRADE: A-

Tribal: When you cast you eye back over the Druid Tribe you find they haven’t really got the man-power to pull this stunt off on their own – still with the right number of Changeling creatures and support cards I can’t see why a Druid deck couldn’t be a mean thing to play every now and then.
GRADE: C+

Highlander: If you build a Druid deck towards this guy then you will win around 90% of your matches; but in truth this is both impractical and highly unimaginative. Both of these are not traits frequently found in Highlander players.
GRADE: C-

Greatbow Doyen - 4G
Creature - Elf Archer (R)
Other Archer creatures you control get +1/+1.
Whenever an Archer creature you control deals damage to a creature, that Archer deals that much damage to that creature's controller.
2/4

Casual: It’s a pity it states ‘Combat Damage’, else this card could be a very mean piece of work. Never the less it has some uses and would certainly make for a flavorsome deck.
GRADE: C+

2HG: A 2/4 body at five mana is slow, but the two abilities might just interest enough people for it to turn up from time to time. However, when all is said and done I can’t really see much play in this format for this card.
GRADE: D-

Tribal: There are a wide range of Archer creatures out there but most you would not really throw across the field in an attack but rather tap them down for the direct damage. Still, the ability does have some advantages over the ‘ping’ effects and the ‘+1/+1’ aspect does help to keep these guys alive.
GRADE: C-

Highlander: Wholly dependant, slow as you like and with bad stats to boost – exactly what you don’t want in your cards for this format.
GRADE: D-

Heritage Druid - G
Creature - Elf Druid (U)
Tap three untapped Elves you control: Add GGG to your mana pool.
1/1

Casual: Great, more mana acceleration for the only Tribe that doesn’t really need it. Still this ability has some outside uses that could be of some help and the ability to generate mana from tokens without sacrificing them is indeed a nice touch.
GRADE: B-

2HG: Fast mana acceleration on the one hand, small and weak frame on the other – this card has both good and bad points which overall seem to produce a very balanced card.
GRADE: B+

Tribal: As I mentioned before, it’s not really as if the Elves need any more ways to generate mana but the idea of turning token’s into Llanowar Elf rip-offs is something many people will be drawn to.
GRADE: B+

Highlander: Weak and dependent, a bad choice all round for a format with low levels of matching races or class.
GRADE: D-

Hunting Triad - 3G
Tribal Sorcery - Elf (U)
Put three 1/1 green Elf Warrior creature tokens into play.
Reinforce 3 - (3G, Discard this card: put three +1/+1 counters on target creature.)

Casual: Whilst it is a shame that this isn’t an Instant, the ability is fairly solid and the cost works out to a reasonable trade. The added bonus of Reinforce is something else that makes this card a rather interesting choice for any Aggro deck.
GRADE: B

2HG: A tad slow, but not so much as that you couldn’t make use of it. The creatures aren’t really anything to write home about but they could always serve as chump blockers; but the Reinforce has some interesting synergy with some cards, including Fertilid.
GRADE: B-

Tribal: looking back at the previous card we reviewed - Heritage Druid, you can already get a small idea of the uses this card will be put to. Other fusions become apparent when you look across the Tribe as a whole – no wonder they ranked second place as the strongest Tribe up until Lorwyn was released.
GRADE: B+

Highlander: Twin use cards are a prime choice for Highlander players, and either side of this card is indeed of great help to the aforementioned player. This number of creatures or indeed the indicated number of +1/+1 counters could swing the tide for the player.
GRADE: C+

Leaf-Crowned Elder - 2GG
Creature - Treefolk Shaman (R)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost.
3/5

Casual: Now normally I would rip into this card due to the Kinship mechanic; but this one has me choking on my own words. Set aside for the moment that the creature is a 3/5 base for four mana and instead concentrate on the fact that it potentially could free up your mana for activated abilities and non-Tribal instants and sorceries.
GRADE: A

2HG: Whilst indeed this fellow is slow, he more then makes up for it if allowed to trigger at least once. Besides; he is a Green creature so the likelihood is that the player using this card will run enough Land pull to ensure this guy hits play fast.
GRADE: B+

Tribal: To quote some internet jargon ‘OMG!’. Treefolk’s have always had the issue of high mana costs to overcome in most cases, but this guy potentially allows them to keep up with the faster Tribes such as Kithkin or Goblins.
GRADE: B+

Highlander: A great creature for his cost, but the ability is rather wasted and not really that useful seeing as there is little to no chance you will run that many Shaman’s or Treefolk in your deck to trigger this guy more then once.
GRADE: C+

Luminescent Rain - 2G
Instant (C)
Choose a creature type. You gain 2 life for each permanent you control of that type.

