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Murdoch Monthly - M11 review Part 2

17 Jul 2010 | Fox Murdoch

Welcome back dear readers to part 2 of my M11 sealed/draft review. Last time I went through White, Blue and Black. This time I’ll finish up with Red, Green and Artifact/Nonbasic Land. As well as that I’ll look at some of the archetypes that work. Straight into it then!

RED

Act of Treason – common

2 full mana cheaper than Mind Control, but only temporary. Being a sorcery means you’ll only ever borrow an attacker, too. The value of Act of Treason goes up if you have any Bloodthrone Vampires as she can eat the newcomer for delicious advantage. Helps to remove a troublesome blocker or make sure YOU get the first bash with their newly dropped fatty, but isn’t really a reliable card as it does one thing once.

Con someone into changing sides, then invite them to “dinner.” B-

Ancient Hellkite – rare

Everyone’s dragon of choice for M11 is a new addition. 7 for a 6/6 flyer isn’t too pricey, and considering his unfair ability it’s worth the mana. Do note that if he’s removed from combat somehow (regeneration, blinking) he’s no longer attacking and you can’t use the ability. Apart from that 6 a turn isn’t easy to take, and any blockers are likely to be toast, considering that a land on your turn means 8 damage wherever you like.

A big fat fatty Dragon who roasts the board. A

Arc Runner – common

Hmmm, I dunno… I get that red is the hasty quick colour, focused on “benefit today, forget tomorrow” but this doesn’t seem like it’ll win anything with that attitude. Power to cost is great, sure, but for one turn? You can speed this guy out on turn 2 if you open a Llanowar Elves/Birds of Paradise but thereafter your board is still just Mountain, Forest, 1/1. He gets better when used as an ambush creature to really put the pressure on in the mid-late game, giving that surprise 5 damage your opponent didn’t calculate into your combat maths. Interesting interaction between this and Mass Polymorph.

Cheap, but don’t play it early. Hates blocking. C+

Berserkers of Blood Ridge – common

5 for a 4/4 who attacks each turn? There’s nothing else you WOULD do with these fellas. Sizeable for red’s creatures, so a nice inclusion into any red deck. There will be moments when you need a blocker and you will feel deserted as a result, but if you’re red you should really be packing other ways to deal with attackers.

Red’s standard fatty. B

Bloodcrazed Goblin – common

Aww man, I HATED Jackal Familiar, and they made it worse. If you get this guy out turn 1, you can only attack if you somehow spell-ping the opponent, so Lightning Bolt or green’s Hornet Sting. Both bad uses of good cards. In multiples he’s just as bad because you’re in the same situation, at least Jackal Familiar helped itself. He can block x/2s bigger than himself no problems, but when did red care about it’s one-drops being able to block?

Bring back the pooch! D

Canyon Minotaur – common

Red’s second best common creature, for simple bashitude.

Play it, it fits. B-

Chandra Nalaar – mythic

Chandra’s another hot Planeswalker, who can be really punishing. She can go off 2 turns after you’ve cast her and 10 damage to your opponents board and face isn’t easy to shrug off. Her +1 ability will help your Goblin Berserkers attack so there’s a, um, bonus? Using her as a 6 point removal spell is worthwhile considering the Titans are all auto-includes regardless of power, or she can pick off multiple creatures over many turns. Chandra with any recursion, as with any Planeswalker, is really bad for the opponent.

It’s Chandra. Play her or wish you had. A+

Chandra’s Outrage – common

4 damage at common, coupled with an add-on Shock-to-your-face. Always beware the red mage with 4 untapped, though do note the RR in it’s cost. If there’s only 1 Mountain/red available call the bluff.

It removes a lot of creatures and also domes the opponent. Pack ‘em up, but not too many. Four isn’t cheap. A-

Chandra’s Spitfire – uncommon

It flies, it grows, it doesn’t cost too much! How reliably can you ping your opponent though, Chandra helps out there and Pyromancer/Lightning Bolt, but otherwise this may not do a lot of growing. Depending on your deck this card is great or mediocre.

Pack burn, bash face. B

Combust – uncommon

This is like red’s Terror against it enemy colours. Kills a Baneslayer gaurenteed, that’s not bad. Start it off in your sideboard however, not everyone’s gonna be white/blue.

Toasty angels make for the best breakfasts. SA

Cyclops Gladiator – rare

That’s a very red mana cost. Having said that, a 4/4 who singles out creatures for combat is very valuable, as he can kill someone before he hits the red zone, then tangle with someone else. At four mana he’s a compact body too, well priced, but do note the RRR there.

Wanna arm wrestle? I can break both ya arms! A

Demolish – common

You can pack this maindeck and be sure you’ll have something to hit. If your opponent has a nonBasic land you don’t like this will deal with it, or a nasty artifact, or both. It’s even useful against their splashed colour, but you can’t forsee any of these things being present before game 1. If you’re drafting and see some must-kill artifact/equipment you can maindeck this, but in general it’s a blank card, or land destruction. Last I heard newbies hate that sort of thing.

Utility, but no guarantee you’ll need it. SB+

Destructive Force – rare

This card will be a real devastation to the unprepared. Utterly. Going from 7 to 2 lands is hard, and losing all 5 or less toughness creatures is a lot of board positions. It’s a reset button, but with room for advantage. Say for example you’ve been lucky enough to get Primeval Titan as well. Destructive Force, attack is you on 4 lands with the only creature on board, poor opponent back on turn 2. 7 mana in this case is utterly worth it. Plus best M11 card for EDH, just try it.

Big. A reset button with vengeance. A

Earth Servant – uncommon

In a monored/halfred deck this will regularly have a 9-10+ sized butt. Is red really getting more defensive, or am I going crazy? Having four power that can attack most turns without concern is good, so I imagine it will always please, while it’ll never particularly shine.

