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Morningtide, First Impressions: Red
Posted On 01/22/2008 12:24:32 by maidengames - Read 237 time(s)
Two in one day!  It's like I called in sick to work or something and then had all this free time!  Crazy.

Moringtide, Red (as always, cards that bear mentioning will be mentioned, otherwise they'll be ignored.  These are only opinions and should be regarded as such.)

Boldwyr Heavyweights - 2RR
Creature - Giant Warrior (Rare)
Trample
When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it.
8/8

Standard:  What the hell is this?  An attempt at making the worse cards ever?  The top three for this set here in red are all contenders for the suckolympics.  In an game that has Shriekmaw, Vensur and countless other creatures that deal with creatures why would you ever play this thing?  Is this supposed to be sideboard against white weenie or creatureless decks?  When was the last time those were relevant.

Extended:  - - -

Limited:  Things like Aethersnipe and Shriekmaw make this bad here as well.  If the other guy has neither of these then you might be safe playing it, but for the most part he's a grossly huge gamble more than anything.

Boldwyr Intimidator - 5RR
Creature - Giant Warrior (Uncommon)
Cowards can't block Warriors.
{R}: Target creature becomes a Coward until end of turn.
{2}{R}: Target creature becomes a Warrior until end of turn.
5/5

Standard: - - -

Extended: -  - -

Limited:  Yeah, changelings can't block warriors, big whoop.

Borderland Behemoth - 5RR
Creature - Giant Warrior (Rare)
Trample
Borderland Behemoth gets +4/+4 for each other Giant you control.
4/4

Standard: ????  I guess it's okay, so long as you have another giant out.  The only giant really worth playing at this point is Feudkillers Verdict.  Beyond that maybe a changeling or two.  In block this guy could get really big, but here in standard-land he's just alot of risk for very little reward.  To be fair, Stankdrinker does make him cost 5, but I don't foresee that as being important over the next few months.

Extended:  Giant reanimator?  If only.

Limited:  Broken.  If you're playing giants then this guy will be absolutely huge when you play him.  Easily a 12/12 trampler on average and at 7 mana that's nothing to sneeze at.  In the rare chance you're in a stand-off or have a bunch of low costed changelings out he could easily become a 20/20.  Just sick.

Brighthearth Banneret - 1R
Creature - Elemental Warrior (Common)
Elemental spells and Warrior spells you play cost {1} less to play.
Reinforce 1 - {1}{R} ({1}{R}, Discard this card: Put a +1/+1 counter on target creature)
1/1

Standard:  UNlike soldiers, warriors actually have some cost to themselves and can utilize some mana acceleration.  This guy brings it home, he also makes elementals more viable as well and with primal beyond also in the set a five color elemental deck shouldn't be too far off.  Also, just as the Frogtosser makes prowl cheaper, this guy also cheapens Evoke.  A very nice card indeed.

Extended:  Only relevant if the above listed concepts become competitive. 

Limited:  Reinforce is what makes it here, since when you have enough mana to cast anything that +1/+1 counter can make all the difference in the world.

Countryside Crusher - 1RR
Creature - Giant Warrior (Rare)
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.
3/3

Standard:  People in general seem to have a hard time figuring this card out, which causes me to shake my head.  It's all very simple.  This is Slighs answer to losing steam.  If you play this guy on turn three you're going to be attacking for a substantial amount every turn.  Otherwise you'll play it a few rounds into the game after you're done worrying about having enough lands and you'll not have to worry about getting too many lands.  Overall very strong.  Yes, the deck that uses him doesn't currently exist in standard, but the deck has existed historically and this one card allows it to exist again.

Extended:  This may not be the red tarmagoyf, but he's pretty close.  Make no mistake, lack of evasion is no problem here as simply winning by attrition alone is nota bad strategy.  Having Life From the Loam available helps the case as does all those other dredge cards.  Some interesting decks will be showing up in the coming months.  Land based decks that abuse this guy.  Can't wait!

Limited:  Weight of Conscisousness can ruin your day, not just because of the lands you'll fail to draw after that, but because of how quickly you could end up milling yourself.

Fire Juggler - 2R
Creature - Goblin Shaman (Common)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it.
2/2

Standard:  God, what a clown.  So you end up clashing when it's least relevant?  Wow, do I ever hate this mechanic.

Extended: - - -

Limited:  It's a Grey Ogre, treat it as such.

Hostile Realm - 2R
Enchantment - Aura (Common)
Enchant land.
Enchanted land has "{T}: Target creature can't block this turn."

