Subject: Stronghold Card Ratings Date: Sun, 22 Feb 1998 01:09:17 -0800 From: Karen & Dan Cunningham To: fkusumot@ix.netcom.com Hey Frank. I thoguht it would be neat to rate every card in the set as a preliminary opinion before all the hype comes about. So here is my rating for the stronghold set. *= Terrible **= Mark Rosewater probably designed this ***= Not bad ****= Good *****= Excellent --BLACK-- ---------------------------------------------------------------------------- ---- Bottomless Pit 1BB Enchantment Uncommon During each players upkeep, that player discards a card at random ** - okay I think but I see no really viable decks for it. Good with cursed scroll and Pox Brush with Death 2B Sorcery Common Buyback 2BB Target opponent loses 2 life. You gain 2 Life. ** - nothing special, just a mediocre card. Cannibalize 1B Sorcery Common Choose two target creatures controlled by any one player. Remove one of those creatures from the game and put two +1/+1 counters on the other. ***- Not too bad. Versatile if nothing else Corrupting Licid 2B Summon Licid Uncommon B, T: Corupting Licid loses this abilityand becomes a creature enhantment that reads *** - Not so bad. Pretty cool ability Crovax The Cursed 2BB Summon Legend Rare Counts as vampire. Comes into play with 4 +1/+1 counters. During your upkeep sacrifice a creatureandput a +1/+1 counter on him or remove a +1/+1 counter. B: gains flying untill end of turn 0/0 ** - No one played with Ravenous Vampire so why would they play with this? Dauthi Trapper 2B Summon Minion Uncommon T: Target creature gains shadow until end of turn. 1/1 **** - Pretty good. Cheap and useful ability. Death Stroke BB Sorcery Common Destroy target tapped creature. ***- Okay Dungeon Shade 3B Summon Spirit Common Flying. B:Dungeon Shade gets +1/+1 untill end ***- okay. Better than firefly of turn. 1/1 Foul Imp BB Summon Imp Common Flying When Foul Imp comes into play, lose 2 life. 2/2 **- The name is fitting, this card is foul Grave Pact 1BBB Enchantment Rare Whenever anycreature you control is put into any graveyard, each other player sacrifices a creature. ***1/2- Not quite sure what to think of this. Makes it hard for them to kill anything of yours and still have an offense Lab Rats B Sorcery Common Buyback 4 Put a rat token into play, Treat this token as a 1/1 black creature. ****- Excellent card I think. Early on a weenie, but great to draw late game. Megrim 2B Enchantment Uncommon Whenever any opponent discards a card, Megrim deals 2 damage to him or her. * - Let me guess Mark Rosewater thinks this will make people utilize the power of the hand as a resource. Thanks but no thanks. Mind Peel B Sorcery Uncommon Buyback 2BB Target player choses and discards a card. **- See above. And funeral charm is 100x better. MindWarper 2BB Summon Spirit Rare Mindwarper comes into play with 3 +1/+1 countrs on it.2B, Remove a +1/+1 counter from Mindwarper:target player chooses and discards a card, ***- Not bad play this ability as a sorcery. Morgue Thrull 2B Summon Thrull Common Sacrifice Morgue Thrull: Put top 3 cards of your library into your graveyard **-Sac to remove a measly three cards? COme on! 2/2 Mortuary 3B Enchantment Rare Whenever any creature is put into your garveyard from play, put that creature on top of your libary. **1/2- Okay. Sometimes could hurt if you need a solution and they kill your weenie horde with a quake or something. Rabid Rats 1B Summon Rats Common T: Target blocking creature gets -1/-1 until end of turn. 1/1 **- An average ** card Revenant 4B Summon Spirit Rare Flying. Revenant has spower and toughness each equal to the number of creature cards in your graveyard. */* ***- Not Bad. I hear this is what they gave out at the prerelease. Not as good as 'Goyf. Serpent Warrior 2B Summon Soldier Common When Serpent warroir comes into play , lose 3 life. 3/3 *** - Not so bad, Not so good Skeleton Skavengers 2B Summon Skeltons Rare Skelton Skavengers comes into play with 1 +1/+1 counter on it. Pay 1 for each +1/+1 counter on it: regenerate Skeleton Scavengers and put a +1/+1 counter on it. 0/0 *** - Not quite sure what to think of this. Looks okay. Stronghold Assasin 1BB Summon Assassin Rare T, Sac a creature: Destroy target non-black creature. 