Monday, February 3, 2020

Rating Everycard in Scryings


Every time I try a big project like this, I ended up not finishing it. This time, with the new year! I'm going to complete this mess! Rating every card in Scrying, and it's potential impact on the "format" in question, which is being pushed by the Swedes.

I will, be using a much more broad rating system, unlike my individual card reviews. I will be ignoring Art and Flavor, instead the system will be reviewing my opinion on the possible impact the card will have, purely on established archtypes, as following:

  • 1: No Impact. The card might as well not be legal.
  • 2: The card will have a minor niche, and can be utilized from time to time. Better options however, exist.
  • 3: The card serves a purpose, but it's impact will largely depend on the local meta.
  • 4: The card will certainly see play, and will certainly be impactful.
  • 5: The card is format warping, and must be played around accordingly.

 With this established, let us begin. Naturally, discussion is always greatly encouraged, and I'm only human, my opinions can always be wrong.


White




I always forget this one is at instant speed, which makes it that much more versatile. While Reconstruction and Raise Dead see almost no play, the fact this is an instant does change a bit about it. I did think this could be in w/u Stasis until I realized Scepter wasn't in the format. Without Aeliopile as well, it's niche, but a powerful niche none the less. Rating 3/5.



"Blinky" has been called "The most annoying creature in the game", a title it's rightfully earned. With it's near impervious nature, it's no stranger to tournament decks, and had it's time in the sun. I'm sure that time will return, as he will be a staple in control decks for the format in question. Rating 4/5.



While ignoring my opinions on flavor and art of this card, I still enjoy it. A 1/1 with protection from black, is certainly a good card. However, even with immunity to The Abyss, and being able to combo with Pestilence, I'm unsure how useful he will be in a Chess deck, or in white weenies, as he didn't do great in my duel commander deck back in November. However, he wasn't terrible either. Rate 2/5.



Similar to the comment above, except this one flies, and has a somewhat relevant creature type of bird. While the extra mana on this might be questionable, being able to block Hippies all day is very good, besides this, it's other strengths are the same as above. 3/5



"I try not to have any cards in my hand, so this card isn't good at all". 
A friend of my brother told me this many years ago, and he was wrong. This is excellent in a control shell, and playing it on a Serra even for a turn is amazing in it's own right. Sure it's not nearly as good in an true aggro deck, but you wouldn't want to run it anyway. 4/5.


The engine for the infamous "Fruity Pebbles" deck, which in turn helped create the trend of naming combo decks after breakfast foods and cereals. I'm not sure if there is a similar combo in the format, but with Su-Chi and Ashnods Alter, there is a readily available infinite combo. Only time will tell if a Breakfast deck is coming to the format, but don't be surprised if it does. 5/5.


Duskdale's Older brother. Freewind Falcon does have a more relevant protection ability, with it being able to survive things like Inferno, and being immune to Bolt. However, unless your opponent has dragons, it's flying ability it irrelevant on the defensive. I think it's fair to rate this with it's sibling at 3/5.


It's strange to see Magic's own John Carter of Mars in OS, but here he is. This card is a long time fan favorite, and while I've certainly gained a lot of life with it over the years, I'm honestly not sure how good it is. Perhaps there is a Turbo deck utilizing this with Empyral Armor, and I'm not seeing it. However, it is a great sideboard option against burn (if you don't want to run CoP like a gentleman). 2/5.


Honestly, I've never, ever, ran this card. Is it good? I'm honestly not sure. Despite this, I actually own a playset of it, but I still never ran it. I can certainly see him in a mono-white sky deck, but I think even then, Aysen Gargoyle or Serra Angel is better at the cost. He's the one card I don't know how to evaluate, so I will give an honest ?/5.


Honestly, I want to like this guy, but that 1 toughness is a pretty big downer. He almost feels like a red creature, but in white. I guess he might have his niche, but I'm not seeing it. 2/5.



I love Anti-Discard cards, and between this and Guerrilla Tactics, we have a new golden age for them. However, I think honestly, I would have chosen Sand Golem over this, if it was up to me, but I'll admit, this is probable the better one, and the fact it comes back, shouldn't be understated. 4/5.


Easily my favorite white reanimator spell of all time! Instant Speed, a +1/+1, and splashable? Amazing. You can even utilize this with Tet/Trisk for a little extra push. Not to mention, it works as a combat trick. I feel any deck that can, will try to utilize this one, and it might be enough of a push for white to end up in some reanimator decks. 3/5.

   


I always felt this guy was supposed to be run with his Griffin allies in Mirage/Visions. Sure white reanimator is always good, and you can stack this with another creature to negate your Wrath of God. However, at 4 mana, I don't feel he's worth it, and since he's not optional, if their is no other creatures in your yard, his effect fizzles. Still, an additional flier never hurts white. 2/5.

  


As an American, I can tell you the pump knights are no laughing matter, and are the face of mono-colored aggro of their respective colors. 5/5.