A solid attacker who should outgrow most other creatures. B-

Ember Hauler – uncommon

As long as this fellas on the board, your opponent has to add a mental 2/0 to all of your creatures. He bashes, he shocks when outsized and even block-n-shocks when needed. He won’t win the game but he’ll make sure your opponent has a harder time of it.

All star runner. A

Fiery Hellhound – common

I liked this guy in M10, and presume I will again here. The “big” front allows you to sneak damage through turn after turn, pumping for real when needed. The small butt isn’t such a problem though as being a common you can run more than one.

6/2 or not 6/2, that is the question. B

Fire Servant – uncommon

Super power your burn. Lava Axe for 10, Lightning Bolt anything for 6, Chandra’s Outrage for 8 and 4 damage. Being a 4/3 leaves him open to Lightning Bolt himself. If undealt with though, allows for catastrophic damage.

Amazing ability, with a still-relevant body. B+

Fireball – uncommon

The most versatile burn spell I’ve seen in my Magic playing years. It can finish the game, wipe out multiple annoying shrimps or toast a fatty. It’s a fireball!

Fire does solve everything. A

Fling – common

Fling-a-ling-a-ding-dong! Try not to say that too much when you play this. Works wonders with lots of creatures. Maybe a Hellhound is pumped and Fling’d end of turn. Maybe Ajani’s Avatar token is 21/21. Maybe Arc Runner wants to deal another 5 damage. Yes this costs a creature, but for just 2 mana you can deal a LOT of damage. Do note: the “additional cost” of sacrificing a creature means it costs “1+R+dead creature”. You have to sacrifice one, BEFORE you opponent even gets the chance to counter Fling. Totally play it.

Here, look closer at my Titan. A-

Goblin Balloon Brigade – common

A 1/1 flyer in red. Not sure what his use is. Maybe red needed some crap after all the brilliant removal. Does fly for 1 on a cluttered board.

Pipsqueeks. C

Goblin Chieftain – rare

This guy makes the previous more worthwhile. Haste for Goblins with a size pump can really shorten a game for the opponent, but he suffers from the same drawback as all creatures, removal. That matters moreso with important, army-pumping creatures though because you can suddenly find your formidable force turned back into a rabble. Powerful in a Goblin deck, obviously.

Wanna go Goblins? He’s your man. Er, Goblin. B+

Goblin Piker – common

2 mana, 2 power. Very weak. Wants any kind of help from anyone else.

2 power 2 drop? Red isn’t complaining. C+

Goblin Tunneler – common

What is this, Rise of the Eldrazi Limited? You can pull off the very same “unblockable, then pump” trick with Bloodthrone Vampire in M11. Not to worry though, that’s a good thing for the lucky player who opens both. Add in Mitotic Ooze and that’s… an unblockable 15/15. Should win, yes? Tunneler has a lot of creatures he can target, including blue’s Scroll Thief. NOTE: the ability lasts until the end of turn regardless of the creatures power. It only needs to be 2 or less when the ability resolves. After that, equipment, enchantments, lord pumps all still work without making your critter ununblockable.

Role player, have fun finding all the tricks you can. B

Hoarding Dragon – rare

A five mana 4/4 flyer is fine and dandy. Forget it’s ability, if you really want to search up an Artifact you want it for YOU, not your insolate dragon pet. Needing him to die before you actually get the Artifact could dissuade some opponents from ever killing it, assuming you choose Sword of Vengence or Triskelion, but those cards are better off being cast instead of used as “bargain pieces” to keep your 4/4 in tact. What if they Pacifism the dragon? That’s like psuedo two-for-one. Minorly better with Bloodthrone Vampire/Viscera Seer.

Brilliant body. Forget the ability. A-

Incite – common

Turning red may have its uses later on, but for the moment this is a one-shot Alluring Siren effect. For the same cost you’ve got Lightning Bolt, which will do a better job of killing a creature, the usual reason you want to make a creature attack. Note: randomly “ungreenifies” a creature your opponent is using to pump Gaea’s Revenge. See? Useless.

Incite what? Derision? D

Inferno Titan – mythic

When it comes into play and attacks, spread a bolt wherever you want. Clear blockers outta the way then pour 7 mana into it’s already 6 power. 13/6s end the game quickly, don’t they?

Ridiculous power level. Like all the Titans. A+

Lava Axe – common

Five mana, five damage. Simple, and 25% off your opponents life. Include it in your red deck because you’ll find a ground stall when you’ve gotten oh-so-close suddenly all yours.

Simple face burn. B

Leyline of Punishment – rare

Hose life gain and partially hose protection from foo. This is sideboard material because against an opponent who doesn’t care about life, they won’t care about this card. Though turns off a lot of white cards, even Baneslayer Angel becomes a “mere” 5/5 flyer and if she blocks a demon/dragon, they might just chew her wings off.

Break the rules, why don’tcha? SB+

Lightning Bolt – common

It’s Lightning Bolt! Splash it if you get it. It kills so much, is instant speed, costs as little as it can, hits the opponents face. Between this and BS Angel you’ll find a rift between which card more people are happy about returning, but for me Lightning Bolt gets the vote. I think I’m in love.

Lightning Bolt! A++

Magma Phoenix – rare

A 3/3 flyer who never seems to die is good. As well as his ground-clearing ability upon dying, you’ve got a potent control card here. The wiley opponent may wait for the opportune moment to Doom Blade him, hitting you for 3 when you don’t need it, but you’ll get a 3/3 back all the same. Robust.

Attrition, yum yum. A

Manic Vandal – common

Don’t play Artifacts, this guy exists. A Viridian Shaman turned red, he’ll be played maindeck just because he’s a creature when there’s no artifacts around, and he’s monster card advantage when there IS artifacts around.

He’s a creature, he kills artifacts. I don’t see a downside. B+

Prodigal Pyromancer – uncommon

Is this guy uncommon? Oh man I look stupid now. The quintessential pinger, he kills a lot of creatures and keeps many “dead in hand.” Get yours online before your opponents and you should have an easier time of things. Attracts killspells because he actually has a target painted on his forehead.

