Subject: exodus card ratings and comments Date: Tue, 9 Jun 1998 16:04:20 +0200 From: onick To: fkusumot@ix.netcom.com Hello Frank, rating system: *4* - 4 in every deck card, or easy to abuse *3* - will see use in an archetype *2* - okay for Limited format. *1* - trash top rated cards:(6) hatred (channel scream) black R forbid (buyback counter) blue U skyshroud elite (kird elf) green U seismic assault (own land's edge) red R cataclysm (severe balance) white R other near hits:(15) carnophage black C culling the weak black C volrath's dungeon black R curiosity blue U dominating licid blue R equilibrium blue R elvish berserker green C keeper of the beasts green U oath of druids (why cast it?) green R raging goblin red C pandemonium red R price of progress red U spellshock red U ogre shaman red R welkin hawk white C paladin en-Vec white R > --- LANDS ---------------------------------------------------------- > > City of Traitors Land none EX-R > If you play a land, sacrifice City of Traitors. > {T}: Add two colorless mana to your mana pool. *1* it's only colourless mana. > --- ARTIFACTS ------------------------------------------------------ > > Medicine Bag Artifact {3} EX-U > {1},{T},Choose and discard a card: Regenerate target creature. *1* > Skyshaper Artifact {2} EX-U > Sacrifice Skyshaper: All creatures you control gain flying until > end of turn. *2* it's something of an overrun. > Spellbook Artifact {0} EX-U > Skip your discard phase. *1*, too situational. gerrards doesn't need it either. > Transmogrifying Licid Artifact Creature {3} EX-U > 2/2; Transmogrifying Licid counts as a Licid. > {1},{T}: Transmogrifying Licid loses this ability and becomes a > creature enchantment that reads "Enchanted creature gets +1/+1 > and counts as an artifact" instead of any other type of permanent. > Move Transmogrifying Licid onto target creature. You may pay {1} to > end this effect. *2* > Coat of Arms Artifact {5} EX-R > Each creature gets +1/+1 for each other creature in play of the > same creature type. *1* only worth it for 3 or more creatures in play, and in that case, why waste 5 mana to try for some "overkill"? > Erratic Portal Artifact {4} EX-R > {1},{T}: Return target creature to owner's hand unless its > controller pays {1}. *2*, can be used on your own good CIP creatures, or to save your creatures from removal. it's probably a bit difficult to use vs the opponent's creatures, and it has a high cc. > Memory Crystal Artifact {3} EX-R > All buyback costs are reduced by {2}. *1* (sapphire) medallion a far better alternative, especially since the blue buybacks are the only ones really used. > Mindless Automaton Artifact Creature {4} EX-R > 0/0; Mindless Automaton comes into play with two +1/+1 counters on > it. {1},Choose and discard a card: Put a +1/+1 counter on Mindless > Automaton. Remove two +1/+1 counters from Mindless Automaton: Draw > a card. *3* pox deck creature? at worst this card replaces itself. > Null Brooch Artifact {4} EX-R > {2},{T},Discard your hand: Counter target noncreature spell. Play > this ability as an interrupt. *3* drawback is negligible in the age of scroll decks. of course whether a "scroll" deck has 5 mana available all the time is debateable. > Sphere of Resistance Artifact {2} EX-R > All spells cost an additional {1} to play. *1* only useful in lock decks. it needs too much support though > Thopter Squadron Artifact Creature {5} EX-R > 0/0; Flying; Thopter Squadron comes into play with three +1/+1 > counters on it. {1},Remove a +1/+1 counter from Thopter Squadron: > Put a Thopter token into play. Treat this token as a 1/1 artifact > creature with flying. Play this ability as a sorcery. {1},Sacrifice > a Thopter: Put a +1/+1 counter on Thopter Squadron. Play this > ability as a sorcery. *2* been done before, 5cc for an unthreatening creature. > Workhorse Artifact Creature {6} EX-R > 0/0; Workhorse comes into play with four +1/+1 counters on it. > Remove a +1/+1 