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Vague Rantings #3: The New Lorwyn Limited
Posted On 01/30/2008 19:47:55 by Bob_B - Read 460 time(s)

Vague Rantings #3: The New Lorwyn Limited

 

I had a chance to hit up a prerelease a few weekends ago and cut up a few draft pods, some 2HG pods, and a few sealed pods. After all that and reading some other’s thoughts on the matter I figured I’d chime in a bit.

 

How much does the M in LLM changes things?

 

If I had to take a wild guess I’d put it somewhere around 33%, but in all honesty I don’t think it’s even that much.  You’re probably going to be playing 3-6 Morningtide cards tops, and it’s hard to make a plan around a Morningtide card when you only get one packs worth.  Morningtide does have a lot of neat interactions, but I think they will all feel sort of tacked on when you play them.  You’ll probably just shrug and say “that was nifty,” but I’m guessing that will be the end of it.

 

What about Kinship?

 

Kinship is a mechanic I really like a lot.  There are several Kinship cards that can be game breaking if you trigger them even once, and a few that can get out of hand if you trigger them several times.  If I had to pick the five best cards with Kinship my list would look like this: Wolf-Skull Shaman, Kithkin Zephyrnaut, Winnower Patrol, Waterspout Weavers, and Squeaking Pie Grubfellows.  This list might look a little odd at first but the one thing these all have in common is that they fit into already well established draft archetypes. 

 

Wolf-Skull Shaman is absolutely nuts in your standard elf deck.  I had this guy in one of my Draft decks and played him on turn 2 both games in the second round.  He made over 15 tokens that round.  That might be a little extreme, but you get the idea. 

 

With Kithkin being under drafted a lot these days you should be able to get together a pile capable of activating him at least every other turn.  While playing 2HG this card was responsible for dealing 16 damage to our first round opponents.  Even with two decks worth of answers to find they could never find a way to deal with in anything that they would call favorable. A common that can single handed win games is good.  Even better in a color you know nobody else wants to be drafting.

 

Winnower Patrol is just very solid.  3/2 for 2G that will often swing for 4 it’s first trip into the Red Zone.  Not much else to say really.

 

Waterspout Weavers is another card that can be absolutely nuts in the right deck.  Imagine this in a deck with Stoneybrook Schoolmaster and/or Summon the School.  Activating this guy will be GG just about every time it happens.  If only it was easier to draft merfolk . . .

 

 Squeaking Pie Grubfellows make the list because out of all the remaining Kinship effects out there his will trigger more often and comes with the most reasonable body.  A 3/2 for 3B is passable and randomly eating cards out of your opponents hand is pretty good too.  The reason I picked this card over Leaf-Crown Elder is that Treefolk just aren’t that strong of an archetype and I don’t think you want to commit to them in hopes of grabbing one of powerhouse Treefolk rares in Morningtide, but I could be wrong on this one.

 

What about Prowl?

 

Prowl is sweet.  In fact I don’t think there is a single card with Prowl that isn’t good.  Faeries where already pretty insane, but Prowl adds a whole other level to them.  Aside from the obviously good Prowl cards here are two that I think might get overlooked by most people.

 

Morsel Theft is just retarded, 1B for a six life point swing?  Ok, thanks.  In one of the drafts I did I ran 2 or 3 of these and they were always good.  In fact using 2 of these a Frogtosser Banneret and an Auntie’s Snitch I killed a guy on turn 4 while sitting at 26 life, oh and I almost forgot it cantrips.  RE-DONK-U-LUS!

 

Thieves’ Fortune is very solid.  It’s basically Impulse in the right deck.  It might not be as good as   Morsel Theft, but it’s nothing to be scoffing at.

 

What about Reinforce?

 

Reinforce is my least favorite new mechanic.  I forget who said this, but I remember reading/hearing someone say that it was like cycling except you got 1/1 counters instead of new cards, and that pretty much sums it up.  That said it’s pretty good in limited.  It makes a lot of cards just so good, and gives White a huge boost because it gives them so many more tricks.  In fact what might be the best uncommon in Morningtide is both White, weird I know, and has Reinforce.

 

Swell of Courage looks like garbage at first, but once you play with it you’ll understand.  It’s basically a white Titan’s Revenge, except at instant speed and if you don’t kill them with it you still have a huge dooder left.  White is just keeps looking better and better.

 

What cards do I want to be on the lookout for?

 

Aside from all the fancy new mechanics Morningtide has some solid spells without anything fancy to them.  Most of them are removal, but some of them might be surprising.  So in no particular order here they are.

 

Elvish Warrior is a card that I think is really strong.  It can handle every 1 drop in the block and most of the other 2 drops.  Add that to the fact that it’s part of what maybe the best archetype in LLM and I think it’s a card that you should take pretty high, around 5-8.

 

Pack’s Disdain is just sick.  It’s cheap, instant speed, splashable and hits everything that isn’t Chameleon Colossus. I’d rate this higher than just about any other common in Morningtide I can think of right now and I think it might even be better than Nameless Inversion, but I might just be getting over excited again.