It's honestly strange to imagine a world where this card didn't exist. While Serra's Bestiary did come out a year prior, this card quickly became a staple of whites color identity, and until the rise of Walkers, was a much welcomed and budgeted removal card. There is a reason why it's still reprinted to this day. It does have the weakness of going against non-creature combo decks and certain burn strategies that turn it into a dead draw. You can't blame it on that though. 4/5


The WTF?! entry from Alliances in white. I can honestly say I've never ran this card, and for good reason. Sure, it's a 1/1 for 1, but with the risk of removing something good, is that one life worth it? I think not. 1/5.



The White legend. Soraya is actually rather good, and at being the weirdest lord in the format, makes it certainly worth looking at twice. Remember, currently, she pumps all birds, not just Falcons, which is an important distinction, and the ability to give banding, is just icing on the cake. 3/5


Another Johnny 'build around me' mana dump. I remember getting this in the Anthologies boxset with a deck that contained three other pegasus, and not understanding why it's good. As a much more educated an mature player, I realize just how bonkers this can be, especially late game, when mana is plentiful and spells are scarce. 4/5


5/5 Land searcher, with the added bonus it can find duels. That's all. 


I never LOVED this card, but I've used it to good effect in the past. Now that it is a bird, and can combo with Soraya, perhaps it will get a new day to shine. 3/5.

As we can see, white has some amazing options thrown into their most familiar strategies, as well as at least two combo cards to boot. However, what they get most, is more cards that improve what they are already good at. 

Blue



I always wanted to try this as a reanimator card. Being able to bring back some big creature like Clockwork Beast or Colossus of Sardia. However, as with Find up above, it's high cost, it's slow speed, I feel at beast it has a niche, which can be filled with some better cards. However, it is blue, and that does mean alot for certain artifact decks. 3/5.


The WTF? Alliances card from blue. I'm not saying fish doesn't need more creatures, but this one has always been strange. However, with LoA in play, that 5 toughness is pretty impressive looking. I'll give this a 3/5 for now, as it might have it's uses. 


Back in the Summer of '08, I met a man who had stopped buying cards sometime in the mid-90's. He had a 200 card deck around Browse and Orcish Librarian, and somehow, it worked. It certainly helps in a pinch, but 1-5 is some big odds. However, I'm sure some combo decks will love to brew with it. 3/5. 


The king of Stasis, and the only Atog to eat time. Chronatog is extremely good in the one deck that it's really good in, and is just ok in each other one. However, I always wanted to use him in a G/U beat down deck with Giant Growth and Berserk as a finisher. I'm not sure if it's worth the loss of a turn though. 
Outside Stasis 2/5. In Stasis 5/5



This guy already see's a ton of play in the USA formats, as well as OS 95 reanimator. I see no reason he wouldn't see play in this format as well. Definitely one of the best reanimator targets you can possibly hope for, and the best Homarid in the game by a wide margin. 4/5



The thinking mans counterspell. I just feel it's over costed at 4, however, the first time you redirect a otherwise fatal fireball, steal a Ancestral Recall, or reverse a Mind Twist, it will feel worth it. I'm sure it will have it's uses. 3/5.

 

Iconic card, but not good in this format. 1/5.

 

The definition of 'eh it's ok' the card. While it would get it's time to shine years later, as graveyard/library manipulation became more prominent. However, without the likes of Brainstorm and Impulse, this might see some good use as a budget draw spell. 3/5.

 

"Man-O-War makes every creature that costs over 4 worthless"-anonymous
The first of two 187 creatures.
Easily one of the most powerful creatures of it's day, and one of the most influential of the entire game. Man-O'-War will define the format in ways I can't fully understand as of yet. 5/5.


My favorite counter spell in the ENTIRE GAME. Sadly, few know just how amazing it is. 5/5.

 

Another Fish, another potential deck. I could see this though, being used in reanimator as an early discard and blocker, and creatures with CIP effects are always a welcome edition, right? 3/5.



A great Johnny card, a interesting group hug creature, and a half decent Ogre, if you're into that. The Benefactor honestly deserves a better a card review all it's own, even if it's relatively limited. A good tutor in the right deck, and a decent beater outside of those. 3/5.

 

One of my old school favorites for trashy decks. I've given players Sorrow's Path, Hall of Mists, Commanders Tower (outside Commander), and a recently used Rainbow Vale. Outside of Sorrow's Path, none of those, outside of Sorrow's, are legal in this format, you can use it with Undiscovered Paradise as well, which is legal. Good it's here, I'm glad, but it's best pieces are missing. 3/5

 

Why? In my opinion, Reveka is the worst Mono-blue legend in the game, which is saying something. "But Gunnarson!" You might say "Name another mono-blue legend?" How about Hakim, Loreweaver? Could make for an extremely interesting voltron style aura based deck. However, we are hungry for another Tim, and this one does do an additional damage. I still don't see it seeing play. 1/5.

One of the "three trinity of Fish", it's famous for being one of the first two creatures that Landwalk outside their color (the other being the Flotilla). As with many Fallen Empire cards, it probably will get a review all it's own, but for now, it will certainly see play in the deck it's meant to be played in (Merfolk). 5/5

 

Protection from Red, flying, in blue, and a Fairy! It's an awesome card in it's own right (since the two fairy tribal cards from Homelands aren't here). It's arguable better then flying men, because that glorious protection from red! I can't tell you how much of an impact in blue aggro it will honestly make, but it's a great sideboard card none the less! 4/5.


