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Lorwyn, Take One
Posted On: 09/24/2007 13:57:26

There we go.

 

I mean, I literally wrote dozens of articles these past two weeks, but none of them ever amounted to anything substantial.  Sure, if I pasted together a bunch of mini articles, it would probably be good info for a submission to Ray, but I don't want to pass of crap just to get something out.  I have standards.

 

Speaking of Standard, the full Lorwyn spoiler has been posted! (Well, I guess I don't hold my transitions to the same standards as my content...  After reading this post, you may well question both.)

 

That's right, the season of States testing has officially begun.  Since I'm not allowed to discuss spoiled cards that haven't been previewed by an official outlet in my feature articles, I get to use the handy blog for that feature.  Sweet.

 

I plan on writing a set review once the spoiler is complete.  Don't worry -- I realize a barrage of set reviews will be released pending the prerelease.  I plan on doing some States primers, posting various deck archetypes and focusing primarily on cards that will have a significant impact on deck construction and play.  That said, I won't focus on obvious staples, cards like Char or Lightning Helix, unless they represent a critical mass of a certain type of spell.

 

But Constructed is for another day: the prerelease is Limited, of course, and it is this weekend.  The set at large seems really solid.  I'm happy with the quality of removal that is available in all colors in the common slot.   Indeed, even GW gets lots of solid removal spells -- even some unexciting, if playable, ones.  Here are all of the common removal spells to look out for:

 

Neck Snap - 3W
Instant (Common)
Destroy target attacking or blocking creature.

 

Oblivion Ring - 2W
Enchantment (Common)
When Oblivion Ring comes into play, remove another target nonland permanent from the game.

When Oblivion Ring leaves play, return the removed card to play under its owner's control.

 

Glimmerdust Nap - 2U
Enchantment - Aura (Common)
Enchant tapped creature

Enchanted creature doesn't untap during its controller's untap step.

 

Whirlpool Whelm - 1U
Instant (Common)
Clash with an
opponent, then return target creature to its owner's hand. If you win,
you may put that creature on top of its owner's library instead. (Each
clashing player reveals the top card of his or her library then puts
that card on the top or bottom. A player wins if his or her card had a
higher converted mana cost)

 

Zephyr Net - 1U
Enchantment - Aura (Common)
Enchant creature

Enchanted creature has defender and flying.

 

 Eyeblight's Ending - 2B
Tribal Instant - Elf (Common)
Destroy target non-Elf creature.

 

Nameless Inversion - 1B
Tribal Instant - Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn't in play.)

Target creature gets +3/-3 and loses all creature types until end of turn.

 

Peppersmoke - B
Tribal Instant - Faerie (Common)
Target creature gets -1/-1 until end of turn.

If you control a Faerie, draw a card.

 

Weed Strangle - 3BB
Sorcery (Common)
Destroy target creature. Clash with an opponent.

If you win, gain life equal to that creature's toughness.

 

Consuming Bonfire - 3RR
Tribal Sorcery - Elemental (Common)
Choose
one - Consuming Bonfire deals 4 damage to target non-Elemental
creature; or Consuming Bonfire deals 7 damage to target Treefolk
creature.

 

Lash Out - 1R
Instant (Common)
Lash Out deals 3 damage to
target creature. Clash with an opponent. If you win, it deals 3 damage
to that creature's controller. (Each clashing player reveals the
top card of his or her library then puts that card on the top or
bottom. A player wins if his or her card had a higher converted mana
cost)

 

 Tarfire - R
Tribal Instant - Goblin (Common)
Tarfire deals 2 damage to target creature or player.

 

Lignify - 1G
Tribal Enchantment - Treefolk Aura (Common)
Enchant creature

Enchanted creature loses all abilities and becomes a 0/4 Treefolk.

 

Moonglove Extract - 3
Artifact (Common)
Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player.

 

Quite a list of common removal spells, huh?  Each color has at least one playable, if not quality, removal spell.  Some of the cards, like Lignify and particularly Zephyr Net, are certainly less than desirable, but playable in Sealed and potentially a 23rd in Draft.  Now, to me, this says something about the way a format plays: when removal is this good, you have to look at what it is actually hitting.  A lot of this removal straight removes the little guys while only containing the big guys.  In particular, a lot of this removal is permanent-based, making bounce effects particularly potent.  This is especially true of the larger tribes, like Treefolk and Giants.  While I think Treefolk will be particularly good over the weekend at the prerelease, I think the draft format as a whole looks especially fast, with Merfolk, Kithkin, and Faeries all having incredibly powerful uncommon and rare bombs that, when crafted with the solid two- and three-drops (and some fours- and fives- stolen from the Giants and Elementals) allow them to out-tempo the poor Treefolk.

 

All this weenie removal, like Tarfire and Moonglove Extract, is very important in this format because so many of the powerful drops in this format are utility creatures.  In particular, these four will prove to be menaces in the Limited format: 

 

Goldmeadow Harrier - W

Creature - Kithkin Soldier (Common)

{W}, {T}: Tap target creature.

1/1

 

Silvergill Douser - 1U
Creature - Merfolk Wizard (Common)
{T}: Target creature gets -X/-0 until end of turn, where X is number of Merfolk you control.
1/1

 

Stonybrook Angler - 1U
Creature - Merfolk Wizard (Common)
{1}{U}, {T}: You may tap or untap target creature.
1/2

 

Dreamspoiler Witches - 3B
Creature - Faerie Wizard (Common)
Flying

Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
2/2

 

The point is, utility guys that mess with combat are mainstays in the common slot: I didn't even mention cards like Kithkin Daggerdare or others.  Be prepared for permanent-based removal spells, both in Enchantment and Creature form.

 

Before I finish, here are some other exciting, pseudo-removal spells that piqued my interest: 


Hunt Down - G

Sorcery (Common)

Target creature blocks target creature this turn.

 

Needle Drop - R

Instant (Common)

Needle Drop deals 1 damage to target creature or player that was dealt damage this turn.


Draw a card.

 

Lace with Moonglove - 2G
Instant (Common)
Target creature gains deathtouch until end of turn.

Draw a card.

 

Gilt-Leaf Ambush - 2G
Tribal Instant - Elf (Common)
Put
two 1/1 Green Elf Warrior token creatures into play. Clash with an
opponent. If you win, those creatures gain deathtouch until end of turn.

 

Instant-speed Deathtouch looks very poor, until you put "draw a card" onto the text.  Gilt-Leaf Ambush in particular can set up a nasty Wing Shards-like two-for-one in a Sealed pool that's equipped to Clash.

 

That's all for my general musings on the removal situation of Lorwyn Limited.  Later this week, I'll dive into the critters and mechanics.

 

-MW 



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