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Streetz:
11th Edition, I mean Magic 2010 (M10 for short) is now available on shelves of
hobby shops all across the world. Nothing is more exciting than purchasing and
opening CORE Set product that has been announced as 50% brand new! ...even if
most of the 'new' cards are new functional reprints (read: not really new at
all). But that topic is not the focus of our article today.
Drathro and I are here to entertain you with our First
Impressions of M10, limited to one color: White. I'm sure you have some thoughts
of your own, especially if you went to the prerelease or release events. "Baneslayer
Angel is power creep at its best..." "Elite Vanguard has it out for Savannah
Lions..." "the Armorsmith and Swordsmith are too powerful for a common..."
"Righteousness is where it should be in the uncommon slot..."
These are all things I've heard at the various tables at
the prerelease and release events. Are these the same things Drathro and I will
be saying about the White cards in M10? Looks like you'll have to find out for
yourself. Keep reading and look forward to First Impressions articles
this week and next!
Drathro: That's right, we'll be taking a look at all of the
cards that are not exact reprints, but I expect we will briefly touch on a few
reprints as well. Might was well start at the top of the list and see where it
takes us!
Angel's Mercy 2WW
Instant
You gain 7 life.
Streetz: C
The CORE Set is a great way to hammer out in card form some of the most basic
abilities of each color. I think this card is one such example. All it does is
show off White's ability to gain life in ways other than Lifelink, which also
received a new card in M10 called "Lifelink". Maybe we should have called this,
"Gain Seven Life!" This card is almost always going to be last in drafting,
seldom used in decks, but at least combos with Sanguine Bond in Black.
Drathro: C
I can't figure this card out - big life gain has potential to be used to delay
until the mid-game. However, Angel's Mercy costs four mana, so by the time you
can cast it, you're practically in the mid-game already. Also, I prefer life
gain as a rider to another effect, like how Thopter Foundry gains you life while
making use of doomed artifacts at the same time. Like Streetz, I think Angel's
Mercy's one saving grace in M10 is Sanguine Bond.
Baneslayer Angel 3WW
Creature - Angel
Flying, first strike, lifelink, protection from Demons and from Dragons
5/5
Drathro:
A
Now this is how I like my life gain! A 5/5 flier for five mana is already above
the curve. Add another combat ability in First Strike, and we're definitely in
business. Lifelink and Protection are just icing on the Angel-shaped cake. Even
something as narrow as Protection from Dragons will often be relevant in casual
circles, and it's also key as long as people keep playing their Chameleon
Colossi!
Streetz: A+++
Just A, Drathro? I'm surprised! Especially since Angels do not get much better
than this, with the exception of Akroma. While some say this is elegant, I say
this is Serra Angel on crack-cocaine. On that line of thought, what's elegant
about crack cocaine?
I say this is complete and utter power. I'm not going to
spout off about how this is power creep, because it isn't. There are just as
many ways to get rid of this card as there are ways to complain about it being
too powerful. And how powerful really is a card like this in your graveyard
after being Doom Bladed? Notice what Doom Blade is killing in its art?
Foreshadowing maybe??
Blinding Mage 1W
Creature - Human Wizard
{W}, {T}: Tap target creature.
1/2
Streetz: B
"Hello, Benalish Trapper! How's your career change going as a White Wizard?
Gandalf has nothing on you..."
At the kitchen table, I'll play Whipcorder over this any
day. Even Squall Drifter is semi-preferred to Blinding Mage. Still, I can't
really give this card a bad grade. This is because it does what it is supposed
to do: tap down creatures. And this ability is crucial to White controlling the
battlefield in most situations. Whether you are going to use this to tap down
your opponent's biggest blocker, or even their biggest potential attacker,
remember you can always combo this with Assassinate and/or Royal Assassin.
Drathro: C+
It's tough "reviewing" these "functional reprints." Still, Master Decoy and his
kin have been tapping down fatties like Darksteel Colossus for years, so I'm not
complaining. I'm indifferent to the creature type change.