Standard:  ???? Just a seemingly random card from out of no where that doesn't do anything.

Extended: - - -

Limited:  I suppose having one in your deck could serve a purpose, but then again so would another creature, or actual removal.  This is your 23rd card in sealed, that's about it.

Kindled Fury - R
Instant (Common)
Target creature get +1/+0 and gains first strike until end of turn.

Standard: - - - (psst, 11th ed plug)

Extended: - - -

Limited:  A decent combat trick, but still not as good as removal in most situations.

Lightning Crafter - 3R
Creature - Goblin Shaman (Rare)
Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.)
{T}: Lightning Crafter deals 3 damage to target creature or player.
3/3

Standard:  There're better choices out there, but in a combo deck that tries to untap this multiple times it has a home.  It's a tar-paper shack of a home, but a home never-the-less.

Extended: - - -

Limited:  Disgusting.  It has to be dealt with right away and if it isn't the card advantage it acrues will be felt across the tables.  The first time you drop this guy will be the last time it's a surprise.  A reason to keep an eye on goblins while drafting.

Lunk Errant - 5R
Creature - Giant Warrior (Common)
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.
4/4

Standard:  I always felt the whole "attacks alone" mechanic would fit nicely with giants, but then wizards had to make them a friendship tribe needs attention from other giants.  To make matters worse when they got around to a card that "attacks alone" its attacks fail.  6 mana for this?  Is a 5/5 trampler so over powered here?  C'mon!

Extended: - - -

Limited:  Another red card you'll be playing only because you have to in order to flesh out the color.  The turn that your attacking with this guy is the turn in which you want to be attacking with a bunch of guys, and not when one of them is a 4/4 for 6 that does nothing in a crowd.

Mudbutton Clanger - R
Creature - Goblin Warrior (Common)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn.
1/1

Standard:  This is the one drop that goes in the Countryside Crusher deck.  That's really about it actually.  Too bad we didn't get a warrior burn spell.

Extended:  Same deal as above.  That basically makes him a 2/2 every turn as opposed to every other.

Limited:  Not a bad little dude here, just not as good with out Big Country backing him up.  Still, not to be over looked.

Pyroclast Consul - 3RR
Creature - Elemental Shaman (Uncommon)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.
3/3

Standard:  The good, hits all creatures including flyers; the bad, about half the time; the ugly, damages itself and all your dudes as well.  In all, not that great for constructed.

Extended: - - -

Limited:  Alright, now we're talking.  Nothing halts the creature rush like this little bastard.  Drop him on turn five and watch the other guy pretty much stop playing creatures until this gets dealt with.  Yes, you can't run it with mana producing elementals, but you can run it with big creatures.  It also makes your burn spells a little bigger against those hard to reach guys with 4 and 5 toughness'.  Worth picking as a removal spell.

Rage Forger - 2R
Creature - Elemental Shaman (Uncommon)
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.
2/2

Standard:  Considering how much utility most shaman have (nearly all of them have tap abilities) I'm really surprised they went with this design over any other.  Since it has nothing to do with shamen.  They only thing going for it is the immediate relevance it has.  Just not in standard.

Extended: - - -

Limited:  If you happen to pull together a bunch of shaman (hard to do since they're all over the place) then this is the guy for you.  He's real handy the turn you want to do an alpha strike and better in a deck that has different counter lord for a different tribe.  Barely even a midrange pick.

Release the Ants - 1R
Instant (Uncommon)
Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand.

Standard:  This is one of the few clash cards with any application beyond wallpaper.  If you're determined to build a clash deck four of these is suggested, sadly it's 1 damage for 2 mana.  SO even when you win, you lose.

Extended:  - - -

Limited:  Many people talk about mixing clash with kinship.  Well, this is one of the few times you actually can.  Most clash-instants are better played during your opponents turn, not during your upkeep.  This is actually no exception, but if you've got a really fat treefolk or giant on top of that library you can either play (preferable) or clash your whole turn away for maybe 3 or 4 damage.  I'm just saying.

Rivals' Duel - 3R
Sorcery (Uncommon)
Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other.

Standard:  Do I really have to pay 4 mana to have your tarmagoyf eat your doran?  "sigh" I guess I do.  So much for this seeing tournament play.

