Scars Previews 4
SPOILER ALERT! If you want to remain ignorant of the Scars of Mirrodin spoiler season, DON”T read this post any further, or you will lose your blessed ignorance!
Alright, NOW we’re starting to get into some REAL juicy spoilers! This is the BEST time of spoiler season; the time when all the pieces start to fall together, and our premonitions, doubts, and predictions of what a set will be like all get put under the spotlight! *sniff* Ahhh! I love to stop and smell the spoilers!
Kuldotha Pheonix
Red has been holding out on us before now, with Koth as the only exciting card in the color; now, though, we’ve seen Kuldotha Pheonix! Beyond the fact that it’s art is monotonously similar to every other pheonix’s, this one is easily better that all that have come before it (provided you’ve got plenty of artifacts). The things that are most exciting about it are not only that it can be put DIRECTLY into play, but all for only 4 COLORLESS mana. If we get a reliable discard engine soon, this thing will definitely be played in several colors. Hell, it seems possible that it could see play in a deck without red in it, if the reason is good enough. Mostly, I see Kuldotha Pheonix being used in some kind of control deck, or perhaps in a midrange attrition deck.
Also, the possibility of running this, Vengevine, and Bloodghast all together in the same deck may be practically inefficient, but it sure seems fun if you can pull it off!
Sunblast Angel
Sunblast Angel is another card that looks like it will be used frequently. It will pretty effectively replace Martial Coup in control decks as the sweeper/creature generator, perhaps is even an upgrade over it’s predecessor in that it makes a flying body for 1 less mana. Not only can it be used for control, though, but as a way for white-based aggro to finish off a race with an aggro mirror, killing off all of the creatures its opponents had swung with the previous turn. It may be a little expensive for potential white-weenie variants, but slightly less fast decks could play it fairly easily, so I’d venture to guess this guy is going to be played very commonly, perhaps even as a staple.
Ratchet Bomb
Speaking of staples, how awesome is Ratchet Bomb? Let me answer that myself: VERY awesome. Not only is it colorless, giving colors that normally don’t have access to that efficient of removal an easy way to deal with several creatures at once, but it can also kill artifacts, enchantments, and most recently important, PLANESWALKERS. It doesn’t perfectly replace O-Ring as the go-to answer for ‘walkers, sure, but similarly to O-Ring it provides an answer to itself! Say your opponent is sitting happily on a Ratchet Bomb at 4 counters, just waiting for you to play a Jace, the Mind Sculptor. You don’t need to sacrifice a Jace just to play another one, you can just drop your own Ratchet Bomb to deal with it!
One thing I noticed about the Bomb that is going to significantly impact how it’s played, though, is that your opponent CAN blow it up in response to you putting counters on it, leaving you defenseless and without even taking something out with it. Just something to keep in mind, as I think a lot of games in the next few months are going to come down to races to who can get an active bomb first. (By the way, I now officially dub these situations Arms Races.) It should be pretty obvious that this card is easily going to break the $10 range, maybe even seeing Noble Hierarch-level prices, so i would suggest trying to just get them out of packs.
Dual Lands!
Another nice incentive to open packs are the recently spoiled dual lands for the set. These things look like they will easily see tons of use, both in Standard and Extended, though most of that will be in aggro decks or fast combo decks. A lot of players that are overly-friendly to control decks might not immediately recognize their value, especially since they will most often see them used against themselves, but with the last few generations of dual lands having a bad habit of coming into play tapped, the new lands are a much welcome boon to aggro players. Similarly in Extended, these are guaranteed to see play in most every archetype, from Fae to Doran to whatever else might want untapped nonbasics that can tap for two colors. I’m not sure what the price-tags on them are going to look like exactly, but I can guarantee that they’ll add plenty of value to any booster boxes you feel like buying.
Also, I have heard many people misinterpreting the comes-into-play text. The text says that it comes into play tapped unless you control 2 or fewer other lands, which means you CAN still play them untapped until your 4th land drop.
Spikeshot Elder
Most people are probably not too excited at this little red guy, seeing as he’s a bit late with Siege-Gang Commander rotating, but having a thing for goblins, I find Spikeshot Elder to be incredibly cool. Not in Standard, really, but more as another 1-drop for Extended Goblins that goes REALLY well with a bunch of Goblin lords and gives the deck a huge out to Faeries. Combined with the reference to his predecessor and Limited bomb Spikeshot Goblin, the Elder’s potential power for Goblins is probably going to make him my favorite red card in the set.
Hand of the Praetors
The last thing I want to cover is the newest in a long line of reasons the Infect deck could be viable, Hand of the Praetors. The reach this guy represents for Infect creatures is enormous; a single Ichor Rats all of a sudden has the ability to Flame Javelin you on resolution. Skithiryx, the Blight Dragon can win you the game even MORE easily. Needless to say (because I already did), this dude is as exciting as it gets. Black has some good things coming its way this set, and its about time, too.
That’s all for this week! Feel free to leave a comment or two, subscribe, and tune in next week for the last week of previews before the Prerelease!