Hot stuff. A-

Pyretic Ritual – common

The ability to fix your mana from UR to RRR is probably more useful than going from 2 to 3. I don’t know what you’re accelerating to, but the +1 mana isn’t worth an entire card in your deck. It is Instant though so you can surprise the opponent with a higher cost card they hadn’t anticipated on their own turn, like playing a Chandra’s Outrage off of three lands.

Try it, and decide for yourself whether you wouldn’t want a creature instead. C

Pyroclasm – uncommon

One third of Jund Charm, use it to clean up after a combat step or with Fire Servent to deal 4 across the board. Very nice when you’ve got a fatty ready to unload and the board is still cluttered with mincers from the early game. Pfft, who plays 2/1s?

Half a Day of Judgment for half the price. B+

Reverberate – rare

Fork became Twincast became Reverberate. Magic has a weird history sometimes. This copies any spell, so its going to be better the moreso your opponent is. Or you can copy your own stuff, maybe Doom Blade + this. Copy their Mass Polymorph for real fun. Copy then counter their counterspell. Piggy-back their Foresee. The applications are endless, you’ll enjoy this card.

“Clone” your favourite spell. A-

Shiv’s Embrace – uncommon

Turns anyone in to a Dragon. The flying is hot, the power/toughness pump is very relevant and the fire breathing is gold. Turn even a 1/1 into a 3/3 threat. This is a good example of an Aura that breaks through the “but Auras are bad” rap, because this one has a real chance to win you the game.

Honey, you have dragon breath. Go brush your teeth. A

Thunder Strike – common

Can someone explain the flavour of this to me? I’m sure a thunderstrike deals 3 damage to target creature or player. Anyway this lets you win combats you shouldn’t really, can punch through the final 2 points needed to win the game or otherwise make combat end in your favour. Probably going to appear a lot as it is a good combat trick.

Surprise, you’re dead! B+

Volcanic Strength – common

2/2 is good, Mountainwalk not so much. Against a removal-light opponent this helps you beef up your army early on, so is rather useable. Not exactly above the “but Auras are bad” rap but isn’t as far from the line as others (cough cough Holy Strength). Against red mages, very nice but do remember ol’ Lightning Bolt when you cast this.

Alright, but maybe a creature would’ve been better? Red’s 2s though, unsure. B-

Vulshok Berserker – common

Hi, welcome to Magic! Where’s Vulshok? Why it’s on Mirrodin, land of metal! This is Core set land though, so we don’t know why he kept his name. A Bloodbraid Elf without the cascade, he’ll come outta nowhere and hassle someone for 3 points of damage, so he’s rather annoying to face. Not super fragile but don’t expect him to live if he comes out turn 4.

“With love, from Mirrodin.” B

Wild Evocation – rare

Cast a random card in your hand for free. Though your opponent gets first go, so if they have nothing in hand we-he-hell this might just work out to profit you. Don’t be worried about the “if able” text, that just means you can’t cast Doom Blade if there isn’t anyone around who could be targeted. This will play anything as it resolves, which feels odd considering the normal timing of casting things, but trust me it works.

Build your deck around this, or you may end up killing yourself. B-

So red gets some utterly useless cards, and others that are ridiculously powerful in the abstract. It’s got creatures that I’d range from mangy to utter dominators but they tend to be the rare ones. This means it’s red for removal, not it creatures, or once again a support colour. That doesn’t really get the flavour of red across to new players though, as “burn tomorrow for today” dosn’t really tie in with “our rares are good, our commons crap.” Bolt excluded naturally. Still, it’s red, and direct damage can always win from nowhere.

GREEN

Acidic Slime – uncommon

Acidic Slime just got better, thanks to the new rules update. If a creature with trample and deathtouch is gang blocked, you only need to assign 1 damage (because that’s considered lethal) to each blocking creature and the rest to your opponent’s dome. They also follow the normal rules for being gang blocked now so they don’t ignore blocking order. Well done Wizards. Acidic Slime is still one of my favourite 5 drops for it’s ability to deal with most permanent types, including creatures bigger than itself.

Kill pesky enchantments you didn’t pack for, Artifacts you weren’t expecting or just a land. Then beat for 2. A-

Autumn’s Veil – uncommon

Autumn’s Veil, which I haven’t seen in action yet, is like green’s counter spell. Seeing this in the Core set slot is promising, though it only hoses blue and black things. It deals with all of blacks killspells and usually at a much greater value trade-off than your opponent. Also very nice preceding an Overwhelming Stampede as they’ll need 2 spells to counter that team-wide pump.

Nature hates on dying and counters. SB+

Awakener Druid – uncommon

Three for a 1/1 is useless – unless it comes along with a 4/5 friend. Animating a Forest to beat down isn’t so bad late game, and early game it can occur before they’re able to deal with it. Losing the 1/1 to Instant removal is fine as well, seeing his disappearance means the Forest instantly returns to being just a land, so you don’t get two-for-one’d. Do note that it IS only Forests that come alive, but you can awaken the opponents for some fun land/creature kill. If you have a sacrifice outlet you can sac the 1/1 in response to having your Forest targeted for death, so minor increase in value there.

3 for a 4/5? Tricky to handle but certainly worth while. B+

Back to Nature – uncommon

Really, don’t play Auras. 2 mana to wipe the board of enchantments is good, but assuming you see any. There are a few quality auras in this set too, plus everyone will Pacifism that can, so having this against your opp can be great. Starts off in your sideboard though because 2 mana to kill nothing what-so-ever is a dead card.

Kills all enchantments, as opposed to artifact/enchantment. Maindeck as appropriate. SA

Birds of Paradise – rare

Turn 1 Birds, turn 2 whatever three drop you like. That’s the dream, but many a mana-creature has met the first turn Lightning Bolt. Good in multicolour decks with a green base, and improves when you’ve got good equipment/auras as he does fly.