counter from Workhorse: Add one colorless mana to > your mana pool. Play this ability as a mana source. *2* 6cc. only useful as a 4/4 creature in sealed. > --- BLACK ---------------------------------------------------------- > > Carnophage Summon Zombie {B} EX-C > 2/2; During your upkeep, pay 1 life or tap Carnophage. *3* this is going to see far more play than it might have, only because of all the other ultra-cheap B weenies. suicide black gets a huge boost with this. > Cat Burglar Summon Minion {3B} EX-C > 2/2; {2B},{T}: Target player chooses and discards a card. Play this > ability as a sorcery. *2* > Culling the Weak Mana Source {B} EX-C > Sacrifice a creature: Add {BBBB} to your mana pool. *3* DR will in almost all instances still be the first choice, but many decks probably could do with 6 rituals. > Cursed Flesh Enchant Creature {B} EX-C > Enchanted creature gets -1/-1 and cannot be blocked except by > artifact creatures and black creatures. *2* > Dauthi Jackal Summon Hound {2B} EX-C > 2/1; Shadow; {BB}, Sacrifice Dauthi Jackal: Destroy target blocking > creature. *2* knight of dusk isn't used either > Death's Duet Sorcery {2B} EX-C > Return two target creature cards from your graveyard to your hand. *2* very good in limited > Grollub Summon Beast {2B} EX-C > 3/3; For each 1 damage dealt to Grollub, each opponent gains 1 life. *1* useless against all but creatureless > Nausea Sorcery {1B} EX-C > All creatures get -1/-1 until end of turn. *2* not even an instant > Scare Tactics Instant {B} EX-C > All creatures you control get +1/+0 until end of turn. *2* > Thrull Surgeon Summon Thrull {1B} EX-C > 1/1; {1B}, Sacrifice Thrull Surgeon: Look at target player's hand > and choose one of those cards. That player discards that card. > Play this ability as a sorcery. *3* works just as well as coercion in almost all instances and it doubles as a creature. sweet. > Vampire Hounds Summon Hounds {2B} EX-C > 2/2; Choose and discard a creature card: Vampire Hounds get +2/+2 > until end of turn. *2* fallen angel is used, but not much. even though this is cheaper it has little other than reanimator uses, and there are better alternatives. > Dauthi Cutthroat Summon Minion {1B} EX-U > 1/1; Shadow; {1B},{T}: Destroy target creature with shadow. *2* not reliable in constructed, very good in Limited. > Dauthi Warlord Summon Soldier {1B} EX-U > */1; Shadow; Dauthi Warlord has power equal to the number of > creatures with shadow in play. *2* need 3 shadow to make it worthwhile, strictly Limited. > Fugue Sorcery {3BB} EX-U > Target player chooses and discards three cards. *2* at 5cc, it just doesn't count as "disruption" > Keeper of the Dead Summon Wizard {BB} EX-U > 1/2; {B},{T}: Destroy target nonblack creature. Play this ability > only if that creature's controller has at least two fewer creature > cards in his or her graveyard than you have in yours. *3* cheap cc as well as activation cost for the restricted abilty. > Mind Maggots Summon Insects {3B} EX-U > 2/2; When Mind Maggots comes into play, choose and discard any > number of creature cards. For each card discarded in this way, > put two +1/+1 counters on Mind Maggots. *2* it's only really worthwhile if you discard 2 creatures > Necrologia Instant {3BB} EX-U > Play Necrologia only during your discard phase. > Pay X life: Draw X cards. *3* this takes over from necropotence in decks where you want to get rid of the 'potence in the short term > Slaughter Instant {2BB} EX-U > Buyback - Pay 4 life. Destroy target nonblack creature. That > creature cannot be regenerated this turn. *2* expensive, and only good for one buyback in constructed > Spike Cannibal Summon Spike {1BB} EX-U > 0/0; Spike Cannibal comes into play with one +1/+1 counter on it. > When Spike Cannibal comes into play, move all +1/+1 counters from > all creatures onto Spike Cannibal. *2* not enough useful creatures with counters > Entropic Specter Summon Spirit {3BB} EX-R > */*; Flying; Entropic Specter has power and toughness equal to the > number of cards in target opponent's hand. If Entropic Specter > damages any player, that player chooses and discards a card. *1* virtually useless in Limited and not much better in constructed. > Hatred Instant {3BB} EX-R > Pay X life: Target creature gets +X/+0 until end of turn. *4* so deadly. there are more answers to a one shot like this in constructed, but with judicous play it can be a game winner anyway. [fanie de villiers] > Oath of Ghouls Enchantment {1B} EX-R > During each player's upkeep, if there are more creature cards in that > player's graveyard than in target opponent's graveyard, the player > may return a creature card from his or her graveyard to his or her > hand. *3* once again a card that fits the current black weenie theme. > Pit Spawn Summon Beast {4BBB} EX-R > 6/4; First Strike; During your upkeep, pay {BB} or sacrifice Pit > Spawn. If Pit Spawn damages any creature, remove that creature > from the game. *2* impossible to handle in Limited > Plaguebearer Summon Zombie {1B} EX-R > 1/1; {XXB}: Destroy target nonblack creature with total casting > cost equal to X. *2* you're never going to kill a tradewind rider > Recurring Nightmare Enchantment {2B} EX-R > Sacrifice a creature, Return Recurring Nightmare to owner's hand: > Put target creature card from your graveyard into play. Play this > ability as a sorcery. *3* to put it into perspective, it's a 3cc sorcery with buyback=0 to sac a creature and replace it with another from your graveyard. definate potential > Volrath's Dungeon Enchantment {2BB} EX-R > Any player may pay 5 life during his or her turn to destroy > Volrath's Dungeon. Choose and discard a card: Target player > chooses a card in his or her hand and puts that card on top > of his or her library. Play this ability as a sorcery. *3* can easily give a softlock, forcing the 5 life payment > --- BLUE ----------------------------------------------------------- > > AEther Tide Sorcery {XU} EX-C > Choose and discard X creature cards: Return X target creatures to > their owner's hand. *1*. better choices for reanimation > Cunning Enchant Creature {1U} EX-C > Enchanted creature gets +3/+3. If enchanted creature attacks or > blocks, sacrifice Cunning at the end of turn. *2* worse than a giant growth. > Fade Away Sorcery {2U} EX-C > For each creature, that creature's controller pays {1} or sacrifices > a permanent. *1* in a strong position, the opponent will just sac lands > Merfolk Looter Summon Merfolk {1U} EX-C > 1/1; {T}: Draw a card, then choose and discard a card. *2*. *4* if it cost {U} i don't think this is another impulse, but it will probably get some early playtesting by a lot of people > Robe of Mirrors Enchant Creature {U} EX-C > Enchanted creature cannot be the target of spells or abilities. *2* > Rootwater Mystic Summon Merfolk {U} EX-C > 1/1; {1U}: Look at the top card of target player's library. *2* useful abilty for a 1cc merfolk, won't see widespread use > School of Piranha Summon Fish {1U} EX-C > 3/3; During your upkeep, pay {1U} or sacrifice School of Piranha. *2* too much of an upkeep for a fast blue deck in constructed > Thalakos Scout Summon Soldier {2U} EX-C > 2/1; Shadow; Choose and discard a card: Return Thalakos Scout to > owner's hand. *2* > Theft of Dreams Sorcery {2U} EX-C > For each tapped creature target opponent controls, draw a card. *2* if you're drawing 3 cards, you're probably dead next turn anyway. an instant would make it playable in const. > Wayward Soul Summon Spirit {2UU} EX-C > 3/2; Flying; {U}: Put Wayward Soul on top of owner's library. *2* > Whiptongue Frog Summon Frog {2U} EX-C > 1/3; {U}: Whiptongue Frog gains flying until end of turn. *2* > Curiosity Enchant Creature {U} EX-U > If enchanted creature damages an opponent, you may draw a card. *3* will usually replace itself, not many decks can afford this sort of luxury in a creature enchantment