2/1 ****- Excellent but is very targetable with Fanatic, Fireslinger, Firewalker, Granger etc. Stronghold Taskmaster 2BB Summon Minion Uncommon All other B creatures you control get -1/-1. 4/3 ***- Pro's: Hoses Black, 4 Power Cons:Unsplashable (thus hosing the first pro), Boltable Torment 1B Enchant Creature Common Enchanted creature gets -3/-0. ***- HoHum. Another average card. Tortured Existence B Enchantment Common B, Choose and discard a creature card: Return a creature from your graveyard to your hand. **- Another card that looks similar... Not very good Wall of Souls 1B Summon Wall Uncommon Deals damage to target player equal the damage recived in combat. ****1/2- Okay this is good. I put it in my R/b sligh. ---------------------------------------------------------------------------- ---- --BLUE-- ---------------------------------------------------------------------------- ---- Cloud Spirit 2U Summon Spirit Common Flying. Cloud Spirit can only block creatures with flying. 3/1 ***- Pretty good. Unfortunatly quite pingable Contempt 1U Enchant Creature Common If enchanted creature attacks,return that creature and Contempt to owner's hand at end of combat. ***1/2- Don't really know what to think about this. Looks funky. Dream Halls 3UUU Enchantment Rare Instead of paying the casting cost for a spell of any color, its caster may choose and discard a card that shares at least one color with that spell. If the spell has X in its casting cost, X is 0. **1/2- There has been a lot of hype on this card but when I think about it it really blows. First off- 6 Mana. By the time you have six won't you usually be able to cast everything anyways? Second loss of card advantage to save a few mana. Aside from a few lame recycle combo's(Jay's Combo) it is actually quite mediocre. Dream Prowler 2UU Summon Illusion Common Dream prowler is unblockable as long as no other creatures are attacking. 1/5 ***1/2- Almost a 4. Pretty useful, defense early, killing mechanism later. Evacuation 3UU Instant Rare Return all creatures to owners hand. ***- Okay. Not really sure though. Wouldn't wrath be better? And blue goes with white fairly well. Might be okay in Big Blue though. Gliding Licid 2U Summon Licid Uncommon U, T: Gliding Licid loses this ability and becomes a creature enhantment that reads "enchanted creature gains flying" instead of a creature. Move Corrupting Licid onto target creature. You may pay U to end this effect. 2/2 **- Lame. Hammerhead Shark 1U Summon Fish Common Hammerhead shark cannot attack unless defending player controls any islands. 2/3 ***- Actually okay. Tons of people are using blue and it is a good early blocker. Hesitation 1UU Enchantment Uncommon Counter next spell cast and bury Hesitation. *- SUX! For these reasons - You can't cast a spell, They will play a crappy spell then play the spell you would want to counter, No surprise value, It's a daring apprentice Intruder Alarm 2U Enchantment Rare Creatures do not untap during their controllers untap phase. Whenever any creature comes into play, untap all creatures. ***- Not sure about this card at all. PRetty good with counter back up. Leap U Instant Common Target creature gains flying untill end of turn Draw a card. ***- Another hoaky jump. Yippee. Mana Leak 1U Interrupt Common Counter target spell unless its caster pays an additional 3. *****- Wow. Very Very good. 5 color decks will love this. Basically a counter for 1U. Mask of the Mimic U Instant Uncomoon Sacrifice a creature: Search your Libary for a copy of target creature card put it into play. Shuffle you libary aferwards. *****- Wow. Just Wow. You kill my creature? Sac, get his twin bro. Wow. You play a creature? Sac my Manowar, send it back, beat you down more. Wow. You attack with a creature? Sac my tapped spout, BLock with new spout. Wow. Versatile. Mind Games U Instant Common Buyback 2U Tap target artifact, creature or land. ****- Good. Quite good. Especially with medallions. Ransack 3U Sorcery Uncommon Look at the top 5 cards