The Lorwyn Set Review

Posted on October 11, 2007
Filed Under Articles, Special Analyses, Set Reviews, Energizer |

Me and the guys got together and wrote up a Lorwyn set review for you. It was a lot of cards so we didn’t do all of them. Anything we didn’t mention is either obviously broken or obviously useless. Oh except for Mad Auntie, which is solid but not broken. You can build up a decent defense with that and Uncle Istvan, while you whittle them down with Brothers of Fire.

CardName: Ajani Goldmane
Cost: 2WW
Type: Planeswalker - Ajani
Pow/Tgh: /4
Rules Text: +1: You gain 2 life. -1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. -6: Put a white Avatar creature token into play with “This creature’s power and toughness are each equal to your life total.”

I think it’s pretty lousy that they used up rare slots on promo cards for another game. The game does look kind of cool though. 


CardName: Arbiter of Knollridge
Cost: 6W
Type: Creature - Giant Wizard
Pow/Tgh: 5/5
Rules Text: Vigilance When Arbiter of Knollridge comes into play, each player’s life total becomes the highest life total among all players.

This is a great reanimate target. Picture this: turn 1 chrome mox removing a black card, swamp, putrid imp discarding this, reanimate. Bam! 5/5 without the reanimate life loss drawback! Also you get to feel good for having a giant wizard that’s still smaller than you.

CardName: Austere Command
Cost: 4WW
Type: Sorcery
Pow/Tgh: /
Rules Text: Choose two - Destroy all artifacts; or destroy all enchantments; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.

Just run Akroma’s Vengeance and choose four! Plus the secret fifth choice, draw a card and add 1WW to your mana pool.

CardName: Avian Changeling
Cost: 2W
Type: Creature - Shapeshifter
Pow/Tgh: 2/2
Rules Text: Changeling (This card is every creature type at all times.) Flying

This will be great if they ever make a shapeshifter lord, because it’s a shapeshifter twice.

CardName: Battle Mastery
Cost: 2W
Type: Enchantment - Aura
Pow/Tgh: /
Rules Text: Enchant creature Enchanted creature has double strike.

Someone needs to tell Vulshok Battlemaster it’s supposed to have double strike. What a rip-off, thanks for nothing Wizards!

CardName: Cenn’s Heir
Cost: 1W
Type: Creature - Kithkin Soldier
Pow/Tgh: 1/1
Rules Text: Whenever Cenn’s Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.

Obviously broken together with Nacatl War-pride and Artificial Evolution. First pick!

CardName: Goldmeadow Dodger
Cost: W
Type: Creature - Kithkin Rogue
Pow/Tgh: 1/1
Rules Text: Goldmeadow Dodger can’t be blocked by creatures with power 4 or greater.

It is like, Wizards keeps saying they are trying to account for the inherent disadvantages of expensive creatures, and then they print cards like this. Come on guys. I am not going to want to play my dragons if they cannot keep this guy from killing me.

CardName: Goldmeadow Stalwart
Cost: W
Type: Creature - Kithkin Soldier
Pow/Tgh: 2/2
Rules Text: As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay 3.

Obviously they’re gonna follow up the war mechanic in Lorwyn with a go fish mechanic in Morningtide. Then revealing a card will be bad, because they’ll know just what to guess. For now it’s okay though.

CardName: Kithkin Harbinger
Cost: 2W
Type: Creature - Kithkin Wizard
Pow/Tgh: 1/3
Rules Text: When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.

It’s a Wizard that doesn’t die to a cycled Slice and Dice, so it’s at least worth a look.

CardName: Knight of Meadowgrain
Cost: WW
Type: Creature - Kithkin Knight
Pow/Tgh: 2/2
Rules Text: First strike Lifelink (Whenever this creature deals damage, you gain that much life.)

This could be pretty sweet if your opponent is attacking with a Hill Giant, and you control Yawgmoth’s Bargain, and you’re at one life, and the two points of lifegain allow you to draw into a Last Gasp before the Hill Giant gets to assign combat damage. If all you have is Necropotence, though, you might be better off running Silver Knight.

