Will the Worldwake Me Up? – Some Worldwake Spoilers
25 Jan 2010 | David Li Wang
Will the Worldwake Me Up? – Some Worldwake Spoilers (Warning: Spoilers inside if you don’t want to read, don’t click)
As several sites have been previewing cards, why shouldn’t the Good Games Community Site jump on the bandwagon? As a self confessed MTG Salvation ‘Freak/Fanatic’, I’ll bring you some of the latest cards, as well as a few other older spoiled ones and discuss their possible use and value.
Hada Freeblade W
Creature – Human Soldier Ally Uncommon
Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a 1/1 counter on Hada Freeblade.
0/1
The Evaluation: Basically a 1 to cast 1/2 that gets bigger, Hada Freeblade is another great constructed ally that will probably join Kazandu Blademaster in the Mono White aggro deck. Fetching up 2 of them with Ranger of Eos can potentially pump up your Kazandu Blademaster up to a 4/4 First strike, Vigilance. With more powerful allies to join them, we may even see an ally deck in standard.
Kor Firewalker WW
Creature – Kor Soldier Uncommon
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
2/2
The Evaluation: As some of you have already seen and know, this card is definitely the powerhouse mono-red hoser, nicknamed Bear-Claw (A Grizzly Bears + Dragon Claw). If this card doesn’t make its way into several decks and sideboards such as Mono White, Bushwhacker and several others, I will stop writing articles (maybe not).
Marshal’s Anthem 2WW
Enchantment Rare
Multikicker 1W
Creatures you control get +1+1.
When Marshal’s Anthem enters the battlefield, return up to X target creatures from your graveyard to the battlefield, where X is equal to the number of times Marshal’s Anthem was kicked.
The Evaluation: Opponent: Hah! So much for your Walletslayers! I just killed them! You’re gonna die next turn!
You: I cast Marshal’s Anthem, kicked. Now I bring back my Baneslayer and I will bash you with my other creatures for 8 damage. You drop down to 1. Pass turn.
Opponent: Oh sh*t! Far out! GG…
Yeah… that’s a possible scenario that can occur, but the point is that this card is good. Glorious Anthem for 4 mana and it can potentially bring back some powerful creatures, is insanely good. It’s another money rare to add to your want list, if you’re playing Mono White.
Mysteries of the Deep 4U
Instant Common
Draw two cards.
Landfall – If you had a land enter the battlefield under your control this turn, draw three cards instead.
The Evaluation: This card is better than most people think, and while some refuse to play it and will continue to complain about Blue having no good card drawing spells, I will have this card in my U/R Control deck, drawing me cards at instant speed. Will replace Mind Spring in U/W/R Control.
Treasure Hunt 1U
Sorcery Common
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
The Evaluation: I think this card is decent and very useful but might not really have a solid spot in every single blue deck in standard. It may be strong enough to bring back Seismic Swans in Extended possibly. I like it.
Abyssal Persecutor 2BB
Creature – Demon Mythic Rare
Flying, trample
You can’t win the game and your opponents can’t lose the game.
6/6
The Evaluation: There has been a lot of talk about this card. It is definitely a powerful card and will be a chase rare. Jund and some Mono Black decks may play it. Disadvantage of this card, is that it gets owned by Baneslayer. Stupid protection…
Urge to Feed BB
Instant Uncommon
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a 1/1 counter on each of those Vampires.
The Evaluation: Definitely going into Vampires, making them even more dominant than they are already.
Bazaar Trader 1R
Creature – Goblin Rare
T: Target player gains control of target artifact, creature or land that you control.
1/1
The Evaluation: A very cool card! Some tier 2 deck may play it to give your opponent an Immortal Coil to lose the game and some people have talked about getting rid of your own Abyssal Persecutor.
Chain Reaction 2RR
Sorcery Rare
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
The Evaluation: This is the card that I personally posted on MTG Salvation, after finding it on http://thestarkingtonpost.com/articles/-/Worldwake_Spoiler%3A_Chain_Reaction. Will probably have 2 or 3 slots in U/W/R Control Sideboards as it won’t be killing your Wall of Denials any time soon.
Searing Blaze RR
Instant Common
Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall – If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.
The Evaluation: Sort of similar to Lash Out and will definitely have a few slots in RDW. Definitely a solid card at common for Limited.
Arbor Elf G
Creature – Elf Druid Common
T: Untap target Forest.
1/1
The Evaluation: Elves scream come to us. Will become Llanowar Elves 5-8 and is occasionally better, untapping your Stomping Ground for red mana.
Explore 1G
Sorcery Common
You may play an additional land this turn.
Draw a card.
The Evaluation: Very similar to Rampant Growth but doesn’t search from your library and so can be less effective in several situations.
Everflowing Chalice 0
Artifact Uncommon
Multikicker 2
Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.
T: Add 1 to your mana pool for each charge counter on Everflowing Chalice.
The Evaluation: Will be joining a few decks in Standard as it is very flexible, but I really like leaving mana open on turn 2 for an Essence Scatter or Flashfreeze to counter, so I would be casting this later on.
Tectonic Edge
Land
T: Add 1 to your mana pool.
1T: Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.
The Evaluation: People are underestimating this card. Ghost Quarter is a strong pseudo Strip Mine. This is a strong pseudo Wasteland. You’re thinking, I have to wait until later on before I can deny my opponent from casting spells, and that is against the principle of Land Destruction. I disagree. This is a card for decks playing Spreading Seas and as Spreading Seas doesn’t get rid of their lands, this works well with it. You can deny them any colour of mana, buying you extra time for your win. Don’t forget although there is no Life From the Loam in Standard, there’s Grim Discovery. We might see a Grixis Land Destruction deck. You never know.
That’s all for this week! Good Games! Good Times! GG!
By David Li Wang aka RedBluePlayer on Good Games Forums and MTG Salvation
For discussion.
