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CasualNation #1: Casual Overview of Scars of Mirrodin

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Abe SargentHello Nation! My name is Abe Sargent, and I have the fortune of being hired to be a columnist for ManaNation! I've written for Pojo.com, StarCityGames, www.wizkidsgames.com, Scrye magazine and Beckett's Magic Magazine. I feel honored to be able to write for ManaNation as the next stage in my Magic journey.

For those who may not know me, I have spent most of my Magic career as an enthusiast for the casual side of the game. I love tournaments, and I play in them regularly (including as recently as the Scars of Mirrodin prerelease). However, I feel that Magic's true heart lies in the casual pickup game, or the game night at a friend's house.

I recently used the analogy that Magic is a tie that connects us all together in one community. Whether someone is a developer or a player or a writer, casual or tournament, rogue or netdeck, budget or unlimited; we are all Magic players. There is a tether that binds all of us together in a way that a normal game does not. I really enjoy playing video games and tabletop wargames and such. However, at the end of the day, Magic is the game that makes us who we are. It is the game that eliminates all of our differences. Each Magic player is your friend already, you just haven't met them all yet.

That is what makes Magic tick. Now, it's a game, so I try to win every time I play. But it's more than any game, and I think that's why we all play it. That's why we all read about it. That's why some of us write about it. It is a part of who we are. Just as the state I was raised in, my personality type, and my educational background are parts of me, so too is Magic.

Welcome to my Tuesday column! Grab a chair, and sit a spell. You can expect me to write about all corners of casual Magic – alternate formats, different ways of playing Magic, duels, multiplayer, online, offline, and more. You will find strategy and decks in my articles. Expect lots of decks. I am a deck building fiend. I also love to hear comments from you, and I take every one to heart.

Today's article is a casual overview of every card from Scars of Mirrodin. I will be looking at each card, and then giving you my opinion of it in casual. However, if I think it won't have much of an impact at all, then I'll just skip it. You can expect me to hit all of the cards, from great tools in your toolbox to multiplayer hits, to cards that will slide into casual decks or formats you may already be interested in. So, without further ado, let's get started!

White

Auriok Edgewright – It seems like double strike is getting easier and easier to get these days. Remember the time of cards like Ridgetop Raptor, when you had to pay four mana for a 2/1 double strike? I join those that think metalcraft won't be that hard to reliably get early, making this a strong card. Even with a poor draw, this is still a 2/2 for WW with the hope of being a lot more later. That's not shabby at all.

Dispense JusticeWing Shards is a classic White control card. It has the potential to devastate an opponent. This is both better and worse. It's better because with metalcraft, it is always a two for one, and you never have to worry about just firing it off without a storm backup. Of course, without metalcraft, it's just an Edict. Wing Shards has the potential to be a lot more than 2, but it's harder to get it to that point. Plus Wing Shards is a bit harder to cast with a double White entry point. Dispense Justice slides into decks with more than one color, or a heavy amount of colorless mana (such as an artifact deck, which you may see a lot of soon). White always has great creature removal, and this adds another strong entry to your tools.

Elspeth Tirel – I love her abilities for casual play. Her ultimate is game changing, and she can make many creatures while giving you lots of life. If you just alternate her life gain and creature production every other turn, then you will be making an average of one 1/1 per turn and jacking your life total up as well. That's a pretty good average. In multiplayer, Planeswalkers are both stronger and weaker, in various ways. I think that she'll stack up quite well. Her first ability isn't that great, her second isn't either. Her ultimate is what will scare people, but even a basic sweeping effect won't be enough to bring the heat against her in some metagames. I've regularly seen other effects sit on the board for a while, with the threat of eventually clearing it (such as Plague Boiler, Magus of the Disk and Nevinyrral's Disk). That makes Elspeth 2.0 quite a powerful tool at the multiplayer table, in addition to the power she has in duels.