CardName: Thoughtweft Trio
Cost: 2WW
Type: Creature - Kithkin Soldier
Pow/Tgh: 5/5
Rules Text: First strike, vigilance Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.) Thoughtweft Trio can block any number of creatures.

For example, Thoughtweft Trio can block Benalish Knight. It can also block Gallowbraid, and Winding Wurm! These are just a few of the many creatures Thoughtweft Trio can block.

CardName: Veteran of the Depths
Cost: 3W
Type: Creature - Merfolk Soldier
Pow/Tgh: 2/2
Rules Text: Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.

It gets the bonus as soon as it becomes tapped, so it’s like a Hill Giant on the first attack. It doesn’t get the bonus if you try to block with it first, though, so instead of a Hill Giant, you should think of it as more of a Scavenging Scarab, or a Hulking Ogre, or a Spineless Thug that has a +1/+1 counter on it, or a Hill Giant that can’t block.

CardName: Wispmare
Cost: 2W
Type: Creature - Elemental
Pow/Tgh: 1/3
Rules Text: Flying When Wispmare comes into play, destroy target enchantment. Evoke W (You may play this spell for its evoke cost. If you do, it’s sacrificed when it comes into play.)

This has flying, but it doesn’t have reach. What could have been a good blocker is just a guy that gets through for 1. Also it has evoke. Evoke is like the stupidest keyword ever. If you just want to show your opponent that you drew Wispmare, just show it to them. You don’t have to pay a mana too.

CardName: Amoeboid Changeling
Cost: 1U
Type: Creature - Shapeshifter
Pow/Tgh: 1/1
Rules Text: Changeling (This card is every creature type at all times.) T Target creature gains all creature types until end of turn. T Target creature loses all creature types until end of turn.

seriously when i read this card i think this thing can see me

CardName: Aquitect’s Will
Cost: U
Type: Tribal Sorcery - Merfolk
Pow/Tgh: /
Rules Text: Put a flood counter on target land. That land is an Island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card.

If you scratch out the “in addition to its other types” this is a pretty good hoser vs. the 5c elemental deck.

CardName: Captivating Glance
Cost: 2U
Type: Enchantment - Aura
Pow/Tgh: /
Rules Text: Enchant creature At the end of your turn, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (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.)

Absolutely broken! It’s the cheapest steal spell there is, even if you might have to wait a few turns to make it work. When it does, though, you’ve just gotten your opponent’s best creature for three mana and there’s nothing they can do about it.

CardName: Cryptic Command
Cost: 1UUU
Type: Instant
Pow/Tgh: /
Rules Text: Choose two - Counter target spell; or return target permanent to its owner’s hand; or tap all creatures your opponents control; or draw a card.

I don’t know why they bother listing four options, when you’re forced to pick the second one. This is just an overpriced Boomerang.

CardName: Ego Erasure
Cost: 2U
Type: Tribal Instant - Shapeshifter
Pow/Tgh: /
Rules Text: Changeling (This card is every creature type at all times.) Creatures target player controls get -2/-0 and lose all creature types until end of turn.

Great against countermagic. You play this, then the spell you don’t want countered. They have to counter this instead, because it’s a Flagbearer.

CardName: Fallowsage
Cost: 3U
Type: Creature - Merfolk Wizard
Pow/Tgh: 2/2
Rules Text: Whenever Fallowsage becomes tapped, you may draw a card.

Great with Goldmeadow Harrier.

CardName: Fathom Trawl
Cost: 3UU
Type: Sorcery
Pow/Tgh: /
Rules Text: Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.

Control decks should love this. You’ll almost always hit two lands before running into three spells, if not more, so this is at least five cards for five mana. Take that, Tidings!

CardName: Forced Fruition
Cost: 4UU
Type: Enchantment
Pow/Tgh: /
Rules Text: Whenever an opponent plays a spell, that player draws seven cards.

This card is okay if you know the trick. You attack yourself with a 1/1, and then cast your spells in your second main phase.