The "WtF" card from blue. Sure, drawing three cards, discard, makes it an ideal reanimator enabler. However, there are much better options instead of blowing up two your lands. Still, there are worst ways to draw cards, but not much. 2/5.


"...storm crow is the best card in the game"--Name lost
A joke of legendary proportion. No rating.


A 4/4 for 4? Good! Abuse-able in Stasis? Great! Evasive abilities? Even more awesome. It will totally see play 4/5.



One of the original strange control cards. I'm 100% certain it will find several homes. Including Burn, Control, and possibly midrange. It's a classic, and I'm glad it's here. 5/5.

Black

 

Ashen Ghoul is the card that changes Reanimator from being a meh deck in OS, and tier 1 in 95. While the four mana for a 3/1 haste isn't that impressive. 1 mana for a 3/1 Haste is much better! Which is how you use this. Goes to the bar with his best friend Nether Shadow. 4/5

 

The most iconic Reanimator card. Buried Alive allowed for some amazing stratagies back in the day, and even today, is considered an all star card in EDH (though Entomb largely overshadows it these days). I'm certainly will see play, even if it's not a playset of them. 3/5

 

An odd choice. I understand this was designed as a limited set, and this has so much utility. You can use it to discourage a chump block, on a sac target, or to discourage a attack to bait a chump block. Sure, it's another 'wtf Alliances' card, the black one, of the set. I doubt it will see constructed play. 1/5.

Remember when black was weak against itself? I do. Choking Sands is a solid land destruction spell, it's the second best black one, after the legendary Sinkhole. It's one weakness is it can't hit swamps, or black duels. The 2 damage is just icing on the cake. 4/5.


The "strictly better" animate dead. While I have a plan to compare the two in a future article, I can say, that +1/+1 is pretty juicy, and certainly worth the upkeep cost. Will it see play? Most certainly! 5/5.

 

My first 95 Deck was a black thrull deck, and it included these bad boys. The first time I blew up a factory with this and a Dark Ritual, my opponent couldn't believe it could do that. Strictly better then Terror, but arguable not as iconic. However, it will certainly make a splash. 4/5


Another one of the cards I have to review, though I discussed him in my article 'replacing Juzam Djinn'. The only thrull to see tournament play, as a 2 of in 5color sligh. In reality, he's an efficient beater, and you can do some fun things with that drawback if you include a Sleigh of mind and a Juxtapose ;). 3/5.


Brutal land destruction that can potentially lock another player out. It can in it's color come out on turn 1, and can be brutal to an underprepared opponent. While not the best card around, it certainly has it's niche. 3/5

 

An Enchant World! Forsaken Wastes is a classic black lifeloss spell, allowing it to be in a slow bleed deck, and complimenting Underworld Dreams rather nicely. The best part, however, is it's built in protection, meaning that disenchant now costs an additional 5 life. Just watch out for other Worlds and Tranquility. 3/5

 

Instant Speed removal, a combat trick, situational unblockability, or instant speed discard (great for an opponent in top deck mode). Funeral Charm could be argued for the best charm in the Mirage block, and one of the best ones in the game. 5/5.

 

"How the mighty hath fallen"--Ultratog, Gatherer comment
The black legend. While I personally would have preferred Baron Badass, Ihsan is strictly hands down better. Another on the list of 'cards to review' in the future, this guys durability is legendary, as he's out of range of Terror/Banishing, Bolt, and Swords to Plowshares. Remember guys, he dies to Fissure ;). 5/5

 

A legendary combo enabler, and one of the corner stones of Mike Long's masterpiece Prosperous Bloom. However, without this combo, I'm not sure how good it actually is. Sure half your life is rather vague, and drawing four cards is pretty good. Maybe, if another card becomes scryings legal, Infernal Contract can become an amazing card in suicide black. Maybe. 3/5

 

The only graveyard order matters card I don't enjoy. His best feature is he can become an amazing discard outlet, as the only card in the format returning from the yard into the hand. However, with few discard effects, how well he works needs to be determined. 2/5. 


"Hippy immune to Maze" does have a nice ring to it. Mindstab is probably the best of the Fallen Empire Thrulls, being able to force a block or hit three cards (a huge amount of cards). It's also weak enough to combo with Tawnos's Wand, which is really good. 3/5


One of the cards that got me into Magic, this art is badass. The card is great to, and a staple of black weenie. 5/5


The thinking mans combo card, a staple of a deck that shares it's name, and one of the most brutal control cards ever made. I'm certain this a fair format warping card, and an iconic one as well. 5/5.

 

An early suicide black creature. It also saw it's fair share of play in rat decks at the time. A 1/1 with a pump for 1 is always good (look at it's cousin, the 0/1 Vampire Bats for example). Its not interesting, for sure, but it's solid none the less. 3/5.

 

The legend itself. The original Akroma. The OG game breaking reanimator target. What can I say about this awesome card that hasn't been said elsewhere. I just wish that this bad boy had it's night stalker cousins as well, so I could build that bad jank deck. 5/5

 

The "fair" Hymn to Tourach. It actually inspired a well known Yu-Gi-Oh card. However, with a format that already has great discard outlets, I'm honestly not sure how much this will see play. 3/5

 

Another great 3 drop for Suicide Black. While I still think Hippy is better, this has more of a body, and in the early game, that can mean much. I still don't however, like how it can die to an Icy. 2/5

Red

 

Oh the poster child of fallen heroes. This was once the chase rare of Alliances, and I'm not making that up, trust me. It's a hard card for me to evaluate, and honestly deserves a full article to itself. Until that day comes, I will give it a modest 3/5, however reserve the right to change that as more information becomes available.