Glint Hawk – This card reminds me a lot of Skyshroud Condor. It's a cheap to play Wind Drake, but with a serious limitation. Of course, Glint Hawk is much easier to turn into a plus. We've already seen recommendations about bouncing Trigons with counters lost and such. You could play it to reuse things like Serrated Arrows, Infused Arrows, Baton of Courage, Serrated Biskelion or Pentad Prism. You can reuse an Enter The Battlefield trigger on an artifact creature (such as Pilgrim's Eye or Sanctum Gargoyle). There's a lot of value here. You could consider it a sort of Rogue Elephant with an artifact land on the first turn, or return and replay a zero casting cost artifact such as the awesome Memnite. Even if all you do is bounce and replay Elsewhere Flask, I think that's pretty cool. Note that this is a common for those formats that care about commonality.

Indomitable Archangel – Even as a 4/4 flyer for four mana is dismissed in the competitive world, we know it is awesome in casual town. A lot of competitive players have been amazed at how Conundrum Sphinx went underplayed, but remember that Moroii went underplayed in Ravnica block for competitive decks. 4/4 flying for 4 mana is awesome, and you'll never go wrong. This one can protect your artifacts, but only if you have a few out already. It doesn't want to bother otherwise. This seems like the easiest metalcraft to get. If you want the protection ability, then you probably already have a lot of artifacts anyway. I think this is great in decks that want to protect key cards, and want to mug up the air with efficient creatures that can also serve for 4 when called upon.

Leonin Arbiter – Slowing people down with their tutoring is admirable, but this is not Aven Mindcensor with its virtual shutting off of tutoring (including your own, yuck). This is more aggressive as a Grizzly Bear, but more easily avoided. In duels, slowing them down is great. In multiplayer, you piss them off and make yourself a target without winning. That's never a good thing. Thus, this looks to be much better in duels.

Razor Hippogriff – It's a bit expensive for a simple Reconstruction ETB effect. However, there are going to be decks that absolutely covet it, so remember this guy for your tool chest.

Revoke Existence – Except for the whole sorcery vs instant thing, this is a major upgrade to Disenchant. It's another great addition to your stash of deck building stock. Because it's common, it is another great card for casual formats that emphasize commonality, like Peasant and Pauper.

Sunblast Angel – This is my favorite card from the set for multiplayer. It's mass removal that will never hit your creatures. (Barring a Twiddle or an Icy Manipulator or something). It will take out those creatures around the table that people have been attacking with. Play it, sweep the problems, and you have not hurt your board position one iota, ever. Now, it may not be reliable at taking down every problem - like an indestructible creature, or utility creatures or untapped defensive creatures you want to swing through or vigilance creatures. There are so many creatures that aren't in these categories, that you'll be fine. Plus, you still get a very pertinent 4/5 flyer. It's a great card.

Blue

Argent Sphinx – Remember this card when looking for a Blue flyer that can protect itself for an artifact deck. Cards like Rainbow Efreet and Morphling protected themselves. They were often the only Blue creatures in a control heavy deck, and you can do the same with this guy.

Dissipation Field – I have mega high hopes for this card in multiplayer, where it may be a Blue No Mercy. If you have out one of these, opponents will often choose to attack elsewhere rather than have their attacking creature killed. That's not always the case – perhaps they want to bounce a creature to replay it and have it on defense, or they want to abuse an ETB card, or save it from the Wrath of God they are about to play. Because of these and other scenarios, it's not as good as a No Mercy, but this is as close as Blue will ever come, and I think it's quite powerful on its own merit.

Grand Architect – What kind of Magic player are you? Do you like hoarding a lot of deck stock so that you can build bunches of different decks? Do you just play tournament Magic, and keep only the cards for it? Do you just have a few casual decks and a small collection? This is a card with obvious value for two specific types of deck, and that's it (aggro I suppose, and artifact/Blue). Do you have one of these decks? Do you just want to keep these cards and similar ones for when you'll want them? If so, grab these. Otherwise, pass cards like this by.

Plated Seastrider – I love cheap defensive creatures that can mug up the red zone, and keep you protected until assemble that combo or establish control. Drop this on turn two and it will be a few turns before your opponent punches through. Even if it absorbs a Lightning Bolt after blocking an attacker the following turn, it was worth it. These will be cheap to acquire, and easy to add to Blue decks. Obviously, the double Blue prevents them from being in any deck but a mono-Blue one. They can attack in a pinch, so the Seastiders have some value to nip in for damage when needed.