CardName: Merrow Reejerey
Cost: 2U
Type: Creature - Merfolk Soldier
Pow/Tgh: 2/2
Rules Text: Other Merfolk creatures you control get +1/+1. Whenever you play a Merfolk spell, you may tap or untap target permanent.

Sure, it helps Merfolk creatures, and Merfolk spells, but when are we gonna get some love for Merfolk enchantments, artifacts, and lands? Not to mention Merfolk planeswalkers.

CardName: Paperfin Rascal
Cost: 2U
Type: Creature - Merfolk Rogue
Pow/Tgh: 2/2
Rules Text: When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal. (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.)

Wizards has hopefully included “or her” in the clash rules in the hopes that more girls will start playing magic.

CardName: Ponder
Cost: U
Type: Sorcery
Pow/Tgh: /
Rules Text: Look at the top three cards of your library, then put them back in any order. You may shuffle your library. Draw a card.

Merfolk in Lorwyn have a “tapping” theme, and the art for this is supposed to get you in the mood. An excellent tribal enabler, along with oysters, candlelight, and Elton John albums.

CardName: Protective Bubble
Cost: 3U
Type: Enchantment - Aura
Pow/Tgh: /
Rules Text: Enchant creature Enchanted creature is unblockable and has shroud. (It can’t be the target of spells or abilities.)

This is unplayable as it stands, but I assume it will soon recieve errata something along the lines of “this effect doesn’t remove Protective Bubble”.

CardName: Silvergill Adept
Cost: 1U
Type: Creature - Merfolk Wizard
Pow/Tgh: 2/1
Rules Text: As an additional cost to play Silvergill Adept, reveal a Merfolk card from your hand or pay 3. When Silvergill Adept comes into play, draw a card.

Well, okay, but if I end up paying five for this guy and then drawing a Merfolk with his ability, my blood will be on your hands.

CardName: Stonybrook Angler
Cost: 1U
Type: Creature - Merfolk Wizard
Pow/Tgh: 1/2
Rules Text: 1U, T You may tap or untap target creature.

Why, thank you! I believe I shall tap or untap target creature, since you’re offering!

CardName: Whirlpool Whelm
Cost: 1U
Type: Instant
Pow/Tgh: /
Rules Text: 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.)

The trick with this card is to target a creature with a low converted mana cost, then if you win the clash you have a better chance of winning the next time you clash this turn.

CardName: Boggart Harbinger
Cost: 2B
Type: Creature - Goblin Shaman
Pow/Tgh: 2/1
Rules Text: When Boggart Harbinger comes into play, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it.

This is a great guy to go fetch with Goblin Recruiter.

CardName: Boggart Loggers
Cost: 2B
Type: Creature - Goblin Rogue
Pow/Tgh: 2/1
Rules Text: Forestwalk 2B, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.

Notice the inherent antisynergy of this card, considering how lorwyn limited decks are all about synergy I don’t see how this can ever make the cut. 0/5

CardName: Cairn Wanderer
Cost: 4B
Type: Creature - Shapeshifter
Pow/Tgh: 4/4
Rules Text: Changeling (This card is every creature type at all times.) As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

Would this card really have been too powerful if it had just had all these abilities from the get-go? I don’t think so, as is, it’s a black Durkwood Boars, nothing to be excited about.

CardName: Exiled Boggart
Cost: 1B
Type: Creature - Goblin Rogue
Pow/Tgh: 2/2
Rules Text: When Exiled Boggart is put into a graveyard from play, discard a card.

More like exiled from my deck boggart! More like exiled from the list of cards anyone would consider playing ever boggart! More like exiled from my sealed pool and replaced with a Briarhorn but don’t tell anyone boggart!

CardName: Facevaulter
Cost: B
Type: Creature - Goblin Warrior
Pow/Tgh: 1/1
Rules Text: B, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn.

Note how Facevaulter is a goblin itself, so you can sacrifice it to its own ability to make it trade with a 3/3, first pick material

CardName: Faerie Tauntings
Cost: 2B
Type: Tribal Enchantment - Faerie
Pow/Tgh: /
Rules Text: Whenever you play a spell during an opponent’s turn, you may have each opponent lose 1 life.