Extended: - - -

Limited:  This is for when you see that the other guy has Dreamspoiler Witches and Harpoon Sniper.  An oddly useless card in a format where most people tend to draft one tribe.  It might work with deathtouch creatures, , , if they regenerated.  All in all, when it does work (killing two creatures) it's awesome.  Most of the time though someone will play this not realizing that both creatures are actually shaman not just a goblin or treefolk.

Roar of the Crowd - 3R
Sorcery (Common)
Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents of that type you control.

Standard:  If this is doing more than 2 damage then you've already overcommited to the board.  Only kithkin or goblins can really make use of this and they better things to play.

Extended: - - -

Limited:  This should be hitting for about 4 damage on average, unless you're losing at which point this does nothing.  IN those rare games where both players stalemate for 10 or more turns this will be a welcome addition, , , too bad you probably won't main-deck it.

Seething Pathblazer - 2R
Creature - Elemental Warrior (Common)
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.
2/2

Standard:  Yay!  An elemental sac outlet for my Revelliark's!  At least it also gains firststrike.  Sadly there's no other use for this card.

Extended: - - -

Limited:  What's there to say really.  It's great with evoke creatures since it lets you evoke them into play and into the Seethers belly for double duty.  It also turns your Smokebraiders into something useful once they've completed their tour of duty in the early game.

Sensation Gorger - 1RR
Creature - Goblin Shaman (Rare)
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger you may reveal it. If you do, each player discards his or her hand and draws four cards.
2/2

Standard:  ??????????????????????????????????????????????????????????????????
I am befuddled.  This card is syntax error good.  It isn't even a clash, it's a kinship, it works great with Big Country, Goblins, discard decks, it just doesn't matter.  I think the only bad thing about this guy is that he's also a shaman.  P.S: this will not enable shaman decks, so stop fantasizing about Lightning Crafter and your handful of cards off of this guy.

Extended:  Extended goblins need to make room for this guy.  Period.

Limited:  If you get this guy then good for you!  Just be careful as here, more than any other format, he could benefit you're opponent more than you quite easily. 

Shard Volley - R
Instant (Common)
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.

Standard:  I would've prefered if the land sacrifice was part of the effect and not the cost.  It becomes worth it to counterspell it as it's a free two for one.  If allowed through though you'll find that it is a nice homage to the Lightning Bolts of old.  It's also a very nice addition to Big Country decks.

Extended:  ??????  I can't really envision a home for this card here.  Big Country will be using better cards and beyond that I kind of draw a blank.

Limited:  Something you want to play carefully.  If it was anything but an instant it would be horrible even in this format.  I'd still rather have Lash Out or even Tarfire most of the time and with one pack of Lorwyn out of the draft pool this becomes all that's pretty much left.  At least it hits players.

Shared Animosity - 2R
Enchantment (Rare)
Whenever a creature you control attacks, it gets +1/+0 until the end of turn for each other attacking creature that shares a creature type with it.

Standard:  The fixed Orcish Oriflamme is a welcome addition.  3 creatures are needed to really show off what this can do.  Hasty dudes help as well.  The only problem is that in an enviorment where Glorious Anthem isn't even seeing play it becomes apparent that even though this is a ery interesting card, it takes too much to get the ball rolling.

Extended: - - -

Limited:  Have fun figuring out the bonus that each of your dorks get while attacking.  That should slow the game down a little bit.  Still, worth drafting high just because it can be used the turn it gets dropped and makes for a gross surprise when it is.

Spitebellows - 5R
Creature - Elemental (Uncommon)
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke {1}{R}{R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
6/1

Standard:  Don't blink or you'll miss it.  For a removal spell this is incredibly big.  It can even kill tarmagoyf most of the time and I think that has value to the format.  Being a creature (and an elemental no less) also adds to its value.  Sadly, he's not instant speed, but six damage is six damage.

Extended:   - - -

Limited:  I'm reminded of FIremaw Kavu here.  He's a potent two for one almost everytime.  They really do have to block him, and even if thewy just spend removal on him he's probably going to kill something.  A very well made card that should be picked quite highly.

Stingmoggie - 3R
Creature - Elemental (Common)
Stingmoggie comes into play with two +1/+1 counters on it.
{3}{R}, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.
0/0

Standard:  neat trick, sadly a little too slow for the enviorment. 

Extended: - - -

Limited:  If the other guy is manascrewed, then he shall remain manascrewed, so sayeth the Stingmoggie.  I wouldn't value him as a high pick, but I would shore as shoot crap to see hi as a last.

Stomping Slabs - 2R
Sorcery (Uncommon)
Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player.