    

"The best card in Scryings"-Stan

It's hard to argue with that assessment. Being able to hit a land every turn with a stone rain is amazing. This card is also one of my favorite alters ever, but I won't post that here. 5/5

 

Oh Eron. What is there to say about you I haven't said before? Well a 5/2 that can in theory come out as soon as turn 2 and swing is pretty amazing, and while his his regeneration ability is more of a niche that a practical ability, it's still there. 4/5

 

"we are elite, you are not".

Ah Goblin Elite Infantry! I remember thinking you were terrible then, and that opinion hasn't changed. 2/5

 

BOOM goes the dynamite. A long time finisher for Goblins, and one of the best cards to come out of Fallen Empires. 5 damage for a Goblin and a R is amazingly good, and it's still relevant event today. 5/5

  

I personally love running this guy with Goblin Caves. Allowing it to hit bigger artifacts without a threat to itself. It's probably not the best goblin that blows up artifacts in the set, but it can hit Moxes, which is nice. I still wish it was a mox monkey. 4/5

  

I love this mechanic. I think the Vandal is one of the best to feature it in the game. It's already a 1/1 for R, includes the ability to destroy artifacts, and in a very relevant tribe. 4/5



With all the discard targets these days, Guerrilla Tactics is an amazing trap. I've run it in almost every burn deck I've ever built (on the side), and it's cost isn't terrible, granted, not the best, but certainly a good card. 4/5



My Third Favorite burn spell in the game. It's historical importance speaks for itself. 4/5



I love mass destruction, however, without phasing, I'm not sure how to abuse this. It's still a great fuck you, and I'm certain it will find it's niche. 3/5



"Billy, you can use it to kill your opponents Orcs!"

Orc Tribal is the weirdest of the red tribes. Goblins and Kolbolds have a lot to work with, and dwarves have to little. Orcs however, are somewhere in the middle. While this ones tribal ability is purely on luck, he is a 1/1 for 1, something Orc decks rather lack. 3/5 for helping a tribe.

 

Ah! The Librarian. Besides having some of the funniest magic art ever, it's a solid card in it's own right. Being able to manipulate the top four cards of your deck is pretty amazing. A card from a time when red wasn't just swing and burn. 4/5.



Oh the poor man's lotus. If black wasn't so strong in 1995, this guy would be the face of the set, but he still had his time to shine. From being played in later Channel Fireball decks, to red/green midrange. He's a solid mana ramp, especially along side duels. 5/5.



The card I want to be good, but no matter how much I tried, it could never find it's niche. Personally, I would rather have had Conquer in this spot instead. Still, I'll end up throwing the two I own into orcs eventually. 2/5



The big guy, right behind Shivan. Sure, his drawback may be very relevant, but in a deck with that draw back in mind, and designed around it, it can't be ignored. Easily the best Orgg in the game, if that's saying much. I just wish the mutant was along side him. 4/5



Good solid removal and a replacement to Stone Rain. 3/5



Oh Multikicker! I've always liked this card, between the small life gain, and the ability to hit multiple targets. It's only worse then Shatter because of it's sorcery speed. However, I'm glad it's here! 3/5



The WTF Alliances... wait this one is from Visions. One of the strangest cards in red in the whole game. It actually could combo really well with Bone Harvest (which isn't in the set), assuring an automatic +4/+0. Still, it's purpose in the set, and for the format is strange. 2/5



Firebreathing Clerics! Is there anything better? 4 toughness, and a traditional firebreathing. Not bad. 3/5



A strictly better version of the card above, immune to bolt, immune to StP, Immune to Pacifism. Can hold pump knights at bay. Has half firebreathing. Will revolutionize any red midrange deck. 5/5.

Green


 

Magic's very own MILF! She had her moment in the sun, and with that, she will have it again. I once called this card "perfect", and it's a sentiment I still share. How much she will impact the format, however, is yet to be seen. Until then, she'll just get a 3/5.



Fuck Control! 5/5



Green always had the advantage of versatile, but expensive, removal. In this, it can hit everything but a creature, and with that, makes it one of the most versatile control cards in the format. However, is it worth three mana? 3/5.



6 power and an immunity to spells and abilities? Pretty good! One toughness? Not so much. However, like many cards, it serves it's niche, and will more then likely force a block and a trade. 3/5.



Another one of those cards I can honestly say I've never played with. Sure that ability is versatile, but is it worth the four mana? I don't think so. 2/5 from me.



The Charms were all good idea's, though some are more versatile then others. While I think the other one is better, this certainly is pretty good, and I hope it finds a home. 3/5



Perfect for the early game, or getting back a Timetwister. I often use this in casual multiplayer formats, where it's the perfect politics card. In a 1-on-1 game, i's obviously not as good, but it's solid for what it does. 3/5.