though. [rootwater hunter+curiosity+mind over matter] > Forbid Interrupt {1UU} EX-U > Buyback - Choose and discard two cards. Counter target spell. *4* as it stands, it's cheap enough to serve as a counter. use abilty late game in conjunction with whispers if necessary. fits right into monoblue. > Keeper of the Mind Summon Wizard {UU} EX-U > 1/2; {U},{T}: Draw a card. Play this ability only if target opponent > has at least two more cards in hand than you. *2* > Killer Whale Summon Whale {3UU} EX-U > 3/5; {U}: Killer Whale gains flying until end of turn. *2* air elemental is 4/4 > Mana Breach Enchantment {2U} EX-U > Whenever any player plays a spell, that player returns a land he or > she controls to owner's hand. *1* synergy with tradewind rider, but not much good as an early slow down measure > Mirozel Summon Illusion {3U} EX-U > 2/3; Flying; If Mirozel is the target of any spell or ability, > return Mirozel to owner's hand. *3* this is great against anything but "annoying" abilties. > Scrivener Summon Townsfolk {4U} EX-U > 2/2; When Scrivener comes into play, you may return target instant > or interrupt card from your graveyard to your hand. *3* good ability, very expensive. howEVER, after some thought, i've decided this might be worth a look. simply because the ability to get a free counterspell (and no other card), is worth that kind of cost to blue, and there's always man-o-war and tradewind rider for recursion abuse. > Treasure Trove Enchantment {2UU} EX-U > {2UU}: Draw a card. *2* whispers is far more versatile. v good in sealed though. > Dominating Licid Summon Licid {1UU} EX-R > 1/1; {1UU},{T}: Dominating Licid loses this ability and becomes a > creature enchantment that reads "Gain control of enchanted creature" > instead of any other type of permanent. Move Dominating Licid onto > target creature. You may pay {U} to end this effect. *3* the best licid by far, only its vulnerabilty leaves it short of greatness. > Ephemeron Summon Illusion {4UU} EX-R > 4/4; Flying; Choose and discard a card: Return Ephemeron to owner's > hand. *2* while the other big blue fliers also need a combined 6 mana to cast and "protect" them, they don't have to be recast. > Equilibrium Enchantment {1UU} EX-R > Whenever you succesfully cast a creature spell, you may pay {1} to > return target creature to owner's hand. *3* would be *4* at 2cc. unfortunately, 3 just happens to be the cc of every powerful blue creature, and i'd far rather cast a man-o-war turn 3 than an enchantment that isn't going to do anything for a turn. > Ertai, Wizard Adept Summon Legend {2U} EX-R > 1/1; Ertai, Wizard Adept counts as a Wizard. {2UU},{T}: Counter > target spell. Play this ability as an interrupt. *3*. perhaps a late game card with counter backup. it is NOT the powercard that people think it is though. aside from being frail, 4 mana is a lot to pay for a straight counter. same cc and activation as time elemental. > Mind Over Matter Enchantment {2UUUU} EX-R > Choose and discard a card: Tap or untap target artifact, creature, > or land. *3* an audacious combo card. the great thing about this is that it has SO much combo potential, unlike cadaverous bloom which is really fated to pros-bloom and nothing else. aside from that, it's an abilty often worth a card discard (ball lightning) as general utlity. > Oath of Scholars Enchantment {3U} EX-R > During each player's upkeep, if that player has fewer cards in hand > than target opponent, the player may discard his or her hand and > draw three cards. *3* merfolk? at least worth investigating. > Thalakos Drifters Summon Townsfolk {2UU} EX-R > 3/3; Choose and discard a card: Thalakos Drifters gains shadow until > end of turn. *2* just use a phantom monster. > --- GREEN ---------------------------------------------------------- > > Avenging Druid Summon Druid {2G} EX-C > 1/3; If Avenging Druid damages any opponent, you may reveal cards > from your library until you reveal a land