Quicksilver Gargantuan – This is a subtle and interesting card. (By subtle, I mean with its interactions, obviously not with its size.) You can mimic many creatures, and there are some great ones to look at. Everything from Murderous Redcap and Abyssal Hunter to Spikeshot Goblin and several similar cards in this very set. Small guys like Rabble-Rouser, Old Man of the Sea, Jagged-Scar Archers and Skarrgan Pit-Skulk also have value on a 7/7 body. Infect also works very nicely with this guy. With a lot of uses, I'm sure you can find a deck in here somewhere.

Black

Carnifex Demon – This looks like it is straight out of Shadowoor or Eventide. It comes into play with -1/-1 counters and then you can remove those to do stuff. I think someone fell in love with -1/-1 counters at WotC. I'm not sure who, but it's definitely there.

Exsanguinate – This is a great way to gain a bunch of life and kill a bunch of people in multiplayer. This may instantly become the best X spell in multiplayer ever. It's obviously not as efficient as cards like Blood Tithe and Syphon Soul. However, the ability to drain everyone of 8 or 10 life while pumping your own an even larger number? That strikes me as devastating.

Geth, Lord of the Vault – You know that any opponent you have is likely to have creatures or artifacts. That means some will make their way to their owner's graveyard. You can bring them to your side with Geth, while also getting a 5/5 intimidate creature who can muscle the board around. Obviously, building around Geth is harder, because you cannot control what great stuff your opponent will be playing, and what will make it to the graveyard. However, Geth can slide into more decks because there should always be something appetizing. He also mills cards into the graveyard to make more fodder for his ability. I expect him to have an impact, although not one on the level of Sunblast Angel.

Memoricide – We already had this card once, and the value on this one is nowhere near as close as the first time around with Cranial Extraction. Tournaments and the surrounding sets are much different than when the Extraction saw heavy play. This means casual players can acquire this tool for pretty cheap this go around.

Necrotic Ooze – One of the things I love about this card is how it screams Build Around Me to players. The more graveyards, the better this card is, so it scales in power very quickly in multiplayer. If you play that regularly, then this is a great acquisition for your decks. Otherwise, you can easily build around with cards like Fauna Shaman all the way back to stuff like Morality Shift and going back further to Tolarian Serpent.

Painful Quandary – Cards like this cost way too much, get you killed, and all without giving you much power. They are Must Avoid cards, because they force opponents to kill you. Some cards force opponents to kill you, but at least take you a long way to winning. This is not one of them.

Skinrender – As far as useful bodies that can help control or aggro out, this is pretty strong. It can kill threats or clear paths while swinging with equal aplomb. This is a great card to add to decks to increase your creature count while not steering clear of removal.

Skithiryx, the Blight Dragon – When you have four sexy abilities, all of which are useful, then you get a card with some value in casual land. Ideally, you'll play it at 8 mana, keeping back haste and regeneration mana. Of course, you can always play it a bit sooner if you need to. It doesn't take many hits of this guy to kill off people. I suspect this will make the cut into some of my multiplayer decks, but it's a bit on the expensive side for duel decks, barring cards like Cabal Coffers helping out. Plus, in a Coffers deck, I think there are better threats to run.

Red

Furnace Celebration – If you know my work from other sites, then you know my long held love for Goblin Bombardment and similar effects. This is a great adjunct for these cards. Since you are sacrificing a creature to Blasting Station or Magmaw anyway, why not get in an extra 2 damage?

Hoard-Smelter Dragon – I think Wotc should get a pat on the back for printing another unique and interesting dragon in Red. So many of these are variations of firebreathing or shooting creatures/players with Red mana. This blows up artifacts, and then firebreathes with it. It uses the base ability you expect on a dragon, but in a completely different and very useful, way. I view this card contributing about as highly as I rate Fireblast Dragon. Card advantage is always good in a non-Blue color, destroying problems rocks, making a bigger attacker is nice, and knowing artifacts are about to get a huge jump in number played makes this pretty strong. Plus you don't have to attack to use it, unlike Fireblast Dragon. It's not as scalable, doesn't hit players, and can't kill creatures, just artifacts (and artifact creatures). Its value is a little less, but still quite high to my mind.