Casual: With the potential to net the player a huge amount of life, this card is both splashable and very easy manipulated into a life-gain powerhouse.
GRADE: B

2HG: The card is very powerful if you can gather the numbers and that is where the problem lies in this format. With two opponents to consider, the probability that a Wrath of God or Evacuate is just around the corner if rather high.
GRADE: C+

Tribal: Built for it; that is the best way to describe this card right now. Splashable, easy to use and powerful in the right hands this card is indeed the perfect Green Life-Gain card for the Tribal masses.
GRADE: A-

Highlander: Dependency is the death of this card here. The card is nice and still could net a careful player four to six life but in truth there are better and more dependable cards to be using then this.
GRADE: D-

Lys Alana Bowmaster - 2G
Creature - Elf Archer (C)
Reach
Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.
2/2

Casual: Limited but useful, there are probably a few ways to make this card useful. Taking aside the ability for a moment though, a 2/2 creature with Reach is nothing to sneeze at, all be it Flying itself would have been better.
GRADE: C+

2HG: A fast answer to flyers with a sound body and a reasonable casting cost; I still wish it had Flying but you can’t always get what we want.
GRADE: C+

Tribal: But sometimes, you get what you need. Flying creatures are the true bane of the Elves, but this guy is their best answer to them. Whilst a few Elves in the past have featured reach, this only allows you to stop one flying creature at a time; this card however could stop an entire army.
GRADE: B+

Highlander: Whilst the creature itself is a decent play, the ability will see little to no action: either because you simply don’t have enough Elves to maximize the ability or that there simply aren’t that many Flyers about.
GRADE: D-

Orchard Warden - 4GG
Creature - Treefolk Shaman (U)
Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness.
4/6

Casual: A little too linear to be of much help without some kind of outside influence either through the changing of creature types or the manipulation of this cards ability.
GRADE: C-

2HG: Far, far, far too slow; avoid this guy at all costs. Consider if you will that by this time a 2HG game is already pretty much decided then factor in that by the time you can actually play this character around a third of your deck’s creatures will probably have already been played.
GRADE: D+

Tribal: Ponderously slow, even for Green but the amount of life you could gain off of this card is incredible when you consider the relative toughness values of Treefolk.
GRADE: C+

Highlander: Shall we say it together this time reads: Dependency plus Highlander equals just plain wrong. Slow, hard to cast and requires other cards to make any use of it; the only nice thing to say about it is the P?T ratings and even that is stretched by how late he arrives to the field of play.
GRADE: E+

Reach of Branches - 4G
Tribal Instant - Treefolk (R)
Put a 2/5 green Treefolk Shaman creature token into play under your control.
Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand.

Casual: Sosuke Summons for the Treefolk. It’s interesting to say the least and could probably be used in one combo or another. Still, the relative speed to output puts this low down the list of cards I would run in a Treefolk deck.
GRADE: D-

2HG: You will probably lose the game waiting on this card to be of any use; concentrate on mana sources and solid creatures rather then cards such as this.
GRADE: E

Tribal: Treefolk don’t get that many creatures so numbers are relatively low but in truth that is fine because they simply don’t need numbers. The card is slow and as stated before you could very well lose the game before you see this card make any effect.
GRADE: D-

Highlander: As a one-shot thing it could be nice, the produced creature could serve amazingly well as a blocker. Still the speed and the overall power of the card leave me wanting more.
GRADE: D+

Recross the Paths - 2G
Sorcery (U)
Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths into its owner's hand

Casual: I don’t like it, simply because I could end up showing the enemy practically ever card in my library simply to net one land in play.
GRADE: E+

2HG: Even worse here, simply on the basis of numbers. As I have said before and undoubtedly will say again, revealing cards to one opponent is bad enough but two is rather to steep a cost for my liking.
GRADE: E-

Tribal: Rampant Growth, Harrow, Far Wandering, Kodama’s Reach – Any and all of these cards are far superior to this one; skip it and use one of these instead.
GRADE: E- (Shame there’s nothing lower)

Highlander: Here it’s not all that bad, seeing as the chances you will reveal more then three to four cards in your deck with the average mana base of twenty lands is fairly slim. Still, I’m not all that happy about having to do that at all – but a repeatable land pull is very rare.
GRADE: E+

Reins of the Vinesteed - 3G
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature.