 

Oh the places this card went. It's an amazingly strong card in it's own right, but man, it's such a good card. You can honestly play this on turn two, and get out a scaled wurm! Sure, it sucks hard when it's countered, but when it isn't, oh boy! 5/5. Will definitely see major play.



The good thing about this one is it's ability to fetch green duels. Tropical Island, Taiga, Savannah, and Bayou. All awesome in a pinch. I'm sure some people will find this searcher much more useful then it's cousin from Legends. 4/5



History was not kind to this card. There is nothing to suggest this time will be any different. 2/5.



Solid hate card. Best card in Homelands. "A good card". 5/5



A classic combo enabler, with a long pedigree of success. How much will she be used in this format remains to be seen. However, I'm certain it will find a very successful place. 4/5



What a classic! I love this card so much. I don't know just how good it will become, but it's better than Grizzlys. 5/5



The poster child for Senor Stompy. Is a 3/3 worth a land drop? Yes (unless they have bolt). Since this format has bolt, and that format didn't, it's hard to say if he will be just as brutal as he was in 1997. Still, I'm sure he will appear here and there. 4/5.



My favorite wurm in the game! The Timmy in me still loves this bad boy, and everything about it is almost perfect. While extremely splashable, and extremely big, there are bigger reanimator targets, and better creatures at 8 mana. 3/5



The gentlemans Shatterstorm. Green often lacks cheap removal, but this hits that bell really well. Perfect for a group hug strategy as well. I'm sure it has a place in sideboards. 3/5



The forgotten powerhouse from Homelands. Spectral Bears was once a common sight, with an efficient body that could hold up even today. Sure, that drawback is a bit steep, but a 3/3 for 2! I'm sure it'll see play in stompy and erhmaggedon. 4/5



Another poorman's alternativew to power. It saw play in a lot of r/g beatdown decks, as well as budget Channel/Fireball decks. I'm certain it will shine in these builds again. 4/5



The other 187 creature in the format, Uktabi Orangutan is legendary both for it's decent body and awesome CIP/ETB effect. It's also legendary for it's art, but that is a story for another time. 4/5



Good buddy, the Lord of Tresshorn is equally amazing in it's design, it's literal reference in it's p/t, and its 1 mana regeneration. However, those are some steep costs. It's 2/2/2 cost is a big drawback, but I'm sure a creative soul will find some use for him, and as an added bonus, he's a Zombie these days. 3/5



Honestly, a one sided sweeper that's only saving grace is it's an instant. Might kill the occasional dork, and could be a pain for white weenie, but I feel there is better. 2/5



Two out of three of the gold cards in the format are R/G. Are the people trying to say something? Anyway, this actually saw it's time in the limelight as anti-Necropotence tech. Repeatable removal is always an asset, and when and if you're in top deck mode, the 'random' is anything but. The best part is obvious, the effect card be countered (at least in this format). 4/5

 

Another card I've never had the pleasure of playing with, or against. Two mana is plenty affordable, and being a Mine and a Library of Leng in one is pretty good. I'm certain Turbo Stasis and Underworld Dreams will find good homes for it. 4/5



No one runs the nearly superior Jade Statue. Why would they run this? Ok that isn't fair. I can see this appearing in a few crazy brews, but that is it. 2/5



One part a steal card, one part removal. Grinning Totem is an amazingly versatile card, whether it be for removing opponents key cards from their libraries, or for stealing a power card for yourself. You can even steal a counterspell and use it! 4/5.



Everything that can be said about this has been said. I guess, if I get into scryings I'll try mill control with Jester's Cap and Grinning Totem! 5/5



My older brother ran this card in a tron deck. When he wasn't mana screwed, it was actually pretty good.



InQuest Games in 04 called this the most powerful combo in the game. Combining him with Illusionary Mask is one of the most satisfying things in the entire game. I could go on about how amazing the art is, or iconic the card is (it was the entrance image for Phyrexia.com). However, from a playability standpoint, it's a 5/5. Just because of that combo.



Another "The best card in Homelands". This card has a deep piece of nostalgia to me, and personal importance. Outside this, it's solid removal, able to hit pump knights, able to take out that pesky Will-o'-the-wisps for good, and can do some minor plays with combat. All and all, it's a solid card. 3/5



I'm surprised at how expensive this card is honestly. As for the card itself, you can't turn it off anymore, but outside that, it's still the amazing card it's always been. Expect it to see play in Underworld dreams! 4/5.



When is drawing two cards ok? When letting the opponent discard one of them. Nice easter egg, the Thran Tome is the Weatherlight set symbol. 2/5.



Cheaters Orb. 5/5




"Hey Dude"

Dude Ranch is another one of those cards that had it's moment in the sun, and then disappeared. The ability to make a soldier every turn is amazing. However, it's usefulness is equal to how many Strip Mines are allowed, since it's cost of a land can be a big downer. Even with only 1, thats a big hit. 4/5



Another forgotten gem from alliances. I'll probably do a proper review on this one. However, here, it's a 4/5 card. A little slow, but a great fixer.