A super-land on legs. Brittle though. B+

Brindle Boar – common

Under the old rules (pre M10) this would’ve been quite the deal. Nowadays though he’s a weenie who’s not impressive on the attack, and turns into life once he’s outsized. 4 life isn’t insignificant, but he more of less holds the fort. Can do the ol’ block n sac.

I told you Boar tasted good. B-

Cudgel Troll – uncommon

I think the set’s only regenerator. His mana cost says 4 but he really costs 5, because you do NOT want to play this without mana open to regenerate him. He bashes for as much as he costs, and sidesteps a Bolt or Doom Blade. Can block all day and put the pressure on when needed. Star performer with a million (well, 4+) roles. Brilliant attacker once equipped.

Green’s uncommon attacker of choice. A

Cultivate – common

A champion of a card from Kamigawa, Kodama’s Reach is back. And still doing it’s old efficient thing, two colours on your third turn. This is super great for anyone playing splashes as it fetches two, so is like having two Terramorphic Expanses. Also when played on turn 2 (thanks to Llanowar Elves/BoP) lets you play a five drop on turn 3. Also removes 2 lands from your deck so there’s a higher chance you’ll draw your spells. Just fantastic.

2 new colours, thinner deck, acceleration. A-

Dryad’s Favour – common

Worst common in the set. You need a green opponent, who’s not going to bounce/kill/pacify the creature you play it on.

At least Dawnglow Moth can carry equipment. F

Duskdale Wurm – uncommon

Here we go, a 7/7 who doesn’t feel like a dwarf (thanks RoE). This fella is a heart stopper when he appears, because turn 7 players have usually shared an amount of kill spells and what not, so there’s an alright chance they won’t have anything handy to deal with him. The trample sees that he isn’t bum blocked all day too. Even runs over BS Angel.

Fat that gets you there. Loves a particular green rare Sorcery. A-

Elvish Archdruid – rare

Pump your Elvish army and get a whole bunch of mana in the meantime. Combined with Llanowar Elves you can make a really nasty mana-ramp deck that drops 7+ costed fatties by 4th-ish turn. Easier to use then the Vampire lord and obv better than the other ones.

More mana, bigger creatures. A-

Fauna Shaman – rare

Turn that crappy 1/1 into a more impressive 4/3. Fetch that Manic Vandal or War Priest of Thune. Turns your deck into a toolbox of utility creatures, and if you’re playing black you can also revive your discarded creatures. And as a 2/2, it means she can potentially beatdown for the win. Super hot with Magma Pheonix.

Assuming she lives a turn, get your best creature. A

Fog – common

Win a race. Save a dude. If you’re low on creatures this is worth playing main to get that extra draw step/invisible blockers, but if you have around 15+ creatures then it’s best kept in the sideboard, brought in when you’re playing a mirror match and/or need that extra turn to win.

A single green to gain the advantage? That is cheap. C+ main, SB-

Gaea’s Revenge – mythic

OK, we’ve got an uncounterable creature, who’s 8 hastey power comes from nowhere and can’t be picked off. Only green things can affect it, and at the moment that means… 5 Hornet Stings will kill it. Otherwise you’ve gotta throw a creature in it’s way. For a mythic is has to compete with Baneslayer Angel stats/abilities, and in a direct fight the Angel wins without breaking a sweat. That’s not to say it’s bad though, it should be a complete whooping against blue.

Green’s mega-fat. It’s fat-tastic! A

Garruk Wildspeaker – mythic

What can I say that isn’t obvious? He only costs 2 mana if you untap lands, or he’s a “3/3” for four mana, and soon an Overrun. For four mana he’s cheap and quick compared to many other Planeswalkers. If you’re green at all, play him.

Creatures or more mana? Or just trample for the win now. It’s Garruk! A+

Garruk’s Companion – common

A common trampler with power above it’s cost? Gotta be green, no one else gets creatures that good. Watch your opponent just go gooey with cuteness when you play Garruk, untap two lands and then drop this lil’ critter. Sure he’s likely outsized once you hit late game but give him any pump and he’s right back in it, like 3/1 from Warlord’s Axe.

Early pressure, and still useable late game. B+

Garruk’s Packleader – uncommon

Five for a 4/4 is playable. With this ability included, auto-include. Yes it does rely on you having 3 power creatures, but as if you won’t if you’re playing green. Very good to Mind Control this fella as well.

It’s fat, and draws you more fat when you play fat. Fat!! A-

Giant Growth – common

It pumps to save a creature, kill an opponents. Terror or Counterspell for G is quite alright. Can also win the game when you drop it before a certain green rare Sorcery. Between this and Hornet Sting green’s become quite deadly at common.

3/3 means even 1/1 Ooze’s can win a game for you. B+

Giant Spider – common

Blah blah blah, one of only two cards that have made it into every Core set. This 4 toughness flying-blocker halts many fliers at it’s own and higher rarities and costs, so he’s great. Bashes like a weenie though, but worth maindecking against random anyone.

Block many fliers, and survives Bolt. B

Greater Basilisk – common

What’s that, green has a Siege Mastodon? That KILLS whites? This green fatty isn’t so big on the bash (not to knock 3 damage of course) but can kill most anyone it blocks or is blocked by. Something just sits funny about this fella but he is good.

Three life, or one o’ yer creatures, HIISSSSS. B

Hornet Sting – common

What is this? What is this? For years we’ve known red is the direct damage colour, with blue getting a tiny amount and green pathetically upgrading it’s stinging insects to one shot, over costed effects. I refer to Unyaro Bees, Unyaro Bee Sting and in RoE, Leaf Arrow. Now they’ve just been given a straight up direct damage spell. Nah it’s not such a biggy, it just means green is getting reds ability to ping, and with applicable favour. Expect more of it. If this is common, and in the Core set, it’s clear that the color-pie is going through some amount of shake up. Do also consider the more defensive of red’s cards in M11. Probably the most contraversial new card, but how does it perform? Brilliant, I’d always maindeck this. It’ll stun the nonbelievers who scoff at the idea of playing such a tiny damage spell, and people who respect it will dance around it.

