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What goes around, comes around: One last look at Shadowmoor Cycles in Limited
Posted On 05/10/2008 08:44:45 by captaineddie - Read 608 time(s)
Uncommons
Yawn! Good morning! I might as well finish up my cycles rating for all of the uncommons in shadowmoor today. As I have a another idea for a column for tomorrow.

1.Witches Cycle
a)Mistmeadow Witch
b)Inkfathom Witch  
c)Tattermunge Witch
d)Seedcradle Witch
e)Spiteflame Witch

The Witches cycle signals whatever archetype that you're going to be playing for that draft. They all fit perfectly for whatever deck you intend to build and their abilities (reusable) are amazing as well, check out my next column when I discuss the archetypes that you can draft in triple Shadowmoor

2.Basic Lands Matters

a)Jaws of Stone
b)Corrupt
c)Howl of the Night Pack
d)Armored Ascension
e)Flow of Ideas
This is one heck of a powerful cycle, unfortunatly, these work best in a mono coloured deck, something that Shadowmoor is not working towards. Jaws,     Corrupt and Howl can all be played off an elsewhere flask, making them a highly valuable and sought after entity.

3. Triple 2/coloured Hybrids
a)Flame Javelin
b)Tower Above
c)Beseech the Queen
d)Advice from the Fae
e)Spectral Procession
 
Flame Javelin, oh my, the only solid removal in this set. Sadly this cycle, is very much leaning towards a mono colour as well. You can also play this off an elsewhere flask, so Flame Javelin can be picked if you're playing B/U and have a couple of flasks lying around. Note, I personally like Advice from Fae over Beseech the Queen cause there isn't much reliable card advantage (virtual or literal) in this set.

4.Three Ally Coloured Hybrids
a)Ashenmoor Gouger
b)Plumveil
c)Boggart Ram-Gang
d)Wilt-Leaf Cavaliers
e)Wasp Lancer

This cycle is one of the public's favorites, all of these cards can be played off of any two allied coloured decks with no problem at all. Plumveil is pretty much a removal spell instead of a combat trick because of the attacking nature of this format. The reason why ashenmoor Gouger is higher is because of it's archetype and how HARD it is to get him OFF the darn board

5.Ally Coloured dual Spells
a)Firespout
b)Torrent of Souls
c)Repel Intruders
d)Dawnglow Infusion
e)River's Grasp


This Cycle is very… so and so, both ends of the spectrum, Firespout is an     excellent card, as mass removal is nothing to scoff at in limited. The card advantage is amazing.
Torrent of Souls is almost like an overrun effect, minus the trample part, but     I’m a bit of a sucker for game finishers, if you can’t kill your opponent in the     next turn, you still have your bomb back from your graveyard.
Repel Intruders would actually the only counterspell I’d play, Tempo killed if     excecuted properly would be amazing, but don’t count on it.
Lifegain is ‘kay only if it’s repeatable, and River’s Grasp is pseudo removal,     but one color by itself sucks, while the others manage okay if they’re played     with one coloured

6.Mono Coloured Mobs
a)Faerie Swarm
b)Kithikin Rabble
c)Crowd of Cinders
d)Drove of Elves
e)Horde of Boggarts

For lack of the better name, I'm gonna call this the cycle of mobs, once again they focus best on a mono coloured deck, but they do pretty well in an allied coloured Hybrid deck as there is bound to be some overlap between the colours of creatures. They're rating as per their archetype, and how they fit in it.

7)Mentors
a)Corrosive Mentor
b)Bloodmark Mentor
c)Roughshod Mentor
d)Deepchannel Mentor
e)Resplendent Mentor

This is one exceptionally balanced cycle, any one of these could be more preferred over the other, they are solid creatures on their own, and their abilities are amazing, as mono coloured drafters, you should look out for these as finishers

8.Useless Lands
a)Leechridden Swamp
b)Sapseep Forest
c)Moonring Island
d)Mistveil Plain
e)Madblind Mountain

The Swamp is playable, Forest lets you lifegain, and Moonring lets you know when their bomb is coming… yay! Too bad it doesn’t help you stop it!

Tags: Shadowmoor Limited Ratings

Related to: Magic: the Gathering



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