card. Put that land into > play and put all other revealed cards into your graveyard. *2* > Bequeathal Enchant Creature {G} EX-C > If enchanted creature is put into any graveyard, draw two cards. *2* > Elvish Berserker Summon Elf {G} EX-C > 1/1; For each creature that blocks it, Elvish Berserker gets +1/+1 > until end of turn. *2* not amazing, but it's a start for an aggressive 1cc green creature. flanking would have been nicer > Jackalope Herd Summon Beasts {3G} EX-C > 4/5; If you play any spell, return Jackalope Herd to owner's hand. *3* only better than endangered armodon because of single {G}. note that it is NOT an erhnageddon creature. > Plated Rootwalla Summon Lizard {4G} EX-C > 3/3; {2G}: Plated Rootwalla gets +3/+3 until end of turn. Play this > ability only once each turn. *2* > Predatory Hunger Enchant Creature {G} EX-C > Whenever any opponent successfully casts a creature spell, put a > +1/+1 counter on enchanted creature. *2* useless against too many archetypes. can be very nasty in slealed though. > Pygmy Troll Summon Troll {1G} EX-C > 1/1; For each creature that blocks it, Pygmy Troll gets +1/+1 until > end of turn. {G}: Regenerate Pygmy Troll *2* river boa has island walk at the same cc. > Rabid Wolverines Summon Wolverines {3GG} EX-C > 4/4; For each creature that blocks it, Rabid Wolverines gets +1/+1 > until end of turn. *2* effectively 5/5. green doesn't need this though. > Reclaim Instant {G} EX-C > Put target card from your graveyard on top of your library. *3* use like a tutor, combos well with wood sage, hermit druid > Rootwater Alligator Summon Alligator {3G} EX-C > 3/2; Sacrifice a forest: Regenerate Rootwater Alligator *1* > Wood Elves Summon Elves {2G} EX-C > 1/1; When Wood Elves comes into play, search your library for a > forest card and put that forest into play. Shuffle your library > afterwards. *1* cc should have been G or 1G > Cartographer Summon Townsfolk {2G} EX-U > 2/2; When Cartographer comes into play, you may return target land > card from your graveyard to your hand. *2* > Crashing Boars Summon Boars {3GG} EX-U > 4/4; If Crashing Boars attacks, defending player chooses an untapped > creature he or she controls. That creature blocks Crashing Boars > this turn if able. *2* > Elven Palisade Enchantment {G} EX-U > Sacrifice a forest: Target attacking creature gets -3/-0 until end > of turn. *2* > Keeper of the Beasts Summon Wizard {GG} EX-U > 1/2; {G},{T}: Put a Beast token into play. Treat this token as a > 2/2 green creature. Play this ability only if target opponent > controls more creatures than you. *3*, very annoying in limited. possiblities in constructed > Resuscitate Instant {1G} EX-U > Until end of turn, each creature you control gains "{1}: Regenerate > this creature." *2* > Skyshroud Elite Summon Elves {G} EX-U > 1/1; Skyshroud Elite gets +1/+2 as long as any opponent controls > any nonbasic lands. *4* because of the environment. > Song of Serenity Enchantment {1G} EX-U > Creatures with any enchantments on them cannot attack or block. *2* anti-armour, what else? > Spike Rogue Summon Spike {1GG} EX-U > 0/0; Spike Rogue comes into play with two +1/+1 counters on it. > {2},Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter > on target creature. {2},Remove a +1/+1 counter from any creature > you control: Put a +1/+1 counter on Spike Rogue. *2* > Manabond Enchantment {G} EX-R > During your discard phase, you may choose to put all land cards from > your hand into play. If you do, discard the rest of your hand. *1*, too difficult. may as well use lion's eye diamond. > Mirri, Cat Warrior Summon Legend {1GG} EX-R > 2/2; Mirri, Cat Warrior counts as a Cat Warrior; First Strike; > Forestwalk; Attacking does not cause Mirri to tap. *3* a plethoria of useless abilties. a trained armodon does a better job at killing for the same cost. it would have been great if it had swamp AND island walk instead. > Oath of Druids Enchantment {1G} EX-R > During