Green can ping you to death now. Get used to the new green. B

Hunters’ Feast – common

This card was made for multiplayer. Just ask outloud “Who wants 6 life?” and follow it up with “OK, get me a coke.” When in a duel, choose “just me”. 4 mana for 6 life isn’t worth it, as you can play a one-off Fog and save just about as much life for a single green, not 3G. Grows in worth considerably in 2HG, especially if either of you have Serra Ascendant.

Bad in Limited, as there’s cheaper options. D

Leyline of Vitality – rare

This + Doran = cute. And life gain too, again good for the life gainer out there. I suppose this is why Soul Warden wasn’t reprinted, along with Soul Attendant being a fixed version (“…may gain life…”) in Zen/Roe block. This effects the board directly and is very nice against red and it’s direct damage, but it won’t win you the game, simply keep you from losing it too soon.

Life and stronger creatures. B-

Llanowar Elves – common

A good card to have in an expensive deck. Also supplies the early beats if there’s no one to accelerate in to. The 1/1 body is flimsy but seeing this card has done it’s job on turn 2, it’s an easy trade off when it turns bum blocker.

Walking forests. Warning: flammable. B

Mitotic Slime – rare

The body production of this card is more of a talking point then it’s stats or ability to attack/block. Bloodthrone Vampire and Viscera Seer both get 7 activations outta this, which is a great amount of in-game choice. Do note that eating more than one piece at a time won’t make a single bigger scry, just seven lots of Scry 1. Apart from it’s combo potential a 4/4 for five is always acceptable, and on the block it gets more and more annoying. On the attack, who knows. Each piece is an Ooze so maybe some Coat of Arms action would be good? (Disclaimer: Coat of Arms not in M11).

Naturalize – common

Kill a Triskelion, Leyline of the Whatever, Armored Ascension, et al. Sideboard material as you can’t gaurentee opponent is playing any artifacts/enchantments, and if they are they might just be bad enough that you don’t have to worry about actively removing them.

Kill stuff. For two mana, so good and efficient. SA

Nature’s Spiral – uncommon

Woot! Green has plenty of worthwhile creatures to return, and if your Triskelion died he’ll be back with a vengeance. Broken Crystal Balls magically fix themself as your opponent moans. Splashable too.

Get back something worthwhile. B+

Obstinate Baloth – rare

This is great against black. With Liliana’s Specter and Mind Rot at common you’ll be hard pressed NOT to keep an opening hand with this in it. The body is spot on, the life gain resets a lot of red’s damage and it works well against everyone. If you’re green, you play him. No questions asked.

Hot bod, relevant life gain, hates discard. A

Overwhelming Stampede – rare

Now I’ve already had a small rant about this card in the forums, dunno if you saw it? This is Overrun, only with the ability to fizzle… as well as the ability to go totally supernova. With just a Obstinate Baloth in play you’re getting 4/4 and trample for your entire army! But if your opponent Doom Blades you Baloth in response, how small is the next biggest creature you’ve got? It’s the inconsistency that grates against me here but I cannot deny it’s potential. Also, having Garruk in the set as an Overrun copy (his ultimate is Overrun exactly) I’m just getting gripey. This feels like it’ll be a “win more” card more often than not.

It’ll still win plenty of games. A-

Plummet – common

Doom Blade a flier. Angel, Dragon, flying Humans, powerless Birds. Plenty of targets, especially considering the amount of blue and black that saw play at the PR. Whether it’s maindeck material is still up for discussion, but I’d be very tempted as I’ll assume opponents are smart enough to maindeck whatever fliers they get.

Misses being maindeckable by 0.01 of a point. SA-

Primal Cocoon – common

Triskelion combo. I wasn’t sure about this enchantment considering the way it just sits there, and so too must your enchanted creature. But being able to attack/block when you need to may mean this is flexible enough to be worth it. Even if you only get 1 counter out of the enchantment there’s a cheap permanent effect. Do note: if the enchantment gets destroyed, the 1/1 counters stay.

Unsure, this wants testing. Speak up in the forum, Murdoch Monthly wants you! C+

Primeval Titan – mythic

This six mana 6/6 trample is playable for body alone. Getting two lands as well is super delicious, as it says “Land”, not “Basic Land.” Get 2 Cloudposts if you want, or a Ravnica bounceland and Barren Moor/cycling land. Inside of M11 this lets your Nonbasics show up for instant use instead of when-you-draw-it fun. And laying a land the turn after you attack with P Titan means you’ll have access to 11 mana… now who could you spend that much mana on?

Super body, land ramp extraordinare. Play it. A+

Prized Unicorn – uncommon

Charlieee! This 2/2 isn’t going to connect with the opponents face, but he’s going to let your team through. This is good depending on how the board looks when he appears. Turn 4 probably bad, turn 7 when it’s time to race, very very good. Also very pretty, the gals out there might like it.

Look, it’s a pony! Iwantitwantitiwantit! B

Protean Hydra – rare

“Dear boss. Re that 11 mana you’ve now got. I know a guy who could use it.” – Primeval Titan. How does 11 for a 10/10 sound? I thought so too. Do try not to laugh at Protean Hydra’s new rarity though, apparently mythic wasn’t so lax this time around. This is good news though as dumping all your mana into this biggun’ isn’t a bad turn. Sucks early on though.

Should start big, and get bigger and bigger. Equip it with something and it’ll never die (from damage atleast). A-

Runeclaw Bear – common

Green’s Glory Seeker. 2 power, 2 mana. Hits once then trades, simple enough story. Outsized almost immediately so usefull for a gang block.