Captain of the Watch 4WW
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 White
Soldier creature tokens onto the battlefield.
3/3
Drathro: A-
I've played against enough Cloudgoat Rangers to know that an instant army after
a board sweeper can be very demoralizing to the opponent. Six mana may be a
little high, but nine Vigilant power for that six mana is pretty brutal. This
gets my stamp of approval.
Streetz: A+
I agree with everything you said, Drathro, except that I think this card
deserves an A+. Let's not forgot about Honor of the Pure and other boosters and
the fact that Vigilance is brutal. I've never appreciated Vigilance more than
recently since playing at the prerelease. Plus the artwork is really nice on the
card. Great action shot and easily shows what the card does by the artwork
alone... except the Vigilance part, but how do you depict that on card art?
Divine Verdict 3W
Instant
Destroy target attacking or blocking creature.
Streetz: B-
Great art by Kev Walker, who remains on my top five of favorite Magic: The
Gathering artists of all time. This isn't Swords to Plowshares or Path to Exile,
but then again, it doesn't benefit your opponent with life or land. Instead, it
rids the board of the biggest threat that, because it's an instant, can be
played before damage is dealt. Very useful at Common, especially for those that
can't afford to pick-up the more expensive alternatives.
Drathro: C-
I know it's removal, but it's limited by so many factors that I just can't get
excited about this Neck Snap redux. Four mana is a lot for removal, and if your
opponent is savvy enough never to attack or block with that irritating utility
creature, then you're not getting full value from this card. I guess if I build
a White Standard Highlander Pauper deck, this will make the cut.
Elite Vanguard W
Creature - Human Soldier
Rules Text:
2/1
Drathro: B+
A two-power creature on the first turn is nice, and I guess it always has been,
but Elite Vanguard falls short for me. Honestly, a 2/1 vanilla creature becomes
outclassed very quickly nowadays. The fact that they shifted this new "Savannah
Lions" to the Uncommon rarity should tell you something.
Streetz: A
Drathro, I hope you are wrong on that last statement. I don't want to see a new
1cc (converted mana cost) White creature that is a 2/3 at Mythic... with First
Strike, Vigilance and Lifelink!
Savannah Lions and Isamaru have been featured in Zoo,
Weenie, and efficiently-fast beatdown decks for the last few years and beyond.
The card doesn't have to have a special ability or keyword to be a valuable
piece in a deck, and the former two examples prove that. Watchwolf is another
good example.
I see no reason why this wouldn't be included in addition
to or in place of Savannah Lions. The Lions can't be pumped like a Soldier can
be, and thus this guy might be a little better. However, all the people that
paid top dollar to own a playset of Savannah Lions might be a little angry right
now.
On a last note: think Muraganda Petroglyphs... never forget
the Petroglyphs!
Glorious Charge 1W
Instant
Creatures you control get +1/+1 until end of turn.
Streetz: B-
It's a nice combat trick/effect that's cheaper than its former versions and has
a better name. For Glory!
Drathro: C
Well, there's nothing wrong with Glorious Charge. There's also nothing great
about it. It's an average effect for an average cost.
Griffin Sentinel 2W
Creature - Griffin
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
1/3
Drathro: C+
I loved Skyhunter Prowler in Limited. Switching its creature type to Griffin
seems to have been somewhat unnecessary to me, but certainly Griffins are more
generic fantasy icons than Cat Knights that ride Pterodactyls. (But if you must
know, give me the Pterodactyl-riding Cat Knights any day.)
Streetz: C
I like the shift to Griffin for this card. At a minimum, it gives more options
to a Griffin Tribal deck plus another target for my Griffin Canyons. Still, this
is a draft-filler card that is a solid evasive White creature in draft but a
mediocre card anywhere else. Seeing this does make me want to build a Vigilance
theme deck... It's just a rough start.
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 Vigilant
Now and Always.