By changing it from a creature to an enchantment, upping the mana cost from B to 2B and slightly changing the ability Wizards tries to fool us into thinking it’s not a Disciple of the Vault. Expect to see these tearing up the Pro Tour.

CardName: Hunter of Eyeblights
Cost: 3BB
Type: Creature - Elf Assassin
Pow/Tgh: 3/3
Rules Text: When Hunter of Eyeblights comes into play, put a +1/+1 counter on target creature you don’t control. 2B, T Destroy target creature with a counter on it.

Try this card with the “hunted creatures” from Ravnica, and Brand.

CardName: Makeshift Mannequin
Cost: 3B
Type: Instant
Pow/Tgh: /
Rules Text: Return target creature card from your graveyard to play with a mannequin counter on it. As long as that creature has a mannequin counter on it, it has “When this creature becomes the target of a spell or ability, sacrifice it.”

Broken with Power Conduit.

CardName: Mournwhelk
Cost: 6B
Type: Creature - Elemental
Pow/Tgh: 3/3
Rules Text: When Mournwhelk comes into play, target player discards two cards. Evoke 3B (You may play this spell for its evoke cost. If you do, it’s sacrificed when it comes into play.)

Somebody call me?

CardName: Nameless Inversion
Cost: 1B
Type: Tribal Instant - Shapeshifter
Pow/Tgh: /
Rules Text: Changeling (This card is every creature type at all times.) Target creature gets +3/-3 and loses all creature types until end of turn.

In the best case, targeting a Changeling when your opponent controls 4 Wizened Cenns, 4 Merrow Reejereyes, 4 Sunrise Sovereigns, 4 Imperious Perfects, 4 Timber Protectors, 4 Mad Aunties, 4 Scions of Oona, and 4 Incandescent Soulstokes, this is -33/-39 for just two mana!

Also it’s a surefire way to deal with Meddling Mage.

CardName: Oona’s Prowler
Cost: 1B
Type: Creature - Faerie Rogue
Pow/Tgh: 3/1
Rules Text: Flying Discard a card: Oona’s Prowler gets -2/-0 until end of turn. Any player may play this ability.

One word: Mindslaver.

CardName: Prowess of the Fair
Cost: 1B
Type: Tribal Enchantment - Elf
Pow/Tgh: /
Rules Text: Whenever another nontoken Elf is put into your graveyard from play, you may put a 1/1 green Elf Warrior creature token into play.

The combo is Conspiracy, naming nontoken. Add Goblin Bombardment (I know it says Goblin, but technically it works) and you’ve got infinite damage.

CardName: Thoughtseize
Cost: B
Type: Sorcery
Pow/Tgh: /
Rules Text: Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

I’d probably like this card more if instead of choosing a nonland card you’d get to pick a creature card, and instead of from hand you’d choose one from a graveyard and instead of discarding it you put it into play. And you’d lose life equal to that creatures converted mana cost.

CardName: Weed Strangle
Cost: 3BB
Type: Sorcery
Pow/Tgh: /
Rules Text: Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature’s toughness. (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.)

Dude. Dude! You totally have to play this. It’s, like, a total bomb! Tee hee, I said bomb.

CardName: Ashling’s Prerogative
Cost: 1R
Type: Enchantment
Pow/Tgh: /
Rules Text: As Ashling’s Prerogative comes into play, choose odd or even. (Zero is even.) Each creature with converted mana cost of the chosen value has haste. Each creature without converted mana cost of the chosen value comes into play tapped.

The trick with this card is to play Force Spike when your opponent plays creatures with converted mana cost equal to the chosen value, then if he pays their converted mana cost is no longer the chosen value and they come into play tapped.

CardName: Adder-Staff Boggart
Cost: 1R
Type: Creature - Goblin Warrior
Pow/Tgh: 2/1
Rules Text: When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (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.)