Grrr! C+

Sacred Wolf – uncommon

Troll/super shroud for green. And at common, with enough of these you could give an opponent real headaches. They cannot touch this guy, so if you get a few out, cast an Overwhelming Stampede you’ll have a much easier time of things. Can’t be shot, pinged, pacified whatever, though being a 3/1 is very weak. You can pump it up willynilly though, equipment/enchantment all good.

Good power for cost, with a headache-inducing ability. Will it get through though, or just trade? B-

Spined Wurm – common

It’s green. It’s fat. Play it and attack.

5 mana, 5 power. Smile again. B

Sylvan Ranger – common

THIS effect used to cost 3, but came with a 2/2 body instead. Seeing how a 2/2 is as vulnerable as a 1/1 to something like Day of Judgment or Pyroclasm, the cheaper cost is really useful here. You don’t get to play the extra land though, so the main difference between this and Rampart Growth is the 1/1 body or getting the land played. Both are good, but I like the 1/1 bash myself.

Land, and a creature. Super gorgeous in a multicolour deck on turn 2 when all you need is that one extra land for the perfect hand. B

Wall of Vines – common

Um. No power, blocks small fliers. It’s OK, you can have it. Good turn 1 but when the fatties come storming down this is toast. Holds off the weenies until then, so you decide. Green wants to be the attacker.

Stop early weenies without killing them. C

Yavimaya Wurm – common

Green has 2 commons with trample, and they’re both good. A 6/4 trample will clean up a few of your opponents remaining weenies in the mid-late game, or be chumped and continue to press the heat next turn. Chandra’s Outrage will kill it though so don’t bank on it.

Big, fat, damage gets through. Loves a Giant Growth. B+

So green gets some unexpected lovin’, as well as creatures of good to decent size who showcase green’s abilities (trample, shroud etc). Many of it’s rares are big creatures so it makes a good colour to open bombs in, as well as good creatures in common/uncommon to run the colour as your main. Has a lot of trouble with trickier plays however, so it might need to borrow from blue/black/red to not fall under the ‘stupid Hulk’ kind of deck, where your 4/4s are blocked by Reassembling Skeletons until Mr blue/black player wins in the sky.

Artifacts/Non-basic Lands

Angels Feather/Demon’s Horn/Dragon’s Claw/Wurm’s Tooth/Kraken’s Eye – all uncommon

Best to deal with these as one big lump. They’re not brilliant. They gain life, but you can’t rely on the colours showing up, except your own. Sideboard material against close to monocoloured decks. Usefull in life-gain decks. Apart from that, it’s 2 mana for random life gain. If you’re close to mono coloured yourself, you could find something coloured to splash instead of letting these Don’t-affect-the-board Artifact into your maindeck. Will support Phylactery Lich, but apart from that you don’t want these.

You gain 1 life, I’ll bash with my 5/4. SB-

Brittle Effigy – rare

4 mana to exile a creature is powerful, or 5 mana on the turn you play it. Brittle Effigy exiles itself as well so don’t think you can do any nastiness with Nature’s Spiral. This is also good because you can drop it turn 1 and you’ve already given your opponent that “Now I need another beater” feeling.

In response, byebye beatstick. A-

Crystal Ball – uncommon

This is marvelous turn 3. Get it down, keep it down, and you’ll be able to sift through up to three cards a turn (if you scry 2 cards to the bottom). The card quality from there is outstanding, and all for 1 mana a turn. Whether you do this at end of your opponent’s turn, or during your own upkeep before you draw, is up to you but I always used the ‘Ball during my own upkeep, as the 1 mana usually was replaced by my land drop. Drawing it at any time is fine so long as you have 4 mana and aren’t facing lethal, because it will instantly help you draw a useful card.

Yeah, play it. If it doesn’t work for you, you only have your own scrying to blame. A-

Elixir of Immortality – uncommon

2 mana for +5 life on a repeatable effect isn’t so bad. Shuffling your graveyard back in lets you replay many dead creatures as well. Normally Artifacts that give life and have a weirdo add on effect aren’t worth it, but this is. 3 for a graveyard reset with life breather is great in the mid-late game.

Just the breather you need. B

Gargoyle Sentinel – uncommon

This and Crystal Ball are arguably the best uncommon artifacts in the set. 3 for a 3/3 is fine and dandy, and paying another 3 to fly for 3 to the face is very welcome. Also perfectly capable of blocking smaller fliers. The fact that he fits into any deck gets over the fact that you need to pay mana everytime you want to attack, 3 mana for 3 damage is well worth it in any deck.

3/3 flyer for three? I’m convinced, and always happy to maindeck. B+

Jinxed Idol – rare

Did you play this yet? How did it go? I foresee this coming out and sitting around until you block and sac a 2/2 to it. Then your opponent doing it back. And so forth. Unless you’ve got Mitotic Ooze/Reassembling Skeleton, as you’ve got 7/Infinite sac’s to make sure your opponent won’t out sac you. Having said that, 2 mana for a continuing damage source is peanuts. This plus Judgment Day is just hilarious.

A gifte no one wants. Unreliable though unless you can gaurentee yourself a steady stream of bodies. B-

Juggernaut – uncommon

Good ol’ lightning rod. 5 power for four mana is good. Attacking each turn only makes sense. I’ma playin’ it.

Another colorless attacker. B+

Ornithopter – uncommon

A colorless roadblock. 0/2, sure, but this is a Mirrodin type card, what with being an artifact and all. We all fear the reappearance of affinity…

Can swing a Warlord’s Axe through the air? C

Platinum Angel – mythic

I cracked this at the PR and ran it main. Drew it, looked at whatever else I had and realised I had the win already. When you’re winning this is just an expensive 4/4 flyer, which red already has at only 3RR. Even if you do play it you really need Whispersilk Cloak to keep it from being totally ripped to shreds. Expensive, but for an amazingly simple ability. If you can protect it, enjoy playing with a negative life total.