of target players libary. Put any number of those cards on the bottom of that libary in any order and the rest on the top of that libary in any order. ***1/2- Almost ****, kicks ass with an ophi running rampant or creature beatdown. A bit pricey though. Rebound 1U Interrupt Uncommon Target spell which targets only a single player, targets another player of yourchoice. ***- A good card vs burn. Not much else though. Reins of Power 2UU Instant Rare Untap all creatures you and target opponent control. Exchange Control of those creatures until end of turn. Those creatures are unaffected by summoning sickness this turn. ***1/2- Sort of wacky. Pretty cool though, and could be a huge turnaround. Shift 3U Sorcery Common Draw 3 Cards, then choose and discard card. **- Worse than Inspiration Silver Wyvern 3UU Summon Drake Rare Flying. U: Target spell or ability, which targets only Silver Wyvern, targets another creature of your choice instead. Play this ability as an interrupt. 4/3 ****- If it wasn't boltable it would be soooooo good. But it is. Spindrift Drake U Summon Drake Common Flying. During your upkeep, pay U or sacrifice Spindrift Drake. 2/1 ***1/2- Pretty good. QUick. Not too shabby late game either. Pingable though. Thalakos Deciever 3U Summon Wizard Rare Shadow. Sacrifice Thalakos Deciever: Gain control of target creature permanently.Use this ability only if Thalakos deciever is attacking and unblocked. 1/1 **1/2- Really, how long is a 4th turn 1/1 going to hang around and get unblocked unscathed? Tidal Surge 1U Sorcery Common Tap up to 3 target creatures without flying. ***- Average. Boring. Could win some games though. Tidal Warrior U Summon Merfolk Common T: Target Land is an Island until end of turn. 1/1 ***- How come one casting cost merfolk have to suck so much? How come it can't have a dandy ablility? Does work well with the lord though. Volraths Shapeshifter 1UU Summon Shape Shifter Rare As Long as the top card of your graveyard is a creature card, Volraths Shapeshifer is a copy of that card, except that Volraths Shape Shifter retains its abilities. 2: Choose and discard a card. 0/1 **1/2- Seems like a fun deck card at best Walking Dream 3U Summon Illusion Uncommon Walking Dream is unblockable. Walking dream does not untap during your untap phase if your opponent controls two or more creatures. 3/3 ***1/2- Seems pretty good Wall of Tears 1U Summon Wall Uncommon If wall of tears blocks any creatures, return each of those creatures to owners hand at end of combat. 0/4 ****1/2- Seems very very good. Stunts their attack growth badly. ---------------------------------------------------------------------------- ---- --GREEN-- ---------------------------------------------------------------------------- ---- Awakening 2GG Enchantment Rare At the beginning of each players upkeep, untap all creatures and lands. ***1/2- Not bad. A sideboard card at best Burgeoning G Enchantment Rare Whenever any opponent plays a land, you may choose a land card from your hand and put it into play. **- Helps early but I don't see anything very special. WOn't even be useful after turn 3. Carnassid 4GG Summon Beast Rare Trample. 1G: Regenerate Carnassid. 5/4 ***1/2- Not bad phat I suppose. Good in Tempest/Stronghold consturcted because of lack of Phat creatures. Constant Mists 1G Instant Uncommon Buyback, sac a land Creatures deal no combat damage this turn. ***1/2- Good defense. could make for a long boring game. Crossbow Ambush G Instant Common All Creatures you control can block creatureswith flying until end of turn. *- Terrible ! Elven Rite 1G Sorcery Uncommon Put 2 +1/+1 counters, distributed anyway you choose, on any number of target creatures. ***- Not bad. I think armor of thorns is better. Endangered Armodon 2GG Summon Elephant Common If you control any creature with toughness 2 or less, sacrifice Endangered Armodon. 