 

Violet Pall is another great removal spell.  Again it’s instant speed and splashable, but it’s also very demoralizing at times.  The first time I cast it at the prerelease my opponent read it and when I put the token into play he was so shocked.  “Wait YOU get the token?”  I got the same reaction every time I cast it. 

 

Distant Melody is another really good card.  At the prerelease I saw someone draw 8 cards with it.  On average you will probably get 2-3 cards out of it and even for that it’s still pretty good.

 

Everbark Shaman has a very unassuming ability to take over a game.  A 3/5 for 4G isn’t all terrible either.  I remember playing a draft match where a guy named Barry used this to take all the land out of his deck.  Sure it’s a tad bit slow, but at the end of a game when you’re both out of gas this guy sure makes it easy to avoid getting flooded.

 

Weed-Pruner Poplar can be very good in the right deck.  If you aren’t running a lot of x/1s it can be very strong for you.  It can take care of a lot of good utility guys from Lorwyn (Douser, Harrier) and a 3/3 for 3B isn’t the worst thing in the world either.

 

Spitebellows makes for a very good removal spell.  For 1RR you can kill anything with 6 or less toughness.  He’s also a pretty effective attack if you ever get around to casting him for real.  All in all a very solid card.

 

The 1/1 counter elementals (Fertilid and the like) are all very solid.  They won’t always be something you want to main deck, but they all have very relavent abilites and all get the bonus from the new Lord creatures like Bramble Wood Paragon.  So don’t be too quick to discount them.

 

I tried to focus on cards that other people might have overlooked.  Everyone else can tell you about all the great first picks, but I think anyone can tell you what a good first pick is, and while none of these might be first picks they will almost always make your deck.

 

What cards from Lorwyn got better?

 

Ameboid Changeling makes Kinship really good for you and really bad for your opponent.  He also makes Pack’s Disdain better (or worse) and just got a real upgrade overall.

 

White cards are a lot stronger now.  There are so many strong White cards in Morningtide that it’s hard to ignore them.  Though once people catch onto this it will lose a lot of its bang.

 

Axe-Grinder Giant.  No really he did.  I promise.

 

Cloudgoat Ranger got a little bit better.  There are a few cards in Morningtide that just make him absolutely insane.  I let you discover what they are for yourself.

 

All in all I like Morningtide a lot and I’m kind of upset that there won’t be a 3rd expansion to go with it.  Lorwyn limited has been on of my favorite ever and I think that it’s going to get even better.  Until next time.

 

-Bob

Tags: Limited

Related to: Magic: the Gathering



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Viewing 1 - 5 out of 5 Comments

02/01/2008 12:58:31

I think, with regards the Giants thing, your friend probably got a
little lucky. Giants may still be a good tribe to go, not because they
are intrinsically 'better' themselves but because a lot of people may
now dismiss them leaving them open for one person to get a busted deck.

 

That's probably true, but I still think it will be easy for you to get the cards for this deck fairly consistantly, and it's hard to beat a turn 4 6/4. 



02/01/2008 09:57:56

Finally I just want to thanks for taking the time to read and leave
comments.  It's nice knowing that I wan't just wasting my time.

 

I totally understand this

 

I think, with regards the Giants thing, your friend probably got a little lucky. Giants may still be a good tribe to go, not because they are intrinsically 'better' themselves but because a lot of people may now dismiss them leaving them open for one person to get a busted deck. 



01/31/2008 17:54:25

Axe-Grinder Gaint got way better because he now has two "familiars"  Durning one of the drafts I did at the prerelease my buddy drafted this really sick mono red warrior deck on the back of 2 Stink-Drinker Daredevils and 2 or 3 of the red banneret creature.  He had a turn 4 Axe-Grinder in all but one of his games.  I think that the Banneret greatures aren't given enough credit for how good they are.  Frogtosser and (I forget what it's called) the red one most of all.  Cheap fatties are good, and now that you will be able to get a hold of more ways to make them cheaper I feel like they should be better.  Maybe it was just a freak happening, it was LMM, but I feel like Giants are still very very strong.

 

As for Pack's Disdain and Violet Pall you guys are probably right.  I'm terrible at rating removal spells against one another, but I had a lot of success with them and I know they were getting over looked a lot by others at the prerelease and I figured I'd bring them up.

 

Also I had meant to mention Hunter of Eyeblights.  He's a lot stronger now as well because a lot of cards in Morningtide put the counters on themselves and you're a lot more likely to get more than one use out of him.

 

Finally I just want to thanks for taking the time to read and leave comments.  It's nice knowing that I wan't just wasting my time.

 

-Bob 



01/31/2008 12:02:58

Pack's Distain is solid - but no Inversion. I think Violet Pall is a higher pick as well. Still, you should be able to get the Distain a little later in the pack thanks to the, well, general distain that the card has received.

 

Please elaborate on Axe-Grinder... all warriors got better thanks to the awesome Axe, but giants took such a big hit that the only one I see being better is cloud goat. But he rocks regardless of archtype and white did get better.



01/31/2008 08:53:23

Axegrinder Giant got better? Please explain given the complete dearth of Giants in Morningtide.

 

And Violet Pall is way better than Pack's Disdain. 

 

I agree with you on Everbark Shaman - I think it could be a wee sleeper hit. 





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