THEME: Vigilance... |
Lands:
12 Plains
6 Forest
1 Kor Haven
4 Sunpetal Grove
Creatures:
4 Mystic Penitent
4 Steward of Valeron
4 Griffin Sentinel
4 Wilt-Leaf Cavaliers
2 Charging Troll
3 Serra Angel
2 Stonehewer Giant
1 Mirri, Cat Warrior
1 Adarkar Valkyrie
1 Konda, Lord of Eiganjo
1 Twilight Shepherd
1 Akroma, Angel of Wrath |
Other Spells:
3 Giant Growth
3 Might of Oaks
1 Whispersilk Cloak
1 Loxodon Warhammer
1 Viridian Longbow |
|
by John Streetz |
Guardian Seraph 2WW
Creature - Angel
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that
damage.
3/4
Streetz:
B+
If only it was any source (including your own)... Still, I've always been a fan
of 'prevent 1 of that damage' effects. Daunting Defender, Urza's Armor, the
Odyssey Spheres... they all tickled my Johnny senses. This one, not as much. But
still, it's a great ability for a 4cc Angel. I'm not sure about the art though.
Kind of weird, kind of unclear... is it a legless male/female Angel? Maybe the
size on the card doesn't do the original art justice... no one will ever know,
unless Wizards wants to show us the full size art for inspection.
Drathro: B+
In the right context, this Angel could prevent a great deal of damage over time.
I even came to the same conclusion as Streetz; this would be fierce if it
prevented damage from your own sources, as well as your opponents' sources.
Also, four toughness is a key stat in this age of the Lightning Bolt! Good
stuff.
Harm's Way W
Instant
The next 2 damage that a source of your choice would deal to you or a
permanent you control this turn is dealt to target creature or player
instead.
Drathro: A-
Harm's Way is an extremely tricky card. Do you have to target the source that
will be dealing damage? Nope, even Shrouded sources can be chosen. Does that
chosen source of damage need to be controlled by an opponent? Nope, redirect
damage from your own Ancient Tomb, if you want. Do you have to target or declare
which recipients of damage from the chosen source will benefit from the redirect
when the spell resolves? Nope! Do you even need to redirect both of the two
damage from the same creature? Not if all of the damage in question is dealt at
the same time from the same source, like from Volcanic Fallout - in that case
you can choose to redirect one damage from each of two different recipients!
What if the source only deals one damage at a time, like Masticore? You will
still have a redirection shield waiting for a second ping from the Masticore,
even after the first ping is redirected. In short, all you need is to choose a
source and a target to which the damage will be redirected, and you don't even
have to choose the source until the spell resolves. All this makes Harm's Way
far more powerful than I realized at first glance.
Personally, I love the two-for-one combat trick, and this
is no exception. It's got the right cost (one mana), the right speed (instant),
and it gives the opponent headaches figuring out whether he or she should attack
into your defenses or how long to hold onto Earthquake. Unfortunately, it has a
two-damage limit that restricts its power, but that drawback is small in
comparison to the advantages of Harm's Way.
Streetz: C
It's a new thing, sort of, for White, and I agree mostly with everything you
said, Drathro. Still, I think the hype on this card's effect will die off very
quickly in favor of other White removal spells. Path to Exile is still better
than this, as is Reciprocate and Swords to Plowshares (StP). Would you play this
over the aforementioned cards???
Drathro: Since you asked, yes, I probably would play Harm's
Way over Reciprocate, if my deck was designed to use blockers or had creatures
to save!
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Honor of the Pure 1W
Enchantment
White creatures you control get +1/+1.
Streetz: B+
...Not Glorious Anthem. Better than Crusade. If you are playing an all White
deck, this is the card for you. If you are playing a multi-colored deck, go with
Glorious Anthem. That's all I've got... well, aside from the fact that I'm mad I
didn't get the special promo of this card, even though I bought several boxes of
this set. Grr.
Drathro: A
I must say that this is the one card in M10 where flavor strongly influences me
to appreciate the design. Honor of the Pure really feeds into the community
aspect of White, but also expresses the desire for conformity in White's
attitude towards community. "You stand against us? No bonus! You're not like us?
No bonus!" I'm beginning to fear the White Weenie deck already!