4/5 ****- almost 4 1/2 The return of ErnhamGeddon? (even though no elves) Hermit Druid 1G Summon Druid Rare G, T: reveal cards from the top of your libary until you reveal a basic land, put it in your hand, all other revealed cards are discarded. ***1/2- Maybe ****? Good but weak and pingable. Lowland Basilisk 2G Summon Basilisk Common Whenever Lowland Basilisk damages any creature, destroy that creature at end of turn. Mulch 1G Sorcery Common Reveal the top 4 cards of your libary to all players. Put any of those cards that are land into your hand and the rest into your graveyard. ****-Very good. The new tithe. Maybe even 4 1/2 stars. Good in 5C Decks too. Overgrowth 2G Enchant Land Common Whenever enchanted land is tapped for mana , it produces an additional GG. **- Oh boy. The new Wildgrowth. Primal Rage G1 Enchantment Rare All creatures you control gain trample. *- yes. My war elephant deck is complete. Provoke 1G Instant Untap target creature you do not control. That creature blocks this turn if able. Draw a card. ***1/2.Maybe a 4. I think this is quite good and can sometimes net tons o' card advantage. Skyshroud Archer G Summon Elf Common T: target creature with flying gets -1/-1 until end of turn. 1/1 ***- Okay Skyshroud Troopers 3G Summon Elves Common T:Add G to your mana pool. Play as a mana source. 3/3 ***- Joy. A bigger lamer llanowar. Spike Breeder 3G Summon Spike Rare Spike Breeder comes into play with three +1/+1 counter on it. 2, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature. 2, Remove a +1/+1 counter from Spike Breeder: Put a Spike Token into play. Treat this token as a 1/1 green creature. 0/0 ***- Whoa. Weird. Could be good. Multitalented. Spike Colony 4G Summon Spike Common Spike Colony comes into play with 4 +1/+1 counters on it. 2,Remove a +1/+1 counter from Spike colony: Put a +1/+1 counter on target creature. 0/0 ***1/2- hmm. Not bad at all. Spike Feeder 1GG Summon Spike Common Spike Feeder comes into play with two +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Feeder: put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Feeder:Gain 2 life. 0/0 ****- MAybe 3 1/2. Even if they kill it right away it still gives you 4 life. Makes a creature bigger in a pinch too. And 2/2 for 3 isn't so bad anyways. Spike Soldier 2GG Summon Spike Uncommon Spike Solider comes into play with 3 +1/+1 counters on it. 2, remove a +1/+1 counter from spike soldier: put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike solider: Spike soldier gets +2/+2 until end of turn. 0/0 ***1/2 - These spikes arn't half bad. If only they wern't green... Spike Worker 2G Summon Spike Common Spike Worker comes into play with 2 +1/+1 counters on it. 2, remove a +1/+1 counter from spike worker: Put +1/+1 counter on a target creature. 0/0 ***- I'm getting bored of all these spikes Spined Wurm 4G Summmon Wurm Common 5/4 ***1/2 -Same old, same old Tempting licid 2B Summon Licid Uncommon G,T:Tempting Licid loses this ability and becomes a creature enhantment that reads "All Creatures able to block enchanted creature do so "instead of a creature. Move Tempting Licid onto target creature. You may pay G to end this effect. 2/2 ***1/2 - Intriguing... Could be massive annoyance Verdant Touch 1G Sorcery Rare Buyback 3 Target land becomes a 2/2 creature permanently. ***- Could have potential. I think I might be underating it. Volraths Gardens 1G Enchantment Rare 2: Tap a creature you control: gain 2 life. Play this ability as a sorcery. ****- With this wording you can tap an already tapped creature for mass life gaining. Still not that good though. Wall of Blossoms 1G Summon Wall Uncommon When wall of Blossoms comes into play, draw a card. **** - Good cantrip blocker. Maybe ***1/2. ---------------------------------------------------------------------------- ---- --RED-- ---------------------------------------------------------------------------- ---- Amok 1R Enchantment Rare 1, Discard a card a random: Put a +1/+1 token on target creature. **- Red has better cards to use than this Convulsing Licid 2R Summon Licid Uncommon R,T:Convulsing Licid loses this ability and becomes a creature enhantment that reads "enchanted creature cannot block" instead of a creature. Move convulsing Licid onto target creature. You may pay R to end this effect. 2/2 ** - See "Amok" Craven Giant 2R Summon Giant Common Craven Giant Cannot Block. 