each player's upkeep, if that player controls fewer creatures > than target opponent, the player may reveal cards from his or her > library until he or she reveals a creature card. The player puts > that creature into play and all other revealed cards into his or > her graveyard. *3* begs for big creature tricks, but horribly useless against creatureless. > Skyshroud War Beast Summon Beast {1G} EX-R > */*; Trample; Skyshroud Beast has power and toughness each equal to > the number of nonbasic lands target opponent controls. *3* because of environment. > Spike Hatcher Summon Spike {6G} EX-R > 0/0; Spike Hatcher comes into play with six +1/+1 counters on it. > {2},Remove a +1/+1 counter from Spike Hatcher: Put a +1/+1 counter > on target creature. {1},Remove a +1/+1 counter from Spike Hatcher: > Regenerate Spike Hatcher. *2* > Spike Weaver Summon Spike {2GG} EX-R > 0/0; Spike Weaver comes into play with three +1/+1 counters on it. > {2},Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter > on target creature. {1},Remove a +1/+1 counter from Spike Weaver: > Creatures deal no combat damage this turn. *2* > Survival of the Fittest Enchantment {1G} EX-R > {G},Choose and discard a creature card: Search your library for a > creature card, reveal that card to all players, and put it into > your hand. Shuffle your library afterwards. *3* works nicely with lhurgoyf anyway > --- RED ------------------------------------------------------------ > Anarchist Summon Townsfolk {4R} EX-C > 2/2; When Anarchist comes into play, you may return target sorcery > card from your graveyard to your hand. *2* no useful red sorceries. > Cinder Crawler Summon Salamander {1R} EX-C > 1/2; {R}: Cinder Crawler gets +1/+0 until end of turn. Play this > ability only if Cinder Crawler is blocked. *2* > Dizzying Gaze Enchant Creature {R} EX-C > Play Dizzying Gaze only on a creature you control. {R}: Enchanted > creature deals 1 damage to target creature with flying. *2* > Furnace Brood Summon Elementals {3R} EX-C > 3/3; {R}: Target creature cannot be regenerated this turn. *2* > Mage il-Vec Summon Wizard {2R} EX-C > 2/2; {T},Discard a card at random: Mage il-Vec deals 1 damage to > target creature or player. *2* > Maniacal Rage Enchant Creature {1R} EX-C > Enchanted Creature gets +2/+2 and cannot block. *2* > Onslaught Enchantment {R} EX-C > Whenever you successfully cast a creature spell, tap target > creature. *1*. might have potential with celerity creatures. > Raging Goblin Summon Goblin {R} EX-C > 1/1; Raging Goblin is unaffected by summoning sickness. *3* brainless sligh choice, superb with mogg flunkies > Reckless Ogre Summon Ogre {3R} EX-C > 3/2; If Reckless Ogre attacks and no other creatures do, it gets > +3/+0 until end of turn. *2* better off with ball lightning > Shattering Pulse Instant {1R} EX-C > Buyback {3}; Destroy target artifact. *3* perfect anti-artifact card > Sonic Burst Instant {1R} EX-C > Discard a card at random: Sonic Burst deals 4 damage to target > creature or player. *3* fireblast replacement. > Flowstone Flood Sorcery {3R} EX-U > Buyback - Pay 3 life. Discard a card at random.; Destroy target > land. *2* perhaps for selecive disruption in multicoloured decks. useless in LD decks because of the life loss. > Keeper of the Flame Summon Wizard {RR} EX-U > 1/2; {R},{T}: Keeper of the Flame deals 2 damage to target opponent. > Play this ability only if that opponent has more life than you. *2* > Mogg Assassin Summon Goblin {2R} EX-U > 2/1; {T}: Flip a coin. If you win the flip, destroy target creature > an opponent controls. Otherwise, destroy target creature of that > opponent's choice. *2* just use it to piss off thomas guevin > Paroxysm Enchant Creature {1R} EX-U > During the upkeep of enchanted creature's controller, reveal the > top card of that player's library to all players. If that card > is a land card, destroy enchanted creature. Otherwise, enchanted > creature gets +3/+3 until end