Koth of the Hammer – Red has gotten the suck side of Planeswalkers. With its two mono-Red ones printed previously, the Chandras, the power wasn't there. However, now it gets a major shot to the arm with a four drop finally worth playing. Red aggro decks are often missing a great four drop on the level of its 1-3 drops, but that is no longer the case. Koth will make your aggro Red decks sing. Note that in multiplayer, the first ability drops in value, but the other two jettison, so I'd rate this highly there as well.

Kuldotha Phoenix – In duels, a 4/4 flyer for 5 mana in Red is pretty respectable. In multiplayer, getting creatures back from the inevitable mass removal is also pretty respectable. It seems to me that this has value in both.

Molten Psyche – Outside of the rare Wheel of Fortune and Winds of Change, Red doesn't normally get anything close to hand manipulation. This is a great Winds of Change for everyone, and your opponents take damage for playing. It's a great card and one that allows you to get a new hand. I wish it replaced itself like Flux does. Still, it's a valuable tool in a color that needs it.

Oxidda Scrapmelter – Fresh on the heels of Manic Vandal, a 2/2 ETB destroy an artifact creature for 3 mana is a 3/3 with the same ability for 4 mana. That seems pretty lame as far as repeating abilities go. Couldn't we have found a different way to hose artifacts for one or the other?

Green

Acid Web Spider – We already have a large amount of useful pieces of equipment, and Scars adds even more. Enough are seeing play that we have hit the magic number. You can expect to see them with a lot of regularity. That makes this little number pretty hot. It's not just a pertinent reach creature and yet another spider, but it also destroys one of those equipment cards.

Asceticism – One of the ways you win in multiplayer is by sending opponents elsewhere. This does that very well. Targeted creature removal hits other players, and you can regenerate your guys from combat damage or Day of Judgment. This is easily one of my top 5 favorite cards from the set. It's exactly as useful as you think it will be.

Engulfing Slagwurm – The bad thing is that it is yet another stupid Green creature without trample or any sort of evasion. The good thing is that it will kill those blockers, however. It can get through Cho-Manno or a Protection from Green creature. I would have loved to have seen this with vigilance, so it could attack and chomp creatures (you gain life) and stay back to block and chomp creatures (and you gain life).

Ezuri, Renegade Leader –There are a lot of these little lords here and there that have been released recently for really cheap. I'd suggest picking them up before tribal becomes hot again. In every casual group, tribal decks are hot, and you might want to grab your tools now, because you might not be able to trade for them later.

Genesis Wave – This is my second favorite card of the set. Ah, Genesis Wave, how do I love you. Let me count the ways. You put lands into play. You put Planeswalkers, artifacts, enchantments and creatures into play. You give me an offense when I have none. You give me a defense when I have none. You allow my deck to explode in one turn. Since all of the cards in my deck are those I want to play, you amp my power level up significantly. Though you cost three Green to play, I will commit to you, and play you, and my opponents will know fear.

Liege of the Tangle – Despite the fact that it makes all of your lands 8/8 creatures, it comes with a problem. The problem is namely that it makes all of your lands creatures after the combat. That means your opponent(s) get to do something before you can attack again. If that something rhymes with "rass memoval," then you are going to be in a severely losing position. The more players you face, the more likely you are to get hit with anything from Damnation and Retribution of the Meek to Evacuation.

Putrefax – Here's a bit of irony for you – if Putrefax didn't have infect, I think it would be better. I still see a ton of cards like Yavimaya Ants and Groundbreaker and Timbermare get played. People like the efficient Green hasties. If it didn't have infect, it would slide right in. It still is solid to build around, but it lacks the ability to slide in beside those baddies of Green.