Indestructibility 3W
Enchantment - Aura
Enchant permanent
Enchanted permanent is indestructible. (Effects that say "destroy" don't
destroy that permanent. An indestructible creature can't be destroyed by
damage.)
Drathro: B-
I found this to be the most difficult First Impression to grade. When a
permanent is inherently Indestructible, indestructibility is very strong.
However, weaving it together with the potential two-for-one drawback of an Aura
really gives it an interesting twist. I think the raw power of "Indestructible"
is enough to push this to a better than average grade.
Streetz: B
Let's see. What cards destroy themselves, as opposed to sacrifice themselves?
These are the cards I want to combo with this card. At the forefront of my mind,
cards like Taunting Elf or Prized Unicorn make for a useful combination. Alaborn
Zealot, Defiant Vanguard and Goblin Sappers are three examples that come to mind
quickly. Next, think about creatures that deal damage to all creatures but that
would normally kill themselves as well. Hammerfist Giant is a good example. This
enchantment works wonders for them too! There are endless possibilities for this
card, and your job, whether you are a Johnny or not, is to find them and
maximize them. I like this card overall. I think it's overcosted, but I'm sure
Wizards had a good reason to do so.

Lifelink W
Enchantment - Aura
Enchant creature
Enchanted creature has lifelink. (Damage dealt by the creature also causes
its controller to gain that much life.)
Streetz: B
Oooohhhh... the new Spirit Link. Except, a little worse. You see, if you enchant
an opponent's creature, it's CONTROLLER gains life, not you. And thus, I'd play
Spirit Link over this any day.
Drathro: D-
I'm definitely disappointed with this Spirit Link downgrade. No longer can the
one-mana life-gaining Aura in the Core set be used as pseudo-removal. This
stinks.
Streetz: Still, it's not a BAD card, Drathro. It's only one
mana.
Lightwielder Paladin 3WW
Creature - Human Knight
First strike (This creature deals combat damage before creatures without
first strike.)
Whenever Lightwielder Paladin deals combat damage to a player, you may exile
target Black or red permanent that player controls.
4/4
Drathro: B
Ignoring Lightwielder Paladin's "Exile" ability for a moment, a 4/4 first
striker for five mana is actually somewhat decent in the right context. Again we
see the magic stat of four toughness, and First Strike is especially powerful in
Limited situations. What will likely hold this back from Constructed formats is
that there are a lot of more powerful choices out there that White could be
dropping at five mana. The best case scenario for Lightwielder Paladin is
probably in casual color-manipulation decks.
Streetz: C
Something about this card, particularly the art, doesn't rub me the right way.
Wizards, can we get art that actually looks like a Paladin wielding light?? I'm
not a huge fan of the card overall, although I'm sure it was designed to fill a
purpose in Limited. It at least makes a good sideboard card and works well with
Crystal Spray... or better yet, Whim of Volrath!
Open the Vaults 4WW
Sorcery
Return all artifact and enchantment cards from all graveyards to the
battlefield under their owners' control. (Auras with nothing to enchant
remain in graveyards.)
Streetz: C
So for two extra mana you get to affect artifacts too? This is expensive, but
has potential. Of course, Warp World is expensive too, but that recently made an
impact on the tournament scene. I do think there are several powerful
enchantments and artifacts that would benefit from this card. The question is,
which ones make for the best deck? Maybe Drathro can enlighten us on them...
Drathro: A
Hmm, sounds like a challenge there Streetz! Unfortunately, I won't have time to
throw any Open the Vaults deck lists at you in this article, but I will let you
know that I like the combo potential of this card! It's important to note that
Auras in the graveyard can't enchant any of the other permanents that will be
returned with Open the Vaults. If an Aura is going to return to play, the
permanent it will be enchanting must be in play as Open the Vaults resolves.
Even with that restriction, I'm still having one of those ridiculous combo-fever
visions of Vaulting two Sharuums and a Where Ancients Tread into play... (You
all saw that coming, didn't you?)

Palace Guard 2W
Creature - Human Soldier
Palace Guard can block any number of creatures.