This is basically the cheapest you-win card ever. A shoe-in for Draco-Explosion decks. Get Draco on top, clash, win. It’s one mana cheaper than Erratic Explosion, and doesn’t ever just leave them at 4.

CardName: Consuming Bonfire
Cost: 3RR
Type: Tribal Sorcery - Elemental
Pow/Tgh: /
Rules Text: Choose one - Consuming Bonfire deals 4 damage to target non-Elemental creature; or Consuming Bonfire deals 7 damage to target Treefolk creature.

The best plot twist of any mechanic in lorwyn. It leads you to believe you won’t be able to hit changelings for 4, only to shock you with the revelation that you can actually hit them for 7.

CardName: Flamekin Brawler
Cost: R
Type: Creature - Elemental Warrior
Pow/Tgh: 0/2
Rules Text: R: Flamekin Brawler gets +1/+0 until end of turn.

Ten or so years ago, when I was first getting into Magic, I had an issue of Inquest where they suggested the gamebreaking combo of enchanting a Phyrexian Walker with Firebreathing. It’s too bad Inquest didn’t live to see this card. :-(

CardName: Heat Shimmer
Cost: 2R
Type: Sorcery
Pow/Tgh: /
Rules Text: Put a token into play that’s a copy of target creature. It has haste and “At end of turn, remove this permanent from the game.”

If you’re running R/G, keep in mind: if you slap a Lignify on the token, you get to keep it.

CardName: Hostility
Cost: 3RRR
Type: Creature - Elemental Incarnation
Pow/Tgh: 6/6
Rules Text: Haste If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red Elemental Shaman creature token with haste into play for each 1 damage prevented this way. When Hostility is put into a graveyard from anywhere, shuffle it into its owner’s library.

Sadly this card is a turkey.

CardName: Incendiary Command
Cost: 3RR
Type: Sorcery
Pow/Tgh: /
Rules Text: Choose two - Incendiary Command deals 4 damage to target player; or Incendiary Command deals 2 damage to each creature; or destroy target nonbasic land; or each player discards all the cards in his or her hand, then draws that many cards.

The Ravnica duals are rotating out, so you might have trouble finding a non-basic land to target, but the proliferation of creatures, players, and hands should help keep this from being a dead card.

Ingot Chewer
4R
Creature - Elemental
3/3
When Ingot Chewer comes into play, destroy target artifact.
Evoke {R} (You may play this spell for its evoke cost. If you do, it’s sacrificed when it comes into play.)

Can’t actually destroy ingots. 0/5

CardName: Lash Out
Cost: 1R
Type: Instant
Pow/Tgh: /
Rules Text: Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out 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.)

It’s strictly worse than blazing salvo. you either care about hitting the creature OR the player– the tradeoff for the reduced damage just isn’t worth it.

CardName: Nova Chaser
Cost: 3R
Type: Creature - Elemental Warrior
Pow/Tgh: 10/2
Rules Text: Trample Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)

How do you chase a nova? Doesn’t it just come to you? And if you do have to chase it, shouldn’t you at least have haste? Anyway as a 10/2 trampler this is an obvious combo with Illusionary Mask. It’s Dreadnoughts numbers 5-8.

CardName: Tar Pitcher
Cost: 3R
Type: Creature - Goblin Shaman
Pow/Tgh: 2/2
Rules Text: T, Sacrifice a Goblin: Tar Pitcher deals 2 damage to target creature or player.

Would this have really been too powerful if it hadn’t required the sacrifice? And if it were a changeling? And if it had flash? And if it cost U? And if it drew you three cards when it came into play?

CardName: Tarfire
Cost: R
Type: Tribal Instant - Goblin
Pow/Tgh: /
Rules Text: Tarfire deals 2 damage to target creature or player.

An interesting twist on the original tribal block’s “reprint Shock” concept.

CardName: Changeling Titan
Cost: 4G
Type: Creature - Shapeshifter
Pow/Tgh: 7/7
Rules Text: Changeling (This card is every creature type at all times.) Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.)

This looks good until you realize it’s a wall.

