All three episodes are now available for download over at IWantMyMTG.com! Go get ’em!
If you haven’t yet heard, the following is a card rumored to be in Rise of the Eldrazi (unconfirmed; rarity unknown):
What makes this better than Cancel?
1) You can play it on turn 2.
2) You can play it late-game effectively as “Counterspell.”
In the first example, playing it on turn 2, you’re now behind; yes, you traded with their 2- or 3-drop, but now on turn 3 you need another counter to deal with their 3- or 4-drop, which is likely better than whatever card they played on turn 2. So do you play ANOTHER Deprive (assuming you have it)?
Honestly, I don’t even think this is worth playing on turn 2.
Let’s say you don’t play it on turn 2, but you hit your first three land drops and then want to counter something. What’s better in this situation? Cancel or Deprive? Cancel, obviously. Deprive leaves you with 1 mana open which will likely go unused. In the meantime, now you’re set back a turn and you’ve likely wasted any advantage that Deprive provided you.
So, okay, late game then. This is where Deprive is at its strongest. But when is it really going to be that much better than Cancel? Really only when you’re returning something like Halimar Depths, as far as I can tell. It allows you to tap all but 2 land, unlike Cancel, but is that really such a huge deal?
For the moment, I’m going to predict that if Deprive sees play in Standard decks akin to UW Chapin Control, it’s going to be in numbers less than 4, as its early game drawback just seems like too much for a deck whose strengths lie in getting to Stage 3. However, I can see it being a possible staple in some sort of UG deck that can recover from the tempo loss using the myriad of mana accelerants available in Standard.
For those of you that haven’t seen the latest planeswalker to be spoiled from Rise of the Eldrazi:
I’m more excited about Gideon than any other card from Rise that I’ve seen spoiled so far. On turn five, you can use him as removal to take out whatever creature your opponent just used to attack you. Or, using his first ability you can stall, and unless your opponent is able to do 8 damage in one swing (or swing + burn), he’s pretty safe (in that way, he reminds me quite a bit of good old Veteran Bodyguard). In a deck like UW control, which keeps the board relatively clear, you can +2 him even when your opponent has no creatures, just to boost his loyalty a bit so that you can use the 2nd ability more often, or to keep him further out of range of attacking creatures coming his way. With something like Wall of Denial, he basically ends up being the Icy+Assassin combo of old (I force your creature to attack, I block with Wall, neither die; next turn I use Gideon to destroy your tapped creature).
And here’s a cool rules interaction to exploit: If your opponent has an Eldrazi in play, you can +2 Gideon, and when the Eldrazi attacks, sacrifice Gideon to the Annihilator trigger. Since the attack was declared at Gideon, the Eldrazi will deal no damage to you on that attack, even though Gideon is gone. Not game-breaking by any means, but it does save you from that Eldrazi for a turn.
His last ability (his “ultimate”) is really exciting. Just like the manlands, he’s safe from Day of Judgment, but—unlike the manlands—costs 0 mana to activate, so you can still keep counter mana up. You can effectively Wrath your opponent’s side of the board and then swing in unimpeded.
The more I think about Gideon and consider the possibilities, the more I like him. He’s a noncreature win condition that can fit right into UW Control alongside Jace. He’s already pre-selling on eBay for $20+, and I fully expect his price to rise in the coming months.
Yo! MTG Taps! Episode 15 – Shot Down is now available for download!
Check it out over on MTGCast!
Joey & Bigheadjoe go over some of the recent news regarding the Reserved List, Rise of the Eldrazi spoilers, and both GP Kuala Lumpur & GP Yokohama.
GP Kuala Lumpur – Standard – “Ding, Dong, Jund Is Dead In Kuala Lumpur”
GP Yokohama – Extended
Clash of the titans – Katsuhiro Mori (Thopter Depths) vs Masashiro Kuroda (Hypergenesis)
NEW SEGMENT – PRO TOUR FLASHBACK!
Masashiro Kuroda’s PT Kobe ’04 win.
Mythic – Zvi’s Deck Tech from PT San Diego
PATRICK CHAPIN’S NEXT LEVEL MAGIC – Now shipping!
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A few quick thoughts on Mnemonic Wall.
The other day, I compared Mnemonic Wall to Eternal Witness. While this comparison still applies, I can’t help but think that the Wall may be even better than I originally thought.
Consider the applications of being able to clear the board with Day of Judgment against an aggro deck, then follow it up with Mnemonic Wall to simultaneously retrieve the Wrath from the graveyard AND put your opponent in a situation where they have to either a) play a creature that the Wall can’t profitably block, or b) overcommit to the Day of Judgment that’s now back in your hand.
On its own, it’s a two-for-one; but in the context of a deck with multiple X-for-one Sorceries and Instants, the Wall can bring back anything from Mind Spring to Mind Shatter, from Day of Judgment to Martial Coup. Or perhaps, “Hm, I think I’ll have that Blightning back, thanks.”