1/4
Drathro: C+
Add Flying and Indestructibilty, and you're in business! Wait a second, that
seems like a lot of work, doesn't it? Still, I like Palace Guard as a decent
early game blocker and as a pseudo-Fog when you need it. Too bad it's not much
of an attacker.
Streetz: B-
While it might not be much of an attacker, it can certainly hold down the fort
for a while until either your opponent's fliers or their big guns start
appearing on the battlefield. Don't forget he's a soldier and fully pumpable by
any of the soldier pumpers in the set (thinking of Swordsmith, Armorsmith and
Captain of the Watch).
Planar Cleansing 3WWW
Sorcery
Destroy all nonland permanents.
Streetz: B
Not quite Wrath... Not quite Akroma's Vengeance... Hitting more than just
creatures is fantastic, especially since it can now hit Planeswalkers. Great
name; great art. Overall, I like this card. Wrath is so much quicker, but this
is so much more sweeping. The only thing I miss on the card is the no
regeneration clause.
Drathro: A-
I miss the four-mana sweeper in Standard, but as sweepers go, one that nukes all
non-land permanents is pretty sweet. Oh, but it can't destroy regenerators very
reliably. Also doesn't touch indestructibles. Wait, what can it destroy again?
For how much? I guess you take what you can get. At least it also takes out
Planeswalkers!
Rhox Pikemaster 2WW
Creature - Rhino Soldier
First strike (This creature deals combat damage before creatures without
first strike.)
Other Soldier creatures you control have first strike.
3/3
 Drathro:
C+
The way creatures just keep getting better, 3/3 is becoming a bit weak for a
four mana price tag. On the other hand, First Strike is a relevant combat
ability for a three power Soldier. Add some Soldier tokens, and Rhox Pikemaster
becomes a sweet defensive tool, as a horde of First Striking Soldiers is a
deterrent to any ground pounder.
Streetz: B
Soldiers are the new Sliver... This is extremely efficient for the 4cc price
tag. Maybe too efficient for an Uncommon. I'm not sure it will make it into any
tournament builds (mainly because it doesn't create any tokens), but it will be
an inclusion in every kitchen table Soldier themed/Tribal decklist.
Safe Passage 2W
Instant
Prevent all damage that would be dealt to you and creatures you control this
turn.
Streetz: B
Endure, an Eventide Uncommon, is the only other card I can recall that has this
same ability, except Endure prevents damage to you and all permanents you
control, is an Uncommon, and costs two more mana. I find it amusing that
preventing damage to your Planeswalkers costs two more mana and a rarity. In any
event, this card is extremely useful as a combat trick and a response to
Pyroclasms, Earthquakes, and Hurricane like spells. I wouldn't include this card
in fours in my casual decks, but I would in twosies. I like this card. The art
is spiffy too.
Drathro: B
The requisite White Fog is actually pretty decent this time around, as far as
White Fogs go. Pulling a premature Alpha strike (attacking with everything for
the win) might give away that you are holding this diamond in the rough, but
when you catch somebody off guard with it, the victory will be sweet!
Siege Mastodon 4W
Creature - Elephant
3/5
Drathro: C-
This is full of flavor, but weak in the play department. If I played more
Limited, maybe I'd like it better.
Streetz: D
Hello White's Ironroot Treefolk. This is Limited filler. It may give more
options to Elephant tribal decks, but I'd prefer a Loxodon over this. On a
positive note, I like the art on the card. It has a great use of perspective and
colors.
Silence W
Instant
Your opponents can't cast spells this turn. (Spells cast before this resolves
are unaffected.)
Streetz: A
Look! A Chase Rare! Something else to put on Isochron Scepter... Why don't they
make a White spell called "Create Mindslave", make it cost two White mana, and
have it do exactly what Mindslaver does? Then everyone that owns a set of
Isochron Scepters can be happy. *grumble* *I Hate Mindslaver!*
Drathro: B
Outside of the obvious Isochron Scepter builds, this is often going to be a
little hit or miss when you play it. Since it affects all opponents, it's
clearly useful for multiplayer combo!