Standard:  What is this crap?  Where's the point to all this?  Do they have a mechanic that triggers off of being revealed from the library coming up?  Do they have a requisite number of crappy cards they have to make each set?  Bah.

Extended: - - -

Limited:  It's uncommon in the last pack.  Good luck trying to have enough of them for it to matter.

Sunflare Shaman - 1R
Creature - Elemental Shaman (Common)
{1}{R}, {T}: Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.
2/1

Standard:  Targer creature, , , or player.  Late game when both players have been going back and forth with trying to kill one another this is a welcomed reprieve.  If they don't deal with it before you untap (or it somehow has haste) then they'll be taking the last few points of damage needed to kill them off.  Being a 2/1 for 2 is just gravy that tries to trick you into playing him early game.  Don't do it!  Wait for it!  Then strike!

Extended:  - - -

Limited:  Most of what I wrote under standard for this guy applies here as well (or instead, depending on your opinion).  Doing things that keep him alive (giving him pro red or preventing all damage to him until the end of the turn) will get one or more uses out of him and the first time someone dies to this guy in such a fashion will be hilarious.  I, for one, love watching grown men cry.

Taurean Mauler - 2R
Creature - Shapeshifter (Rare)
Changeling (This card is every creature type at all times)
Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler.
2/2

Standard:  Things like Mogg Sentry have yet to see play.  Thankfully he can't be shocked or tarfired, just Incinerated or shriekmawed.  That helps him a little bit, but what really helps is the changeling part.  Bear in mind, it says whenever an opponent plays a spell.  Which means that even when their spell is countered you'll still get your counters.  Just something to consider in case anybody wanted to makes a burning fish deck for standard.

Extended:  - - -

Limited:  Let's see, enables any tribe and gets bigger for each spell the other guy plays.  Yeah, they're going to want to kill this guy. 

Titan's Revenge - XRR
Sorcery (Rare)
Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand.

Standard:  The only clash card worth playing.  3 copies in a deck is essentially equal to having four copies (just playing the odds here).  Sadly, the only clash card worth playing doesn't have home beyond that.  The double red hurts its splashability and also keeps it in big mana decks.  There is such a deck though (big mana) but Hellkite is still a better choice.  So close, yet so far.

Extended: - - -

Limited:  It's a burn spell that can end the game.  Don't pass it.  I know, it sucks!, but don't pass it. 

Vengeful Firebrand - 3R
Creature - Elemental Warrior (Rare)
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
{R}: Vengeful Firebrand gets +1/+0 until end of turn.
5/2

Standard:  Those that remember Sped Bug (Giant Solifuge) remember it fondly and tell tales about it to the children before putting them to bed.  This is not Solifuge, this is the Grim Brothers movie with Heath Ledger to the original Grim Brothers fairy tales.  There's no comparison.  If warriors can stand on their own tow feet then this would be a good thing to play the turn after the other guy wraths and will definetely cause players to rethink their strategies after getting hit for 7 or 8 (assuming you have an Obsidian Battle Ax out as well).   Control decks will hate this guy, but most aggro decks sporting spot removal at instant speed will not fear him at all.  The Firebrand is thus a sideboard card at best.

Extended:  Same sort of thing here.  Good play after wrath, except in a Big Country deck where you might get stuck at three lands.  Boo Hoo.

Limited:  He's a great surprise that'll kill off most opponents before they even know it.  Tarfire, however will be spoiling alot of fun over the coming months.  Sorry about that.

War-Spike Changeling - 3R
Creature - Shapeshifter (Common)
Changeling
{R}: War-Spike Changeling gains first strike until end of turn.
3/3

Standard:  Best, Hill Giant, ever!  Changeling, firststrike, sits just outside of Tarfire range.  It's just that there are no decks that can use him.  All dressed up and no one to take him to the prom.  "sigh"

Extended: - - -

Limited:  But why go the prom when you just hit the bars!  Firststrike is nothing to scoff at in limited.  Add to that a guy that gets boost from every which way (Lorwyn lords, Morningtide counter lords) and you have the recipe for a well rounded creature that should not be passed up over anything except removal. 


-
Red brought the sarcasm out in me.  Couldn't help it.  I just get so sick of seeing bad cards year afte year.  It just starts to wear on me y'know?  Anyways, red gives us Big Country as a new archtype and tries real hard to push warriors, but fails to deliver.  An E for effort to WoTC.

Tags: Morningtide Lorwyn Magic Gathering Red Spoiler Review Set Stuff



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