Flies, costs a lot, literally keeps you alive once dead. Too temperamental. B-

Sorcerer’s Strongbox – uncommon

I spotted only one of these at the PR, and saw the flip come up fail. 4 mana now, 2 later for three cards is alright. 6 in one turn for a 50% chance to draw cards is an awful waste of 6 mana. For 1 less you could draw 3 cards 100% of the time from Jace’s Ingenuity. The ability to flip until you win is a minor redeeming point, but yeah is only 50% reliable.

Feeling lucky? C-

Steel Overseer – rare

A cute little robot who turns into a mean nasty robot. Turn 2 Steel Overseer followed by turn 3 Gargoyle Sentinel might weaken the opponents bladder some. Yes he needs other Artifact Creatures to really shine, all of which are uncommon or rarer in M11 but even on his own he can come out early, pump himself for a few turns and then begin the beats. He can also use his ability to pump after he’s blocked someone, so there’s minor combat math’s tricks to think of there. More than one of these is insane, and he combos only too well with Triskelion.

Dinky, but threateningly good growth potential. A-

Stone Golem – uncommon

Berserkers of Blood Ridge without the colour requirement or the crazy bloodlust. An efficient beater, simple.

4/4 goes bash! B+

Sword of Vengence – rare

The new Loxodon Warhammer? 3 to cast and 3 to equip, with a hastey I-can-block and punch quicker fella with big boots on. That and a 2/0 pump. OK so only the costs are alike but this Equipment starts the beats and the haste will really make your opponent sweat. What’s coming out may be scary on it’s own, but with this it’s perfectly paralyzing.

A reason to side in artifact hate. A

Temple Bell – rare

This is like a Howling Mine that comes down a turn later, and lets you call when people draw. So you can have the draw at the end of your opponents turn so YOU get the first benefit from it. Sort of, you are still giving your opponent stuff. It helps with blue mill decks seeing that’s one less card in your opponent’s library. Did you play this at the PR? We want your opinion in the forums!

Extra cards for the deck without any Scry/card draw. Isn’t partial to just you however. B-

Triskelion – rare

Too good. When he comes down, you’ve got three targets in mind already. When someone kills it, you still get the three damage. 4/4 for 6 is fine but you’re not really playing Trike’ for its body. His ability is so versatile and this is great to recur. Kills Pyromancer, can ‘unfreeze’ someone from an Ice Cage, totally owns an Arc Charger, turns Lightning Bolt into “four” damage. Play it, or suffer the consequences.

Hottest bot on the ’field.

Voltaic Key – uncommon

Draw two cards with Temple Bell, make 2 1/1 counters with Steel Overseer. This already has many uses, and just wait until Scars of Mirrodin comes out. Watch this space.

Artifact combo piece extraordinaire. C+

Warlord’s Axe – uncommon

3 and 4 are expensive costs for any piece of equipment, but 3 power is 3 power. Fliers, tramplers, unblockables can all benefit from this. It just costs a great deal to play and equip, and all the while your opponent may have an answer in hand. If you have enough creatures that can get the extra 3 points of damage through it’s worth it, but if you randomly add it into a deck you’re going to regret the costly clunky thing.

Beats Ice Cage. B-

Whispersilk Cloak – uncommon

Can’t kill me or block me. Shroud for 2 mana is good, though the initial investment is 5 if you aim to equip on the same turn. Unblockable will gaurentee a creature gets through but do you really want that creature effectively zero’d from combat? (It’s no longer blocking or blocked) Put it on your Platinum Angel, and laugh. Then quietly poop yourself when they wipe the board.

Streamline your damage-per-turn. Just beware the well present Artifact hate, as unblockable creature N suddenly gets blocked… B

Mystifying Maze – rare

This ability costs “five” seeing you lose the mana from Mystifying Maze itself. However thats worth it to keep your opponents best attacker from connecting with your face. Do beware creatures like Howling Banshee as the ETB abilities will be triggering turn and turn again. Also note that the creature is returned tapped – most blink effects I can list right now return the creature as new. It’s probably a good thing it reads “an opponent controls” or everyone would be Maze’ing their own Sundering Titans in multiplayer. This land can buy you plenty of time.

Keep fatties at bay. A-

Dragonskull Summit/Drowned Catacomb/Glacial Fortress/Rootbound Crag/Sunpetal Grove – all rare

This cycle of coloursome cards all depend on what colours you’re playing. If you’re able to play a deck with their colours, play them obviously. Don’t try to force a set of colours just to play one of these however. A land is not a reason to make a deck. Works super good if you want to splash a colour.

Right colours? Play them. A

Terramorphic Expanse – common

This card will always always be good. Turn 1, go get whatever Basic you want. Gets better the more colours you have in a deck, but even works swimmingly well in a two-colour as you can get lands needed to pay for your cards with double/triple coloured mana costs.

Fix your mana for zero mana down. It goes in your deck. A

And so we’re all done! Artifacts and Lands seemed to get a great amount of powerful effects, and a lot of potential combo pieces. Seeing Artifact/Lands are really more of secondary thought than “Which colour?” it’s harder to evaluate them accurately, but some Artifacts like Triskelion help absolutely any deck work better. There is more than likely something in these colourless permanents that can help your goals.

Over all M11 was plenty of fun to play in, as us judges jumped into the second casual flight on saturday. I went 2-1-1 with my build which isn’t terrible, but I feel like I had the last round. It’s a shame I didn’t conceed earlier in game 1 to get more time for games 2 and 3. Here’s the cardpool I opened, with my ratings from this and my last article applied.

WHITE
Elite Vanguard C+
Safe Passage B-
Serra Angel A-
Siege Mastodon B+
Stormfront Pegasus B
Condemn B-
Assault Griffin B
Wild Griffin B+
Inspired Charge B
Pacifism A-
Palace Guard C-
Squadron Hawk B-
Solemn Offering SB+
Holy Strength D
Tireless Missionaries D

So the only As we’ve gotten are Pacifism and Serra Angel. That’s not enough incentive to really consider white for me, as all the other cards are likely to simply trade, not win the game. There’s a few aggresive flyers in Stormfront Pegasus and Wild Griffin but at the moment white isn’t looking super hot.