The other City of Brass. I'm always surprised this somehow managed to not get reprinted before it's appearance on the RL. It's a solid mana fixer, for people who don't want to get pinged by CoB. 4/5

There you have it, a short review of every card in Scryings, and man, did it take a long time to do. I honestly didn't think it would take an entire month to do the set, but here we are! I've specifically avoided any games of Scryings, watching, reviewing, or participating, to keep the integrity of these being hunches and guesses accurate.

As always, good luck! Good scryings!

Thursday, January 9, 2020

Year two in Review: A Retrospective.



Two years! Where does the time go? I don't know, but what a two years it has been. In this year, I've had the honor of participating in the creation of another TCG, which I'm humbled to help with, I got caught up in a angry mob and was greatly embarrassed over it, I moved two hours north of my previous home, which was a family ranch that had successfully been sold, and started restoring a house, and I wrote a total of 43 Articles on the blog, most related to MtG (I believe three are short stories).

Most viewed article (Card Review): Stasis: Magic art piece, with over a 1,000 unique views! It details the history of not only the design of the card, but the piece of art as well. Easily one of the most intensely written and studied articles I've ever done.

It also surpassed Uncle Istvan as my most viewed card review.

Least viewed article (Card Review): Narwhals: Inventors of the Shisk Kabab.More famous for the image attached to it, then the actual post itself. It's only has 81 reviews, actually going lower from the 87 views over Fire Sprites.
It's also less then last years least viewed card review, which is none other then Weakness.

Most Viewed Article (deck review): 5 color legends. A review of my last year Winter Derby deck (I wish I had more time to try Treefolk this time around). The deck did get quiet a bit of fanfare, as being 'ballsy'.

Least Viewed article: Surfing Omegle. A EDH/Brawl deck that was appropriately named White Weenie deck, only got 58 views, several of which was probably from me.

Most Viewed Article (Other): Surprisingly it wasn't a "Tale of two formats", but instead, it was the "An Open Letter to WotC", in which I complained about the year of changes for the tournament scene, and a number of other related incidents around more 'main stream MtG'. It's currently my most viewed, as well as discussed articles, with over 3000 unique views! However, this could be due to the fact it's an article that far exceeded OS Magic and fell into MtG as a whole.

Least Viewed Article (Other) Chandra, the importance of consistent character design. I guess people just didn't care.

I'm hoping to continue reviewing cards, getting feedback, and of course, improving the game as a whole!

Here to an awesome decade!

5 Cards I wish was in Scryings





You can't please everyone, and while I'm certainly in that list, and I don't intend to play Scryings much, I will say that without a doubt, Scryings is a fun set none the less. I can understand the thought process that went behind it, nothing too game breaking (so things like Squandered Resources, Necropotence, and Fireblast would be out), nothing past Weatherlight, and it's fully excluding Portal (which technically came out between Visions and Weatherlight), and no mechanics that aren't legal in "old school" which includes Cantrips (and slowtrips), pitch spells, Cumulative Upkeep, Phasing, and Flanking.

With this in mind, their are still numerous cards, both old favorites, and fan favorites alike, that I wish made the cut. Here, I would like to talk about just a few.



Mtenda Lion

 Mtenda Lion

 While I wish Fallow Earth was around, I understand the threat a card like that could pose. However, when I was Ogre's younger brother of the OG stompy deck didn't make the cut, I was a bit set back. Sure my favorite elephant, and Riverboi was around, and I understand not all the pieces of that deck could be in the set (sorry Harvest Wurm), I still think this guy, the thinking man's stompy creature, should have been included, though looking back, it seems quaint to try and flush out blue mages counterspell mana to prevent two damage.


Taste of Paradise


Taste of Paradise 



Very few Magic cards depict romance, and very few Magic cards are good life gain cards. This one is both. I actually had a flare deck at one time, with Vernal Bloom, mana flare, and overabundance, in an attempt to gain life and burn out players with X burn spells. Sure, this one has some bias, but it's strictly better than the amazingly simple Stream of Life.  Plus we got the other "multi-kicker" spell in this set, that is Primitive Justice.


Swamp Mosquito

 Swamp Mosquito

I felt this was the perfect opportunity to throw in one or two more Poison counter related creatures. It was a hard choice between this awesome guy, and Sabretooth Cobra, but settled on the Mosquito, because of it's versatility and it's built in invasive ability. 

While I'm on the subject of Poison counters deck....


Fire Whip

 Fire Whip

The Johnny's secret, Fire Whip is suprisingly versatile. Once upon a time, it could be seen (rather poorly) being enchanted to Marsh Vipers and Pit Scorpions, to get around the evasive limitations of those cards. Since neither of them had built in evasion. 

You could also, equip this to Nicol Bolas, and during the end of the draw step blowing up hands at instant speed. and speaking of Bolas.


Shallow Grave

 Shallow Grave

Like many early tournament stories, theres a legend of someone playing this and Pox and turn one to aggressively swing with a turn one Bolas, thus discarding the players hand, and assuring his own victory. Now how true this story is, is debateable, but it's a cool story none the less. 

With Pox, and Bolas legal, I'm surprised this one wasn't included. Plus, it can make, since it's instant speed, an awesome combat trick as well. 



