Subject: Exodus Top 10 list Date: Sun, 07 Jun 1998 10:51:48 -0800 From: ejkmcsm@arctic.net (Elizebeth Moeller) To: fkusumot@ix.netcom.com Here's my two cents. Jeff Moeller. My overall impression of the set reminds me of Alliances: 30 or so really strong cards, and only a few real stinkers. The strong cards, for the most part, are obviously strong, and some of them have no comparison. Here's my Exodus Top Ten List, in no particular order: 1. Survival of the Fittest. Hopefully the Dojo has now posted my rant about this card. For 1g, its a reusable Tutor for creatures that puts them directly in your hand. Good with Living Death, or splashed in any deck to eliminate worthless late game small creature draws, or to find the right "187" creature for the situation. No other card in Magic even approximates what this card does. Of course, it's rare. 2. Reaping the Rewards. Hey, it's a reprinted Zuran Orb! For W, you gain two life, with a buyback of sacrifice a land. That's your basic undisenchantable Zuran Orb. And it's common! Also a good combo with Oath of Lieges. 3. Paladin EnVec. 1WW for a 2/2 first striking ProRed and ProBlack creature. Not only passes the "White Knight" comparison test, IMO better than a White Knight. "Superknight" will be in every white weenie deck forever. Of course, it's rare. 4. Price of Progress. Hey, let's throw a major monkey wrench into Type 1 and Extended. A 1R instant that does 2 to every player for each nonbasic land they have. In response to your playing your 4th dual land, take 8. The message to Extended players: playing your dual lands could be hazardous to your health. 5. Recurring Nightmare. Necromancy wasn't good enough, so here's a Black enchantment that costs the same, but instead of putting it on a creature, you sacrifice one in play and return Recurring Nightmare to your hand to Animate something. So, I get to reuse it and it can't be Disenchanted later. 6. Equilibrium. 1UU enchantment, all your creatures are Jellyfish if you pay 1 more. And to think that I was going to miss the ManOWar 7. Reclaim. For G, put something in your graveyard on top of your library. Best in Type 1, where you can play 4. 8. Carnophage. This one is simple to explain. B for a 2/2 weenie. Did you get tired of getting smacked by these yesterday? Has an upkeep of 1 life or tap it, but who cares? Swamp, Dark Ritual, Carnophage x2, Sarcomancy. Turn 2. Bad Moon, take 9. 9. Peace of Mind. Discard a card, gain 3 life. Discard yourself down to where you can use your Keeper of the Mind to draw. Or, Ancestral Recall every return with Oath of Scholars. Yeesh. 10. Soul Warden. A 1/1 for W, this seemingly innocuous little creature gets you 1 life any time a creature is played. I wonder if WOTC spotted the Aluren/Shireking Drake/W arden combo? Honorable Mentions: The white, green, black and blue Keepers are all pretty decent, as are the white, green, and blue Oaths. Red got three good enchantments in Onslaught, Seismic Assault and Pandemonium. Black got more good shadow weenies. The set is good on decent enchantments and weaker on creature quality.