4/1 **- Pingable. Anything can kill it. It can't block. Duct Crawler R Summon Insect Common 1R: Target Creature cannot block duct crawler this turn. 1/1 **- See "Convulsing Licid" Fanning the Flames XRR Sorcery Uncommon Buyback 3. Deal X damage to target creature or player. ** - Wayyyy too expensive. Searing touch is way better. Flame Wave RRRR3 Sorcery Uncommon Deals 4 damage to target player and each creature he controls. *** - Very expensive but if it goes off then it is pretty much over. Fling 1R Instant Common Sac a creature: Fling deals damage equal to sacrificed creature's power to target creature or player. ***1/2- Not bad. Good with ball Lightning Flowstone Blade R Enchant Creature Common R: Enchanted creature gets +1/-1 untill end of turn. **- Versatile in sealed, weak in constucted. Flowstone Hellion 4R Summon Beast Uncommon Flowstone hellion is unaffected by summoning sickness. 0: Flowstone Hellion gets +1/-1 untill end of turn. 3/3 ***1/2 - A good card, but red has enough speed. **** maybe? Flowstone Mauler RR4 Summon Beast Rare Trample R: Flowstone Mauler gets +1/-1 untill end of turn. 4/5 *** - Would way rather have a shivan Flowstone Shambler 2R Summon Beast Common R:Flowstone Shambler gets +1/-1 untill end of turn. 2/2 ** - Boooring. Furnace Spirit 2R Summon Spirit Common Furnace Spirit is unaffected by summoning sickness. R: Furnace Spirit gets +1/+0 untill end of turn. 1/1 ***1/2 - if well timed could dole out massive beats. Pingable. Heat of Battle 1R Enchantment Uncommon Whenever a creature blocks, Heat of battle deals 1 damage to that creatures controller. *** - Not bad. Not too good either though. Invasion Plans 2R Enchantment Rare Each creature blocks whenever able. Attacking player chooses how each creature blocks. ***1/2 - Cool. Not sure how good this actually is though. Mob Justice 1R Sorcery Common Mob justice deals 1 damage to target player for each creature you control. **- No one liked superior numbers. Yet they reprint it. Whee. Mogg Bombers 3R Summon Goblins Common If any other creature comes into play, sacrifice Mogg Bombers and it deals 3 damage to target player. 3/4 **- Too expensive for too little Mogg Flunkies 1R Summon Moggs Common Mogg Flunkies cannot attack or block during a turn in which no other creature you control attacks or blocks. 3/3 ****- In sligh how often do you have only 1 creature attacking? I think this is good. Could be wrong though. Mogg Infestation 3RR Sorcery Rare Destory all creatures target player controls. For each Creature put into the graveyard in this way, put 2 Goblin Tokens into play under players control,treat these as 1/1 red creatures. **1/2 - Not so bad. Seems like it would harshl suck against some decks though. And I can't think of any it would be too good agaisnt either. Mogg Maniac 1R Summon Goblin Uncommon Whenever Mogg Maniac is dealt damage, it deals an equal amount of damage to target opponent. ***1/2- Maybe ****. The ultimate chump blocker 1/1 Ruination 3R Sorcery Rare Destroy all non-basic lands. **** - Hoses certain decks. Too bad it is a sorcery. Seething Anger R Sorcery Common Buyback 3. Target creature gets +3/+0 untill end of turn. ***- Good in sligh maybe? Not much surprise value after the first time. Shard Phoenix 4R Summon Phoenix Rare Flying. RRR: Put Shard Phoenix into your hand. Use this ability only if Shard Phoenix is in your graveyard and only during your upkeep. Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. ***1/2 - Hammer Bird to the rescue. Counter Hammer maybe? Shock R Instant Common Shock deals 2 damage to target creture or player. *****- Lightning Bolt is Back! Yay! Spitting Hydra 3RR Summon Hydra Rare Spitting Hydra comes into play with four +1/+1 counter on it. 1R, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature. **** - Pretty Cool. Pings like there is no tommorow. New triskelion? Wall of Razors 1R Summon Wall Uncommon First Strike. 