BLUE
Scroll Thief C+
Jace’s Erasure E
2 AEther Adept A-
Air Servant A-
Azure Drake B
Mana Leak A
2 Preordain B
2 Foresee A-
Mind Control A
Unsummon B+
Ice Cage B
Mass Polymorph ??? (after playing, C+)

So in A’s we get not one but two AEther Adepts, as well as two Foresees, the aggressive Air Servant and control powerhouses in both Mind Control and Mana Leak. The other stuff is just going to be used to fill the deck but we’re liking the look of blue thus far, slowing the game and drawing out of any situation we’re in. I’m not sure if the 2x AEther Adept is more exciting than the Mind Control.

BLACK
2 Unholy Strength B-
Rotting Legion C+
Dark Tutelage A- (after playing, B)
Child of Night B-
Bog Raiders C+
2 Bloodthrone Vampire B-
Reassembling Skeleton B+
2 Liliana’s Specter B+
Rise from the Grave A-
Assassinate A-
Nether Horror C

From the As we’ve gotten Assassinate, Rise from the Grave and Dark Tutelage. But amongst the Bs of notice is double Bloodthrone Vampire and Reassembling Skeleton, as well as 2 Liliana’s Specters who combo with Rise from the Grave. I see a lot of cards here that don’t immediately win you the game but make it very hard for your opponent while still giving you something useful afterwards, like a 2/1 flyer. The combo of Reassembling Skeleton and Bloodthrone Vampire makes them both As in this deck.

RED
Combust SA
Lightning Bolt A++
Fling A-
Goblin Tunneler B
Volcanic Strength B-
2 Bloodcrazed Goblin D
Goblin Balloon Brigade C
Pyretic Ritual C
Fire Servant B+
Chandra’s Outrage A-
Earth Servant B-
Canyon Minotaur B-
Berserkers of Blood Ridge B

Red gives us Lightning Bolt, Fling and Chandra’s Outrage from it’s As, but after that we’ve got horrid creatures (2 Bloodcrazed Goblins? TWO!?) and some decent ones (Canyon Minotaur, Earth Servant) but we’re highly unmotivated to run Red as a main colour. Splashing Lighting Bolt and Fling sounds easy, especially if we get a Terramorphic Expanse later on.

GREEN
Acidic Slime A-
Greater Basilisk B
Primal Cocoon C+
Hunters’ Feast D
Dryad’s Favor F
2 Autumn’s Veil SB+
Plummet SA-
Runeclaw Bear C+
Llanowar Elves B
Brindle Boar B-
Prized Unicorn B
Spined Wurm B
Cultivate A-
Hornet Sting B
Duskdale Wurm A-
Garruk’s Companion B+
Fog C+

So green graces us with Acidic Slime, Plummet if they have fliers, Cultivate and Duskdale Wurm in the As. Not a great deal that says I’ll simply win the game for you, but again like blue plenty of things that will keep you active in the game until your win conditions show up. It’s an alright lot but without more than a few massive beaters we’d only like to splash green, especially considering the GG in creatures like Garruk’s Companion/Duskdale Wurm.

Artifacts/Lands
Warlord’s Axe B-
Temple Bell B-
Gargoyle Sentinel B+
Crystal Ball A-
Platinum Angel B-
Terramorphic Expanse A
Drowned Catacomb A

And some decent stuff from the colorless range of cards. Terramorphic Expanse is going in to any deck I make, as it’s only a useless card in monocolored decks, and the Drowned Catacomb makes a smoother u/b if we do decide to go that way. Crystal Ball and Temple Bell can be used in any build to gaurentee some card draw but considering blue’s already amazing card draw they may end up in the side, specifically the Temple Bell. Platinum Angel makes an appearance but whether it’s good or not relies on 7 not being too late, which I think it is. Warlord’s Axe is a possible include but it really slows progress. Gargoyle Sentinel will likely go into our deck.

So having looked over all my colours and such I decide to go Black/Blue. The last few cards I include/removed were Dark Tutelage for Platinum Angel, and Gargoyle Sentinel. A three 3/3 who needed mana to attack meant I wouldn’t get to spell plays in a turn I was attacking, but in hindsight this was incorrect thinking as I wouldn’t want to attack before I had the board ready for me. Dark Tutelage was taken out considering the high amount of 4+ costed cards I had, and I felt like giving Angel a go but was quickly sided out. Here’s the final deck:

7 Island
8 Swamp
1 Terramorphic Expanse
1 Drowned Catacomb

2 AEther Adept
Air Servant
Azure Drake
2 Bloodthrone Vampire
Gargoyle Sentinel
2 Liliana’s Specter
Nether Horror
Reassembling Skeleton

Assassinate
Crystal Ball
Ice Cage
2 Foresee
Mana Leak
Mass Polymorph
Mind Control
2 Preordain
Rise from the Grave
Unsummon

Do notice I said “final” deck – I added Mass Polymorph in the last game of the day because I wanted to see how it worked. Considering the palsy 11 creatures in my main, that meant it’d never go off for any great amount. However 4 of my creatures have ETB effects, either bounce or discard so the card had it’s potential.

Now I’ll leave you alone for the time being, as I think all that is quite enough to mull over, what with the set being new and all. Don’t forget that GP Sydney is coming up soon enough, and it’s going to be M11 so I’ll try and run more of these in the next two months. As a small exercise for right now I want you to look at the Limited cardpool from above and make a deck using only Green Red and White cards (and Artifacts). I’ll pick the best three next month and actually battle them against my Blue/Black build and any that beat me win a booster. (A fixed version of my blue/black deck, no Mass Polymorph nonsense)

Thanks for reading!
Fox Murdoch.

For discussion.