Casual: Impressive, a self recycling Aura that gives a solid boost in the combat department. Whilst it does push toward a certain style of deck the fact remains that once cast there is little to no chance that it won’t work it’s way back onto the field.
GRADE: B-

2HG: Slightly slower then I’d like but once cast you can pretty much forget about it until the enemy pulls a Damnation style card on you.
GRADE: C+

Tribal: B-E-A-UTIFUL. Splashable, regenerating pump is something any Tribe can make use of. The cost is a tad high for my liking but it balances out the power scale of the card so I can live with it.
GRADE: B+

Highlander: If only it did not rely on creature type, otherwise this card would become the best choice for pump in the format. As it is, the card is little more then junk in this format.
GRADE: E+

Rhys the Exiled - 2G
Legendary Creature - Elf Warrior (R)
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
B, Sacrifice an Elf: Regenerate Rhys the Exiled.
3/2

Casual: A cross-blend creature is always something that can be used and abused but in this case I’m rather taken back by the concept of the card. Putting that aside for a moment, the card itself is fairly juicy and the inbuilt Regeneration should help against the impending Shock and Last Gasp attacks this fellow will endure.
GRADE: C+

2HG: If the deck he resides in is built with him as a central figure to the battle plan he could shift a lot of power to his player in the early turns. Otherwise he simply becomes a floundering card that has no real purpose.
GRADE: C+

Tribal: The Elves do have a better system for Life Gain out there but in truth you can never have too much of the stuff. A respectable P/T rating, easy to play and Regeneration all make this guy a solid choice for the Elf player.
GRADE: A-

Highlander: You’re probably tired of reading this already but the fact is that it’s a recurring problem with these cards: the set as a whole is designed on inter-dependencies between the cards and Highlander simply doesn’t facilitate that idea.
GRADE: E

Scapeshift - 2GG
Sorcery (R)
Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.

Casual: I keep rereading this card trying to find the word ‘Basic’ but to no avail; so naturally I’m very excited. Non-basic land pull has never been this open ended before and whilst the idea of sacrificing lands for lands in rather unappealing at first the fact I can ditch my Forests for Stomping Grounds and Gaea’s Cradle’s is far too appealing to pass up on.
GRADE: B+

2HG: A bit to slow to really make much use of it, this card may pop up as a ‘one-off’ in some decks purely on the off-chance their opponent allows the game to play on for that long.
GRADE: C+

Tribal: I can picture the scene; it’s turn three and you pull this card, sacrificing your three forests for two Gilt-Leaf Palaces and a Wirewood Lodge. Other Tribes could of course make use of this but the double Green does make the card slightly less suitable for Tribes outside the Green mainstream.
GRADE: B

Highlander: Since you’ll be running a deck of one-off which extends to the Non-Basic lands, this card could net you all of them in one fell swoop. However, the chances are that you aren’t running that many if any in your deck and you’ll probably be better off with something else.
GRADE: C+

Unstoppable Ash - 3G
Creature - Treefolk Warrior (R)
Trample
Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior from the game. When this leaves play, that card returns to play.)
Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.
5/5

Casual: If this actually read ‘Blocked or is blocking’ then the ability would be infinitely better. Still as it stands it’s nothing to sniff at; potentially ruining any chance your opponent has of killing your attacking creatures without Deathtouch or immense amounts of pump or burn.
GRADE: C+

2HG: Champion has its benefits in this format, especially when it comes to protecting delicate and useful creatures from harm. This card could enable you to drive through the damage in the right situation.
GRADE: C

Tribal: Treefolk players around the world will scramble for this card due to the obvious fusion that occurs with Doran, their poster child Legendary creature. Warriors could also be grasping for this card, seeing as they tend to have a low toughness rating on the whole as a Tribe.
GRADE: B+