of turn. *2* always good for one hit, otherwise needs support. of course it doubles as removal. > Price of Progress Instant {1R} EX-U > Price of Progress deals 2 damage to each player for each nonbasic > land he or she controls. *3* this is almost environment changing! > Sabertooth Wyvern Summon Drake {4R} EX-U > 3/2; Flying; First Strike *2* > Scalding Salamander Summon Salamander {2R} EX-U > 2/1; {0}: Scalding Salamander deals 1 damage to each creature > without flying defending player controls. Play this ability > only if Scalding Salamander is attacking and only once each turn. *2* > Spellshock Enchantment {2R} EX-U > Whenever any player succesfully casts a spell, Spellshock deals 2 > damage to him or her. *3* murders control. > Fighting Chance Instant {R} EX-R > For each blocking creature, flip a coin. If you win the flip, that > creature deals no combat damage this turn. *2* > Monstrous Hound Summon Hound {3R} EX-R > 4/4; Monstrous Hound cannot attack unless you control more lands > than defending player. Monstrous Hound cannot block unless you > control more lands than attacking player. *1*, not worth the effort of making it work, although it's an obvious LD choice. > Oath of Mages Enchantment {1R} EX-R > During each player's upkeep, if that player has less life than > target opponent, he or she may have Oath of Mages deal 1 damage > to that opponent *1* this is unusable, and it hardly deals with gerrards. > Ogre Shaman Summon Ogre {3RR} EX-R > 3/3; {2}, Discard a card at random: Ogre Shaman deals 2 damage to > target creature or player. *3* it's a stormbind. compliments cursed scroll, although it's more likely to be in a control type deck. > Pandemonium Enchantment {3R} EX-R > Whenever any creature comes into play, that creature's controller > may choose to have it deal damage equal to its power to target > creature or player. *3* highly abusive, but at 4cc it's only a late game card, and starts becoming a 2 edged sword. > Ravenous Baboons Summon Apes {3R} EX-R > 2/2; When Ravenous Baboons comes into play, destroy target nonbasic > land. *3* nice complement to wasteland, but expensive > Seismic Assault Enchantment {RRR} EX-R > Choose and discard a land card: Seismic Assault deals 2 damage to > target creature or player. *4* one-sided land's edge. it is a bit too control orientated for an agressive red deck, but doubtless it will be put to use somewhere. > --- WHITE ---------------------------------------------------------- > > Allay Instant {1W} EX-C > Buyback {3}; Destroy target enchantment *2* need the versatility of disenchant > Angelic Blessing Sorcery {2W} EX-C > Target creature gets +3/+3 and gains flying until end of turn. *2* > Charging Paladin Summon Knight {2W} EX-C > 2/2; If Charging Paladin attacks, it gets +0/+3 until end of turn. *2* > Kor Chant Instant {2W} EX-C > Redirect to target creature all damage dealt to any one creature > you control from any one source. *2* bit expensive > Reaping the Rewards Instant {W} EX-C > Buyback - Sacrifice a land; Gain 2 life. *3* no geddon tricks, but it might find a place in a UW control deck to buy time. > Shackles Enchant Creature {2W} EX-C > Enchanted creature does not untap during its controller's untap > phase. {W}: Return Shackles to owner's hand. *2* temporary annoyance in constructed deck. > Shield Mate Summon Soldier {W} EX-C > 1/1; Sacrifice Shield Mate: Target creature gets +0/+4 until end > of turn. *2*, save those orim, samite healers for the first turn? > Soltari Visionary Summon Cleric {1WW} EX-C > 2/2; Shadow; If Soltari Visionary damages any player, destroy > target enchantment that player controls. *3* saving grace: kills propaganda. > Soul Warden Summon Cleric {W} EX-C > 1/1; Whenever any other creature comes into play, gain 1 life. *2* probably not so good in constructed as limited where you can't afford to waste creature elimination on this. > Standing Troops Summon Soldiers {2W} EX-C > 1/4; Attacking