Honorable Mentions: Benalish Infantry/Shield Bearer/Kjeldoran Knight
Benalish Infantry 

Shield Bearer 

Kjeldoran Knight 

Ultimately I was disappointed in the lack of my favorite mechanic, banding. While I could go on about all the banders you could include, in my opinion these three are among the bests not currently legal, if we ignore Volunteer Reserves. Banding, the mechanical embodiment of Old School Magic, was cut from the game with Enchant Worlds and Rampage in Weatherlight. 

However, I understand why some might not like the mechanic. While this isn't a complete list of card I wish was in Scryings, it's the most notable ones. 

Come back to my next article where I will rate every card in Scryings in one sitting. 

Until then.

Monday, December 30, 2019

The Last P.I. (pt 1)

(Please note, this short story has nothing to do with the usual content of my blog, nor anything to do with Magic: the Gathering. Please enjoy).


"It's the strangest case I've ever seen". Those were the words I heard on my phone at about 3 pm and a dreary Friday Afternoon. His voice, as with many who seek me out, was desperate, and it could be heard even across the landline.

The case, at first, wouldn't turn any heads, three gang bangers dead. However, it was how they were killed that was the cause of concern. The first one, two shots in the chest, apparently from his homie. The homie, in question, was found a few feet away, a snapped neck and a broken arm was what got him for his troubles.

The third one, a Tyrone McGee, had made an attempt to run for it, and got a hundred yards away, according to ballistics, frantically firing behind him, before apparently being cornered, and attempting a fight. It also ended with him being killed, but much less merciful, as his jaw and eye sockets had been shattered, and his chest cavity is apparently collapsed. A knife was also found near the body, but it apparently hadn't even his a mark, as no blood was found on the blade. Forensics had yet to comeback, however.

To all this, my contact said, was one witness, a migrant, who was failed to be picked by the local police. She refused to cooperate with the investigation, and has since disappeared, but was recorded describing the attacker as 'El Diablo'.

"We must have this 'devil' be discovered or disappeared. My bosses are starting to breath down my neck, and it's getting hard to have the local media to remain silent about it, this is the third incident like this, this month, and..."

He goes on like this for sometime. I reassure him, that I'm the best, and the case will be solved soon, and the rate will be worth him not losing his job.

Well, if you are listening to this, you must be wondering, well who am I? After all, something terrible has befell me if this recording is out, well I'm no G-Man or Spook. In fact, some who would fit that description are my toughest cases.

I'm, for the lack of a better word, a private investigator, but I do so much more. When a man receives a vision from God, I make sure it stays a vision. When some heiress is kidnapped, I'm the person that finds who did it, and if needed, make sure she doesn't end up in Africa. When some retired Majestic decides to take something into his own hands, I'm the one that convinces him to retire for good. Every time a child disappears without a trace, there is a pretty good chance someone in my field had something to do with it.

I'm the best, in my opinion, at what I do, and I have the record, and price tag, to prove it. Which is what's so alarming about this. There is a dozens of cheaper options, not to mention agents and detectives, that would do this case considerable cheaper, and just as efficiently, however, not as discreetly.

So why am I recording this, on tape, of all things? Well, something about this doesn't sit right, and I figure this would be a good insurance policy for myself. If this case is a set up, I'll use this with other evidence to bring down those who hired me.

Studying over the dossier that was faxed, I've concluded the suspect isn't ex-military, since his assumed lack of firearm training, nor is he a vigilante, since he left no calling card, as vigilantes tend to do. The other two cases, were just as random, an outlaw biker, and a pedophile, both brought down in surprisingly gruesome ways, which I won't repeat, both apparently by battery, and no evidence of fire fight. Nor any evidence of connection between the various men.

I've set up a rendezvous point between me and a local detective on the case through our mutual third party, early in the morning, and until then, I rest. After that, I shall search for the missing Jane Doe and check out the background of McGee. First day, goodnight.

-End recording-

Wednesday, December 4, 2019

Narwhals: Inventors of the Shish kabab

"Narwhals, Narwhals.
Swimming in the ocean.
Causing a commotion. 
Because they are so awesome"
--Weebl, Narwhals.

Probably one of the most memorable Internet songs of the previous decade, Narwhals have come back into public consciousness thanks to a recent tragedy. Due to my blog being apolitical, and being about Magic, I won't talk about it.
Enjoy this photo instead.


So how well does Narwhal fair on it's own? Well let's find out!

Playability: Narwhal is a 2/2 first strike and pro:red for 4. Since its blue, it automatically gets a point.
While First Strike is good, blue is not famous as a combat color. However, Protection from red is an amazing mechanic, and that immunity to removal. Protection on a blue creature has so much better utility then other colors, thanks to sleight. Plus Chaoslace is nice as well, which could be brewed around with sea sprite.

Utilize with Pyroclasm.
Plus a 2/2 first strike can beat a grizzly bears in a fight. 

Playability: 3/5



Art: David Cherry art is effective, showing multiple Narwhals trying to move forward, being the Jedi of the sea. The colors really fit the blue card, with the sea green water, and the salty looking sky.

The Narwhals can be more distinct looking, but it works.  Art 3/5.

Flavor: 
Narwhals having First Strike makes a lot of sense. However I don't understand why they have Protection from Red. Nor do I understand why such a massive animal is merely a 2/2. However,  I suppose a 3/3 for 4 with two good abilities would have redeemed Homelands to much for the EDT liking.