And lest we forget: It blocks! It blocks Bloodbraid Elves and Sprouting Thrinaxes, Kor Firewalkers and Nissa’s Chosen. It’s a great chump blocker to give you one more turn to replay that Wrath. It’s also one more permanent to sacrifice to any Annihilator Eldrazi that may somehow make their way onto the board (not that that’s a great reason to use it, but in a control deck that tends to have few nonland permanents, it’s something to keep in mind at least. Sometimes a land may be more important to keep around than an 0/4 wall).
Lastly, a blurb from Evan Erwin’s Twitter: “Mnemonic Wall seems pretty good with Reveillark in Extended. Just sayin.”
Of course, I’m not sure what else Rise of the Eldrazi has in store for us, but at the moment, Mnemonic Wall looks like an exciting, constructed-playable card that should at least make the short list when building any blue-based control deck.
CURRENTLY READING: The Glass of Time by Michael Cox.
Despite the prerelease being over a month away, spoiler season is already underway. Just like last time, these spoilers were given to several blogs/websites to spoil all at once on March 15, so you’ll likely be seeing these hit all at one time. There’s a chance that Yo! MTG Taps! will get an exclusive spoiler (which will be posted here after we podcast about it), so keep checking back for updates.
Without further preamble:
Magic: The Gathering
Rise of the Eldrazi
For thousands of years, Zendikar has had a reputation as a deathtrap. It’s been a world of deadly perils to Planeswalkers and native explorers, punishing any who seek to loot its hidden treasures and exploit its potent mana.
But unknown to the plane’s denizens, there’s a sinister reason for Zendikar’s danger: for millennia, the plane has served as a prison for the Eldrazi, astral monstrosities native to the Blind Eternities. Now, the perils facing adventurers on the plane of Zendikar have taken an even deadlier turn. The Eldrazi have been released.
Hailing from the Blind Eternities, the space between planes, the Eldrazi have transcended the colors of mana as we know them. As a result, the Eldrazi progenitors themselves and those closest to them are colorless. But don’t let the mana cost fool you—these Eldrazi are not artifacts.
Each of the colossal Eldrazi spawns its own “brood lineage.” The three brood lineages are composed of Eldrazi Drones and other subordinate beings, each reflecting the image of its progenitor. The smaller Eldrazi Drones that are aligned with colored mana and many of these drones, as well as some spells, produce Eldrazi Spawn creature tokens. These 0/1 colorless creatures can be sacrificed to add one colorless mana to your mana pool—perfect for casting those enormous Eldrazi.
The Rise of the Eldrazi set also marks the debut of colorless instants and sorceries. Like their Eldrazi creators, these versatile spells can be put into almost any deck.
This new and deadlier world comes with a set of mechanics that are separate and distinct from Zendikar and Worldwake, its predecessors in the Zendikar block. It is a large set and its unique mechanics mean limited play (drafting and sealed play) are played with Rise of the Eldrazi product. However, since it is part of the Zendikar block it will rotate out of Standard with Zendikar and Worldwake.
Anyone else think of Aragog (the giant spider from Harry Potter) when they saw the name Pathrazer of Ulamog? I know I did. Anyway, the Eldrazi are obviously prohibitively expensive creatures to cast, so I’ll go ahead right now and say that after seeing Kozilek, I’m not sure I’m going to be doing much more jaw-dropping when I see the remaining Eldrazi themselves. However, it seems that the set is going to provide us with ways to make them cheaper, (as made evident by Eye of Ugin and the above Corpsehatch), so we’ll have to wait to see if these tools actually push the Eldrazi into the realm of Standard-constructed playability.
Personally, I’m more excited about Mnemonic Wall than any of the rest. The Wall, while not OMGFNMBBE! exciting (sorry, Twitter inside joke), functions as a sort of cantrip that allows you to choose the card you end up with—as long as it’s in your graveyard. It’s no Eternal Witness, but it’s really not that far off.
Mammoth Umbra gives us a new keyword, “Totem armor,” which looks to be another attempt by Wizards to make auras playable. As I said about Canopy Cover, a resolved Umbra helps rectify the two-for-one problem inherent in most auras, although if your creature is removed before the Umbra resolves, you’re outta luck.
Another new keyword, “Rebound” (shown on Prey’s Vengeance), seems like it could be okay depending on what kind of spell it’s on. Personally I have very little reaction to the Giant Growth variants we continue to see (although I understand the reason for them). Vines of Vastwood seems much better than this card, simply for its ability to counter a removal spell while also providing some pumps. I’m sure we’ll see a Rebound cycle for each color, but the strength of the ability hinges entirely on the effect of the spell. A counterspell, for example, would be almost entirely useless (unless your opponent is a complete idiot and attempts to cast a spell during your upkeep the turn after you play the Rebound-counter). For blue, though, I could see a 3cc “draw a card” with Rebound—although, unless it’s instant-speed, it would be worse than Divination in most situations. If it IS instant speed, though, I think it would certainly be playable in Standard; playing it at EOT it would function much like the “draw 2” mode of Esper Charm, drawing you a card during your opponent’s end step and then again during your upkeep. This is all speculation, of course, but I would certainly be excited to see a card like this:
1UU – Instant
Draw a card.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this spell from exile without paying its mana cost.)
Stay tuned for updates!