does not cause Standing Soldiers to tap. *2* unremarkable. > Welkin Hawk Summon Bird {1W} EX-C > 1/1; Flying; If Welking Hawk is put into any graveyard from play, > you may search your library for a Welking Hawk and put it into your > hand. Shuffle your library afterwards. *3* got to be killed 4 times. gaea's blessing? > High Ground Enchantment {W} EX-U > Each creature you control may block one additional creature. *2* > Keeper of the Light Summon Wizard {WW} EX-U > 1/2; {W},{T}: Gain 3 life. Play this ability only if you have less > life than target opponent. *2*, nice casting cost. > Peace of Mind Enchantment {1W} EX-U > {W}, Choose and discard a card: Gain 3 life. *3* possibilities as a splash card again. > Pegasus Stampede Sorcery {1W} EX-U > Buyback - Sacrifice a land; Put a Pegasus token into play. Treat > this token as a 1/1 white creature with flying. *2*. may as well use pegasus refuge. > Penance Enchantment {2W} EX-U > Choose a card from your hand and put that card on top of your > library: Prevent all damage from a black or red source. *2* > Reconnaissance Enchantment {W} EX-U > {0}: Remove target attacking creature you control from combat and > untap it. *3*, attack with reckless abandon, and untap anything that was blocked. great with token swarms. > Treasure Hunter Summon Townsfolk {2W} EX-U > 2/2; When Treasure Hunter comes into play, you may return target > artifact card from your graveyard to your hand. *3* nice and cheap > Zealots en-Dal Summon Soldiers {3W} EX-U > 2/4; During your upkeep, if all nonland permanents you control are > white, gain 1 life. *2* has potential in a life-gaining theme. on it's own a bit weak. > Cataclysm Sorcery {2WW} EX-R > Each player chooses from the permaments he or she controls an > artifact, a creature, an enchantment and a land and sacrifices > the rest. *4* classic reset card. whether or not it always screws you because of that last armoured shadow creature, the spell is classy and a threat. > Convalescence Enchantment {1W} EX-R > During your upkeep, if you have 10 or less life, gain 1 life. *3* it ain't great, but like the other new life gainers it's cheap and splashable. > Exalted Dragon Summon Dragon {4WW} EX-R > 5/5; Flying; Each turn, Exalted Dragon cannot attack unless you > sacrifice a land. *3* white now has a big creature again? the drawback is fairly meaningless, the only question is the casting cost of 6. > Limited Resources Enchantment {W} EX-R > When Limited Resources comes into play, each player chooses five > lands he or she controls and sacrifices the rest. As long as there > are ten or more lands in play, players cannot play lands. *3* this is good because while generally it doesn't "do" anything on it's own, it disrupts decks which use a lot of mana, comes down first turn, and is great for combos. > Oath of Lieges Enchantment {1W} EX-R > During each players upkeep, if that player controls fewer lands than > target opponent, the player may search his or her library for a > basic land card and put that land into play. The player shuffles > his or her library afterwards. *3* the only advantage over the land tax mechanism, is that the land is put into play. it's still usable as a sente enchantment though, and works well with the various sac a land spells. > Paladin en-Vec Summon Knight {1WW} EX-R > 2/2; First Strike; Protection from Black; Protection from Red *3* should see play, although it's not amazing. in fact, the saving grace is that sligh and suicide black are so predominant > Wall of Nets Summon Wall {1WW} EX-R > 0/7; At the end of combat, remove from the game all creatures > blocked by Wall of Nets. If Wall of Nets leaves play, return to > play under their owner's control all creatures removed from the > game with Wall of Nets. *3* just because it's so *out there*. tricks with removing the wall before the end of combat, so that the creatures never come back. Really sincere regards, Onick mailto:onick@dbn.lia.net