Flavor 2/5.

In conclusion,  2.8/5. A forgettable mediocre rare that is made famous time and time again thanks to things outside of Magic. I wouldn't want it to be any other way. 

Remember, just don't let them touch your balls.

Monday, December 2, 2019

Take me away on the winds of change.



"Take me to the magic of the moment
On a glory night
Where the children of tomorrow share their dreams (share their dreams)
With you and me
Take me to the magic of the moment
On a glory night (the glory night)
Where the children of tomorrow dream away (dream away)
In the wind of change (the wind of change)."--The Scorpions, Winds of Change
 
 
 
Winds of Change is an interesting, and arguable bad card. While it provides no card advantage. it is one of the only red draw cards in the format, and while it's not as popular, or as numerous, as it's older brother Wheel of Fortune, it has found it's niche time and time again, whether abusing dredge, or going for the kill with Underworld Dreams, it's usefulness time and time again has been shown. So how bad is Winds? Well, it's not the power card that Wheel of Fortune is, but I wouldn't call it bad, it's certainly a trickster card at least.
 
 
 
 
 
Playability: Coming in a mere R, WoC shuffles in your hand, and draws a new one. However, it doesn't just do it to you! It does it to your opponent as well. This makes playing a first turn Winds one of the most strategically sound plays in the game. I've more then once heard the grunts and moans of a player who mulliganed down to n6, just to be given a hand they are disappointed in, and more importantly, they are stuck with.
 
The card also can work, as mentioned, in dreams. particularly well after a well played Wheel or Timetwister, just be careful in the mirror match.
 
I'll give it a playability of 4, because of it's niche.
 
 
Art: Is that a cliffedge, a mountain, or the ocean? Depth is not this art pieces friend. While it's certainly memorable, particularly between the sky, the broad use of contrasting color, and the warrior himself, and leaves a strong imprint on the imagination, it isn't without it's flaws. The leaves are a nice touch though.
 
I always liked the 5th art better anyway
 
 
Art: 3/5.
 
Flavor: I guess the winds of change can be chaotic, which is why it's red, though the name feels blue.
I guess the idea works on the card itself. In reality, I never got the flavor of this card, and while I've been a long time fan of it, for numerous reasons, I've never really reflected on why it exists. The possibility of the unknown that comes with change?
 
Either way, it's flavor is just going to be a 3/5.
 
 
In conclusion: A niche rare, but a good one none the less. While it's not the BEST card in magic, it certainly fills it's roll, and I'm glad it exists.
 
3/5. A fine addition to OS Magic.
 


Sunday, December 1, 2019

Surfing Omegle



When I was asked to replace a person who dropped in the "Duel Commander: event for November, I had decided, after a heated argument, to build Abu Ja'Far. However, a talk about politics isn't alone, the other reason was for none other then I've had an itch to try my hands at White Weenie.

Why? I'm not sure, but it's something I hadn't built in a rather long time, and I always use to like white as a color.  Perhaps the idea of knights and soldiers, storming together and overcoming foes is my reason for this, or perhaps, I'm just bad at Magic, who knows.

Had I realized the starting life total was 30 instead of 20, I might have gone with something more midrange!


Creatures
 
 
 
No photo description available.
 
 
 
 
 
Probably the biggest cost of this, was the lack of artifact creatures. While that will make sense in a second, it was rather a dumb piece of oversight, as the Abyss is very real.
 
Also, unfortunate, is I couldn't, no matter how hard I tried, find an Order of the White Shield at the last minute (basically I didn't own one). However I did want to utilize as many mana dumps and pump effects as possible, since the late game is often not a lot to do, and lots of mana available, which is why I included Icatian Priest and Kjeldoran Knight.
 
If only I kept the Trade Caravan, maybe...
 
Serra Angel and Aysen Crusaders turned out to be big MVP's, with honorable mentions going to Kjeldoran Knight, Icatian Lieutenant, Shield Bearer, and Abu himself.
 
 
Pump Effects
 
What would white be without them? I included every pump effect available in the format besides Angelic Voices (again, don't own one). This included Serra Aviary, which in retrospect, I question, but worked well with the idea of utilizing it as removal, and I once killed the Abyss with it.
 
 


Image may contain: 1 person
 
 
 
Ashnods Transmiggathingy got put into the deck as a anti-terror/abyss tech, as well as a deterent in combat. While Moral and Army of Allah allowed them to utilize more constructive tactics.
 
Formation and Heal were both included in the deck for it's cantrip abilities (but lightning blow was in another deck).
 
Death Ward helped me in a pinch more than once, including against a disc at one point.
 
Finally Blessings was met with much fanfare, but did little, and most games I played it, I felt I put it on the wrong target.
 
 
Removal
 
 

 
 
Rather light, which is the biggest issue with the deck. I probably should have included disc, and maybe even Time Bomb into the mix.
 
 
In reality consistency is key, and against control, it became a race to see if I could do enough damage before a Moat or Abyss dropped. Against weenie or midrange, it became an issue of having to fight off bigger creatures. Which is where the issue ultimately stemmed from, and why the deck got it's name.
 
A bunch of small white creatures coming in strong, just to lie flaccid after a good start.
 
0-6. W/L.