4/1 *** - Sucky. Gets pinged like heck. ---------------------------------------------------------------------------- ---- --WHITE-- ---------------------------------------------------------------------------- ---- Bandage W Instant Common Prevent 1 damage to any creature or player. Draw a card. *** - Underestimated? Calming Licid 2W Summon Licid Uncommon W, T: Calming Licid loses this ability and becomes a creature enhantment that reads "enchanted creature cannot attack" instead of a creature. Move Calming Licid onto target creature. You may pay W to end this effect. 2/2 ***1/2 - The best licid? Could be *MASSIVE* annoyance Change of Heart W Instant Common Buyback 3. Target creature cannot attack this turn. ***1/2- Pretty good. Conviction 1W Enchant Creature Common Enchanted creature gets +1/+3. W: Return Conviction to owners Hand. **1/2 - A worse sun clasp Contemplation 1WW Enchantment Uncommon Whenever you successfully cast a spell gain 1 life. *** - okay. not that useful. Hidden Retreat 2W Enchantment Rare Choose a card in your hand and put it on top of your libary: Prevent all damage to you from an instant or sorcery. ***- Good SB card vs. Burn. Honor Guard W Summon Soldier Common W: Honor Guard gets +0/+1 until end of turn. **1/2- Nothing new here Lancers en-Kor 3WW Summon Soldiers Uncommon Trample 0: Redirect 1 damage from lancers en-kor to a creature you control. 3/3 **1/2 - So this is the "unique redirection ability" promised by rosewater. Nomads en-Kor W Summon Soldiers Common 0: Redirect 1 damage from Nomads en-Kor to a creature you control. ***1/2 - Very annoying to kill I can imagine. Pursuit of Knowledge 3W Enchantment Rare Skip drawing a card: put a study token on Pursuit of Knowledge. Remove 3 study tokens from Pursuit of Knowledge, sacrifice Pursuit of Knowledge: Draw 7 Cards. ****- maybe ****1/2. Whoa. Card advantage. New meditate. Rolling Stones 1W Enchantment Rare Walls can attack as though they were not walls. * - What will those wacky guys at R&D come up with next. Sacred Ground 2WW Enchantment Rare Whenever a land is put into your graveyard by a spell or ability you opponent controls put that land back into play. *1/2 - Hoses the ever popular land destruction and armageddon. Samite Blessing W Enchant Creature Common Enchanted Creature gains "T: prevent all damage to any creature from any one source" **1/2- Make a creature a samite healer. ooh ahh. Scapegoat W Instant Uncommon Sacrifice a Creature: Return any number of target creatures you control to owners hand. **- sucks except in very certain situations. Shamen en-Kor 1W Summon Cleric Rare 0: Redirect 1 damage from Shaman en-Kor to a creature you control. 1W: Redirect to Shaman en-Kor all damage dealt to any one creature from any one source. 1/2 **1/2 - The En-Kor suck. Skyshroud Falcon 1W Summon Bird Common Flying. Attacking does not cause Skyshroud Falcon to tap. 1/1 **- There are only like 6 cards of this already, hell why not one more! Smite W Instant Common Destroy Target Blocked creature. ***1/2- Only problem is you have to have a blocked to use this and sometimes the most pesky creatures are the ones you can't block. Soltari Champion 2W Summon Soldier Rare Shadow. If Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn. 2/2 ****- Wow. Pretty good for 3 mana. Shadow deck maybe. Spirit en-Kor 3W Summon Spirit Common Flying. 0: Redirect 1 damage from Spirit en-Kor to a creature you control. 2/2 ***- Probably the best of the En-Kors which is not saying very much. Temper X1W Instant Uncommon Prevent up to X damage to target creature. For each damage prevented in this way put a +1/+1 counter on that creature. ***1/2- Good. Could save the game. Superb in sealed. Venerable Monk 2W Summon Cleric Common When Venerable monk comnes into play, gain 2 life. 2/2 ***1/2- Not half bad. Wall of Essence 1W Summon Wall Uncommon For each 1 combat damage dealt to Wall of Essence, gain 1 life. 0/4 ***1/2- Good against burn and weenie. Warrior Angel WW4 Summon Angel Rare For each damage angel deals gain 1 life. 3/4 ***1/2 - 6 mana? No thanks. Warroir en-Kor WW Summon Knight Uncommon 0: Redirect 1 damage from Warrior en-kor to a creature you control. 2/2 ****1/2- A useful En-Kor? Wha? Youthful Knight 1W Summon Knight Common First Strike. 