CardName: Cloudthresher
Cost: 2GGGG
Type: Creature - Elemental
Pow/Tgh: 7/7
Rules Text: Flash Reach (This can block creatures with flying.) When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player. Evoke 2GG (You may play this spell for its evoke cost. If you do, it’s sacrificed when it comes into play.)

Not that exciting in limited, where people will assume you’re holding mana up for a Neck Snap and won’t attack into it. Better in constructed, where they’ll assume you have a Teferi and attack into it with a 4/4.

CardName: Elvish Branchbender
Cost: 2G
Type: Creature - Elf Druid
Pow/Tgh: 2/2
Rules Text: T Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.

If you hit this guy with a Nameless Inversion in response to his ability, you can make their Forest a 0/0 and put it into the graveyard as a state-based effect. Something to keep in mind!

CardName: Elvish Eulogist
Cost: G
Type: Creature - Elf Shaman
Pow/Tgh: 1/1
Rules Text: Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard.

Okay, so a eulogist, that’s somebody who like gives a speech at a funeral. But this guy, he gives the speech, it kills him. Then you need another funeral for that guy, so it loops. You need a funeral where no-one says anything to break out of it. Well I guess they just don’t work that hard on the flavor for 1/1s.

CardName: Elvish Handservant
Cost: G
Type: Creature - Elf Warrior
Pow/Tgh: 1/1
Rules Text: Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant.

You can make a great casual deck with this, with Giant Growth, Giant Solifuge, Giant Spider, etc.

CardName: Garruk Wildspeaker
Cost: 2GG
Type: Planeswalker - Garruk
Pow/Tgh: /3
Rules Text: +1: Untap two target lands. -1: Put a 3/3 green Beast creature token into play. -4: Creatures you control get +3/+3 and gain trample until end of turn.

I love the subtypes thing they did with the planeswalkers. It leaves the door open for stuff like “All Garruks get +1/+1 and forestwalk” or “Target Jace becomes a Liliana until end of turn.”

CardName: Hunt Down
Cost: G
Type: Sorcery
Pow/Tgh: /
Rules Text: Target creature blocks target creature this turn if able.

Creatures can’t block themselves, so this is another dud.

CardName: Imperious Perfect
Cost: 2G
Type: Creature - Elf Warrior
Pow/Tgh: 2/2
Rules Text: Other Elf creatures you control get +1/+1.
G, T Put a 1/1 green Elf Warrior creature token into play.

This would be a lot better if the abilities synergized, but unfortunately it does not say it gives the bonus to Elf Warriors.

CardName: Kithkin Mourncaller
Cost: 2G
Type: Creature - Kithkin Scout
Pow/Tgh: 2/2
Rules Text: Whenever an attacking Kithkin or Elf is put into your graveyard from play, you may draw a card.

MOURRRRRRRRN? MOURRRRRRRRRRN?

CardName: Lace with Moonglove
Cost: 2G
Type: Instant
Pow/Tgh: /
Rules Text: Target creature gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.) Draw a card.

Laces are basically useless without the lace / blast combo. Look for Lifetouch Elemental Blast in Morningtide.

CardName: Leaf Gilder
Cost: 1G
Type: Creature - Elf Druid
Pow/Tgh: 2/1
Rules Text: T Add G to your mana pool.

In the mtgsal spoiler they had this as Leaf Glider. I thought it would at least have reach, or maybe you could pay to give it flying. It would glide on leaves. But no, it’s Leaf Gilder. I don’t even know what that means.

CardName: Lignify
Cost: 1G
Type: Tribal Enchantment - Treefolk Aura
Pow/Tgh: /
Rules Text: Enchant creature Enchanted creature is a 0/4 Treefolk with no abilities.

What if it isn’t? You know? What if enchanted creature is a 3/3 giant that can like give goblins flying or something. Then this is just wrong. And it’s probably wrong - I can’t think of a 0/4 treefolk to put it on. And even if it’s on a treefolk, it doesn’t do anything. This is like the worst -ify spell ever.