Highlander: If you can manage to get this guy into play you have essentially ensured that you will never lose a creature as a result of lethal damage in combat again. The problem lies in actually having a Warrior or Treefolk to champion out for this guy in the first place.
GRADE: C-

Walker of the Grove - 6GG
Creature - Elemental (U)
When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.
Evoke 4G
7/7

Casual: Penumbra creatures sported a similar all be it more powerful ability to this, the main advantage this guy has is that rather then getting one creature off of one card you are able to trick this card into delivering three instead.
GRADE: C+

2HG: Both the Evoke and hard cast costs are far too high to be of much use to many players; this card might see a limited amount of play but all in all will be forgotten due to the speed issue.
GRADE: D+

Tribal: Though geared towards the Elemental Tribe he’s just a bit off-centre to be of much use there. The twin creature aspect is useful though so he could see play as an active supporter in another Tribe.
GRADE: C+

Highlander: This format is where it will be able to make a mark since the format usual runs over into the double digit turns naturally.
GRADE: B-

Winnower Patrol - 2G
Creature - Elf Warrior (C)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.
3/2

Casual: You know my stand-point on revealing cards and whilst this card is very similar to the Goblin creature of the same ability it has the issue that it comes out later making it more then likely your opponent will be able to make better use of the information you are feeding him about your deck.
GRADE: C-

2HG: Again you probably know what I’m about to say here; the relative speed and the fact that two enemies can take advantage of the information means that this card shouldn’t see all that much play in this format.
GRADE: D+

Tribal: Useable and an interesting tool to lay in the hands of Elves but one I feel that they won’t really feel the need to use.
GRADE: C

Highlander: No way, no chance, it simply won’t happen – This card simply won’t see play in this format simply because it will fail to make any big impressions on the format.
GRADE: E-

Wolf-Skull Shaman - 1G
Creature - Elf Shaman (U)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play.
2/2

Casual: Two mana for a 2/2 token producer; this feels like a rehash at the Guildmage concept yet I can’t help but feel this might be a reasonable use of the Kinship mechanic.
GRADE: C

2HG: Whilst feeding your opponents information is a bad aspect to the card, the fact that it can apply pressure through numbers is something that could turn a few eyes.
GRADE: C

Tribal: Elves and Shamans could really make use of this card; Elves to have the tokens act as a buffer for combat and Shamans to help make up the numbers in their ranks.
GRADE: B-

Highlander: Since you already know my feelings on the ability and the dependency aspect I’ll instead point out that although a 2/2 creature for two mana is more then a fair trade, you could simply get this via a Ashcoat Bear.
GRADE: D

Overall Review Morningtide: Green (Casually Alternate)

Casual – Average Grade: C
Compared to the other colors, the collection found in Green is made almost entirely out of Prime choice cards and Junk; there simply appears to be no middle ground here.

2HG – Average Grade: C-
Some useful cards here and there but generally the cards simply aren’t capable of functioning fast enough or are too weak to survive long.

Tribal – Average Grade: C
Treefolk and pump seem to be the main contributions of this color though some of the land search was pretty tasty to say the least.

Highlander – Average Grade: D
In a set driven towards both Tribe and Race it’s no surprise that the format which despises this aspect of creatures will score the cards fairly low.


And that my friends is it, this is the last in the current series of FI: Casually Alternate. Whilst I have enjoyed writing this series immensely the time it takes to produce this articles may be a little too much work for one vampire; perhaps some of you guys out there would be interested in trying this article series out for the next set release.

A few questions I’d also like to throw your way as well are:

“Was there too much to read or not enough”
“I’m told I sometimes have an odd way of phrasing things; were you able to follow this article?”
“Given the same list, how would your review differ from mine?”

Feel free to contact me through any of the following methods:

MSN Handle: LutherAD@hotmail.co.uk
Email Address:
LutherMDV@yahoo.co.uk
Skype Handle:
Luthervamplord
The Article Thread – Found Here

All comments and opinions expressed would be greatly appreciated and I will always answer any questions you have for me.

So until next time friends this is Luthervamplord, Signing off

You can discuss this article in the MDV forums here.
Find other articles by this author here.
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More Evil Than Evil.
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