Silvercoat Lion 1W
Creature - Cat
2/2
Drathro: D
A 2/2 for two mana with no abilities is lame by today's standards. Personally, I
would like to have seen Whitemane Lion in this spot.
Streetz: F
Benalish Cavalry, Kami of the Ancient Law, Kinsbaile Skirmisher, Kjeldoran
Outrider, Knight of the Skyward Eye, Leonin Squire, Order of the Golden Cricket,
Patrol Hound, Ronom Unicorn, Safehold Sentry, Veteran Armorer and Whitemane
Lion. These are all creatures that share the same cost, rarity and
power/toughness as this card. Give me any one of those instead of Silvercoat
Lion, but I agree with you Drathro that Whitemane is on top of my list.
Silvercoat Lion is just another Knight Errant, Fresh
Volunteers, or Glory Seeker, except now it isn't even a Soldier. Does Wizards
have a Cat Lord coming up sometime soon?
Drathro: That seems unlikely. If they did have a Cat Lord
on the way, why replace Skyhunter Prowler in the core set?
Streetz: Good point, Drathro. Good point...
Solemn Offering 2W
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
Streetz: C
It's White's version of Naturalize. Nothing terrible. Nothing special.
Drathro: C+
I like the four life bonus, but Sorcery speed really hurts. Still, in formats
without Disenchant, this will be one of the tools of the trade for White.
Stormfront Pegasus 1W
Creature - Pegasus
Flying
2/1
Drathro: B-
It's a two power flier for two mana, what's not to like? However, I do think
that Mistral Charger was plenty "fantasy flavored" already. This "functional
reprint" was completely unnecessary.
Streetz: B
While I agree with you Drathro on the functional reprint, they made up for it by
giving this card amazing... and I stress AMAZING... artwork. And can we really
complain about another Pegasus option for our tribal decks?? I think not.
Can
I have a legendary Pegasus creature that isn't a Shapeshifter? Please, Wizards?
Please!
Undead Slayer 2W
Creature - Human Cleric
{W}, {T}: Exile target Skeleton, Vampire, or Zombie.
2/2
Drathro: C
Undead Slayer is narrow, but fun! Unfortunately, three mana for a 2/2 creature
with a highly situational ability is not going to earn a high mark from me. On
the other hand, when it comes to flavor... hmmm, Vampires are undead, so this
could be a "Vampire Slayer?" The only problem is, do we call her "Buffy," as the
iconic Vampire Slayer, or do we call her "Faith," because of her dark tresses?
Streetz: A+
I say Buffy. *grin* I really like the flavor, art and ability on this card. Even
despite the fact it dies to every Terror and Doom Blade out there, it equally
can keep any undead deck in check. Especially if you protect it with cards like
Mother of Runes.
To make a Rare version of this I would change the cost to
1WW and give it Protection from Black. But as an Uncommon card, this is perfect.
I feel like building another rough decklist:
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Anti-Undead.
THEME: Anti-Undead |
Lands:
1 Kor Haven
4 Gargoyle Castle
15 Plains
4 Secluded Steppe
Creatures:
4 Mother of Runes
4 Auriok Champion
4 White Knight
4 Undead Slayer
4 Northern Paladin
3 Baneslayer Angel
2 Lightwielder Paladin |
Other Spells:
3 Honor of the Pure
4 Celestial Purge
2 Distorting Lens
1 Shields of Velis Vel
1 Gorgon Flail |
|
by John Streetz |
Notice the Distorting Lens gets around Protection from
White really nicely.
Veteran Armorsmith WW
Creature - Human Soldier
Other Soldier creatures you control get +0/+1.
2/3
Drathro: B
Veteran Armorsmith is slightly above average for the extra point of toughness
inherent to this guy. Mass toughness pump fails to impress me, as usual, but I
acknowledge that Soldiers are getting some nice Tribal support here. In the
absence of a four-mana sweeper in Standard, Soldiers are going to be powerful,
at least until the Lorwyn super-block rotates. (Actually, when it comes to
facing down the Soldier Tribe, Earthquake is going to be your four-mana sweeper,
but that's for another article...)