CardName: Nath’s Elite
Cost: 4G
Type: Creature - Elf Warrior
Pow/Tgh: 4/2
Rules Text: All creatures able to block Nath’s Elite do so. When Nath’s Elite comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nath’s Elite. (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.)

Remember you have to attack with this by itself. Otherwise your opponent’s creatures will block something else that attacked, and then they won’t be able to block Nath’s Elite.

CardName: Oakgnarl Warrior
Cost: 5GG
Type: Creature - Treefolk Warrior
Pow/Tgh: 5/7
Rules Text: Vigilance, trample

I dunno about this guy. I mean, I liked Guardian of Vitu-Ghazi okay, but Guardian of Vitu-Ghazi had an ability ending in -voke!

CardName: Primal Command
Cost: 3GG
Type: Sorcery
Pow/Tgh: /
Rules Text: Choose two - Target player gains 7 life; or put target noncreature permanent on top of its owner’s library; or target player shuffles his or her graveyard into his or her library; or search your library for a creature card, reveal it, put it into your hand, then shuffle your library.

This is good with clash cards. You pick the graveyard shuffling option and whatever else. Their library is face down, but their graveyard is face up, so when they shuffle them together, you’ll be able to see all of the graveyard cards coming. When there’s a low-cost one, you play your clash spell.

CardName: Rootgrapple
Cost: 4G
Type: Tribal Instant - Treefolk
Pow/Tgh: /
Rules Text: Destroy target noncreature permanent. If you control a Treefolk, draw a card.

These spells are all better than they look. If you control a Treefolk, you draw a card. But you always control a Treefolk - you control the Rootgrapple, and it’s a Treefolk. Solid instant cantrip Creeping Mold.

CardName: Timber Protector
Cost: 4G
Type: Creature - Treefolk Warrior
Pow/Tgh: 4/6
Rules Text: Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control are indestructible.

WOW. I mean just look at this card. It makes all of your 5-mana 3/5 guys into 4/6s. And if somehow one of them takes 6 damage, gotcha, it’s indestructible! On top of that, it’s a 5-mana answer to land destruction for mono-green decks.

CardName: Treefolk Harbinger
Cost: G
Type: Creature - Treefolk Druid
Pow/Tgh: 0/3
Rules Text: When Treefolk Harbinger comes into play, you may search your library for a Treefolk or Forest card, reveal it, then shuffle your library and put that card on top of it.

Best Phyrexian Walker since they reprinted Wall of Wood in 10th.

CardName: Vigor
Cost: 3GGG
Type: Creature - Elemental Incarnation
Pow/Tgh: 6/6
Rules Text: Trample If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way. When Vigor is put into a graveyard from anywhere, shuffle it into its owner’s library.

You can win games easy with this, but it’s cheesy. The hard part is, you have to get your opponent to loan you a Vigor. If they do it, drop it into their graveyard at the start of a game. They have to shuffle it into their library, and then they have an illegal deck.

CardName: Woodland Changeling
Cost: 1G
Type: Creature - Shapeshifter
Pow/Tgh: 2/2
Rules Text: Changeling (This card is every creature type at all times.)

Man, Magic babe art has really gone downhill.

CardName: Wren’s Run Vanquisher
Cost: 1G
Type: Creature - Elf Warrior
Pow/Tgh: 3/3
Rules Text: As an additional cost to play Wren’s Run Vanquisher, reveal an Elf card from your hand or pay 3. Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)

The new Watchwolf. I quit Magic when they printed the old Watchwolf, so I guess now’s the time for me to take it back up again.

CardName: Doran, the Siege Tower
Cost: BGW
Type: Legendary Creature - Treefolk Shaman
Pow/Tgh: 0/5
Rules Text: Each creature assigns combat damage equal to its toughness rather than its power.

I guess in Morningtide they’ll make a card with “each creature deals combat damage equal to its toughness,” and then they’ll be an awesome combo. As is, hey, assign all you want pal, this deals 0. Also you have to avoid playing with tramplers, and try not to get double-blocked. The creature assigns the damage, not you, and probably it won’t put it where you want it.