2/1 **** - Good for splashing (ie R/w) ---------------------------------------------------------------------------- ---- --GOLD-- ---------------------------------------------------------------------------- ---- Spined Sliver GR Summon Sliver Uncommon Each Sliver gains "2: Sacrifice this creature: This creature deals 2 damage to target creature or player". 2/2 ****1/2- Maybe even *****. Sliver decks may become tourney playable now. Crystaline Sliver WU Summon Slivers Uncommon Slivers cannot be the target of spells or abilities. 2/2 ***1/2 - Not bad for a sliver Hibernation Sliver UB Summon Sliver Uncommon Each Sliver gains"Pay 2 life:Return this creature to owners hand". ***- Sort of pricey Sliver Queen RWGUB Summon Legend Rare Counts as a Sliver 2:put a 1/1 sliver token into play, this is colorless. ***- If you get it out then it is good. Acidic Sliver BR Summon Sliver Uncommon If any Sliver is blocked, it gets +1/+1 untill end of turn for each creature blocking it. 2/2 ***1/2- Average Victual Sliver GW Summon Sliver Uncommon Each Sliver gains "2, sacrifice this creature: gain 4 life". 2/2 **** - Whoa! Super Life gaining sliver deck! ---------------------------------------------------------------------------- ---- --ARTIFACT-- ---------------------------------------------------------------------------- ---- Bull Whip 4 Artifact Uncommon 2, T: Bulwhip deals 1 damage to target creature. That creature attacks this turn if able. ***1/2- Hmm.Maybe even ****. Versatile. Ensnaring Bridge 3 Artifact Rare Each creature with power greater than the number of cards in your hand cannot attack. ****- very Good with cursed scroll Heartstone 3 Artifact Uncommon The cost of each creature ability requiring an activation cost is reduced by 1 this cannot reduce the abilities generic mana to less than 1. *- Stupid, who will use this? Hornet Cannon 4 Artifact Uncommon 3, T: Put a Hornet token into play. Treat this token as a 1/1 artifact creature with flying that is unaffected by summoning sickness. At the end of turn Destroy token. ***1/2- Cool card. Versatile. Horn Of Greed 3 Artifact Rare Whenever any player plays a land, that player draws a card. **- Like a manaflare. Jinxed Ring 2 Artifact Rare Whenever any card is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: target opponent gains control of Jinxed Ring permanently. *- Very stupid. Mox Diamond 0 Artifact Rare When Mox Diamond comes into play choose and discard a land or sacrifice Mox Diamond. T: add on mana of any color to your mana pool. **1/2- Like lotus petal. Dissapointing. Portcullis 4 Artifact Rare When ever any creature comes into play, if their are two or more other creatures in play, set that creature aside. If Portcullis leaves play, put the creature into play under its owners control. ****- Good in a very fast weenie deck to maintain control. Sword of the Chosen 2 Artifact Rare Legendary Artifact T: target Ledgend gets +2/+2 until end of turn. * - Very Very Stupid! Enough with the dumb artifacts! Shifting Wall X Artifact Creature Uncommon Counts as a wall. Shifting wall comes into play with X +1/+1 counters. **- Pretty bad. Sword of the Chosen 2 Legendary Artifact Rare T: Target Legend gets +2/+2 untill end of turn. *-How did this get here again? Volraths Laboratory 5 Artifact Rare When you play Volrath's laboratory,choose a color and creature type. 5,T:Put a token into play. Treat this as a 2/2 creature of chosen colour and type. ***- Whoa! By far the funkiest card in the set!Time to make Rainbow Pellets gallore! And quite useful too! ---------------------------------------------------------------------------- ---- --LAND-- ---------------------------------------------------------------------------- ---- Volraths Stronghold Legendary Land Rare T: add 1 colorless mana to your mana pool. 1B: put target creature card from your graveyard on top of your libary. **1/2- Dissapoinment for the only land in the set. --------------------------------------------------------------------------- Finally done... Thanx a whole bunch to frank for posting this thing I'm going to sleep now. Jeff Cunningham Van BC Canada Kcunning@direct.ca Jeff "The MAN" (Olle Rade is the other MAN) Cunningham