Streetz: A
It doesn't fail to impress me. Whether you are building around this card or
including it in draft deck, it is amazing. As is his counterpart the Swordsmith.
Don't ever underestimate mass pumping even if it's limited to what it affects.
Look at the Ajani Goldmane, Spectral Procession, Glorious Anthem standard
decklists from earlier this year for example. They stay out of Pyroclasm range
while beating down for the win.
There are lots of Soldiers to affect in M10, including
Elite Vanguard, Palace Guard, Rhox Pikemaster and Captain of the Watch. In fact,
they almost build a deck for you...

Veteran Swordsmith 2W
Creature - Human Soldier
Other Soldier creatures you control get +1/+0.
3/2
Streetz: A
This and Armorsmith are an amazing duo. Turn two, Veteran Armorsmith; turn three
Veteran Swordsmith. On turn three you have two 3/3 soldiers and each of your
other soldiers gets +1/+1. As I mentioned, these two cards do not fail to
impress me. They are more powerful than I would prefer at common, but I guess
they both die to Lightning Bolt.
Drathro: B
This time, the base stats are even less impressive; 3/2 for three mana is
becoming fairly commonplace lately. On the other hand, I prefer the mass power
boost to bolstering toughness, so Veteran Swordsmith gets just about the same
marks as Armorsmith. Again, in Standard, Soldier Tribal is looking good, but it
might be too fragile to stay on top for long. In Casual circles, be ready for
some Soldier beatdowns!
Wall of Faith 3W
Creature - Wall
Defender (This creature can't attack.)
{W}: Wall of Faith gets +0/+1 until end of turn.
0/5
Drathro: C-
It's a wall. Granted, it's a wall that can survive a lot of damage, but so what?
No power and no flying makes Wall of Faith a dull boy. For four mana, you know
I'm dropping Wall of Reverence before I even think about Wall of Faith.
Streetz: D
Expensive Wall filler. I'm not a huge fan. On the bright side, this works nicely
with Doran and Rolling Stones...
 Streetz:
Overall, I think M10 White is solid. It has some reasonably powerful cards at
all rarities (see Crack Angel, Elite Vanguard, Swordsmith & Armorsmith and
Silence), it has fun Tribal interactions, some amazing totally new cards, and a
lot of functional reprints. Some cards I didn't talk about that I'm excited to
see back in the CORE set include Soul Warden, Mesa Enchantress, Armored
Ascension, and Tempest of Light. Soul Warden is just efficient life gain, Mesa
Enchantress is for every Johnny out there, Armored Ascension is just amazing in
an all-White deck, and Tempest of Light just has great artwork.
Drathro: White certainly was blessed with a lot of new
cards for M10, which really shows you how weak White core set candidates have
been in past years. Obviously, the reprinting of Planeswalker Ajani Goldmane is
a significant move, but I'm also looking forward to dusting off my White Knights
and completing a playset of Serra Angels. On the other hand, I find the
reprinting of Excommunicate to be a slap in the face to removal spells
everywhere.
So, that's what's new with White. Sound off in the forums
on where we were wrong or what we got right. Maybe there's a hidden gem from the
reprints that we didn't cover? Let us know!
You can discuss this article in the MDV forums
here.
Find other articles by Drathro here.
Find other articles by Streetz here.
Find other articles from this series here.
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Articles
Spotlights from 2009:
Magus of the Bazaar – Merchant Magic Parasitism: The Devolution of Magic Players. - by Kozy Mechanic Week: Kicking a Bad Habit - by Streetz MTG Theory: Card Design 101 . - by Cashew Potatobrain's Guide to Token Decks. - by Potatobrain The Magic of Friday Night. - by hamsandwich Memories of an Old Magic Player: Recrossing the River Jordan. - by Chris Newton Mechanic Week: Offering Up Mechanic Week. - by Dan Wright (Drathro)
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