CardName: Gaddock Teeg
Cost: GW
Type: Legendary Creature - Kithkin Advisor
Pow/Tgh: 2/2
Rules Text: Noncreature spells with converted mana cost 4 or greater can’t be played. Noncreature spells with X in their mana costs can’t be played.

FINALLY a card to hose those annoying stream of life decks you always lose to.

CardName: Springleaf Drum
Cost: 1
Type: Artifact
Pow/Tgh: /
Rules Text: T, Tap an untapped creature you control: Add one mana of any color to your mana pool.

This is great with Llanowar Elves because it lets you filter the color of mana.

CardName: Twinning Glass
Cost: 4
Type: Artifact
Pow/Tgh: /
Rules Text: 1, T You may play a nonland card from your hand without paying its mana cost if it has the same name as a spell that was played this turn.

Ug, this is one of those card that looks good until you read the last part of it. It would have been so much better if the card just needed to have the same name as a card played in any turn of any game.

CardName: Ancient Amphitheater
Cost:
Type: Land
Pow/Tgh: /
Rules Text: As Ancient Amphitheater comes into play, you may reveal a Giant card from your hand. If you don’t, Ancient Amphitheater comes into play tapped. T Add R or W to your mana pool.

Best of the rare dual lands. Giants cost a lot of mana, so you can’t play them, so they’re in your hand, so you can reveal them! And then at least you got to show off your super-awesome godly mega-card before you got run over.

CardName: Auntie’s Hovel
Cost:
Type: Land
Pow/Tgh: /
Rules Text: As Auntie’s Hovel comes into play, you may reveal a Goblin card from your hand. If you don’t, Auntie’s Hovel comes into play tapped. T Add B or R to your mana pool.

Polar opposite of the Giant land. If you’re running a Goblin deck, you should have already won the game by the time you would be worrying about playing a land.

CardName: Gilt-Leaf Palace
Cost:
Type: Land
Pow/Tgh: /
Rules Text: As Gilt-Leaf Palace comes into play, you may reveal an Elf card from your hand. If you don’t, Gilt-Leaf Palace comes into play tapped. T Add B or G to your mana pool.

The drawback on this one is particularly harsh, because it amounts to admitting you’re running Elves.

CardName: Howltooth Hollow
Cost:
Type: Land
Pow/Tgh: /
Rules Text: Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) T Add B to your mana pool. B, T You may play the removed card without paying its mana cost if each player has no cards in hand.

Instead of hiding the best card under here and never getting to play it, you can use this land to hide the worst card and you’ll never draw it! If you’re lucky, you might even see another one of these to remove from the game when you play it!

CardName: Secluded Glen
Cost:
Type: Land
Pow/Tgh: /
Rules Text: As Secluded Glen comes into play, you may reveal a Faerie card from your hand. If you don’t, Secluded Glen comes into play tapped. T Add U or B to your mana pool.

A lot of faeries have flash, so remember not to get overexcited and play your last faerie while this guy’s ability is still on the stack. That would be embarassing.

CardName: Vivid Marsh
Cost:
Type: Land
Pow/Tgh: /
Rules Text: Vivid Marsh comes into play tapped with two charge counters on it. T Add B to your mana pool. T, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.

If I am playing this card, it stands to reason I am playing black, so what is the point of the second ability? I am just going to pick black with it. I guess you are supposed to play it in a Power Conduit deck.

CardName: Wanderwine Hub
Cost:
Type: Land
Pow/Tgh: /
Rules Text: As Wanderwine Hub comes into play, you may reveal a Merfolk card from your hand. If you don’t, Wanderwine Hub comes into play tapped. T Add W or U to your mana pool.

Of course, if you’re running Merfolk, you probably have a million ways to untap this guy, so hey! Don’t sweat it.

Locus Cosecant, Aziraphale, The Previous Poster, Ridiculous Hat, Belarron, Satsuki, Suenteus Po, vandermonde, and Chlorophant contributed to this report.

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