Multicolored and Artifacts

Venser, the Sojourner – Hey, I like blinking stuff as much as the next person, so the first ability is saucy. The second ability is a bit crazy on the Planeswalker. Making your creatures unblockable is relatively useless on a five mana Planeswalker. That's not to say you won't ever use it, just that you are very unlikely to. I have played Order/Chaos for years and years in many decks, and I've used the Chaos half around 5 times. It's nice to have the option, but in reality, you just don't use it. The third ability is nice, but underpowered. That means you are more likely to get it off in multiplayer at least. I much prefer Koth, in terms of power level and usefulness. There is a place for Venser in decks, just not in that many.

Argentum Armor – Except for the "Attack and Vindicate Someone" ability, this is pretty tame. You are going to +6/+6 someone for 12 mana if you do it the old fashioned way. Of course, cards like Stonehewer Giant help with that.

Clone Shell – With a little deck manipulation, you can use this to imprint something very big – like an Eldrazi or a Darksteel Colossus (DSC). Then kill this, and put your big bad in play and ready to smash face! With a little acceleration, you can easily get this out turn 4, and with a decently stocked deck, and a card like Sensei's Divining Top or Sylvan Library or even better Scroll Rack, you will know when to Clone Shell to get a huge creature.

Contagion Engine – Johnny, get ready to start your engine…

Culling Dais – When a creature dies, toss it on this. When you have several counters and want to draw a card, pop it and draw some. Creatures die all of the time anyway, so it's basically just free cards. Keep one mana open always, so you can sacrifice it in response to removal, to draw what you already have.

Darksteel Sentinel – I think this is a grand card. It's not too sexy, and people will attack elsewhere. It survives mass removal. It blocks all day and all night. Plus, you can flash it out when it's needed, without being forced to overcommit. With vigilance, you can occasionally nip over for three damage without sacrificing your board position. This is an absolute house in multiplayer. I don't rate it highly for duels though.

Etched Champion – While it's not bad, I think Darksteel Sentinel is a lot better. Sure, you are going to toss this into artifact decks to get a solid blocker/attacker. It's unblockable except by Eldrazi and artifact creatures. There are going to be an awful lot of the latter running around, and we still have a lot of the former seeing play as well. Check back to this in a couple of years, and it will be a lot better (much like Guardian of the Guildpact got better with age (until Alara Block)).

Golem Foundry – One of the few commons in this set of any note at all, this slides easily into artifact decks. It's simple to build around in formats that rely on commonality (Peasant and Pauper, for example). It's a solid tool for your toolbox, because the counters just come off to make the 3/3 golem, but the Foundry keeps on ticking for more counters and to make more 3/3s.

Horizon Spellbomb – I think this is strong, and by far the best Spellbomb in the group, to my mind. It is a bit more expensive than a Wanderer's Twig to activate, but you can draw a card off of it if you are playing Green. I like it a lot for a lot of uses, especially for smoothing mana in a multicolor deck that includes Green, but may not want to emphasize it just to play land search spells.

Kuldotha Forgemaster – Despite rumors to the contrary, this is not a great card. First of all, it's a creature, and more than that, an artifact creature. It dies to artifact removal and creature removal – and that stuff is in a lot of people's decks. It takes one full turn on the board before it can be tapped, and then it trades three artifacts for one in play. Even if you get a nasty DSC, it probably won't be worth it in the long run. Your artifact needs to come with an "I Win Now" clause (such as in an artifact heavy combo deck). That's about it for usefulness.

Lux Cannon – Ho hum. Boring. It takes too long unless you combine it with something. I'd rather jump through hoops for Legacy Weapon. Move along.

Memnite – People love playing creatures for no mana, such as Ornithopters and Kobolds. Now you can get a creature that has power. Think about that. It actually can attack and kill people! I wouldn't be surprised to see hordes of these get played.

Molten-Tail Masticore – Sometimes it seems like every set has some overhyped card. My guess is that either this, or Venser, will be this set's. Unlike the first Masticore, this does not give you options for card advantage. The first could clear off a bunch of creatures. This requires the discard of a card to kill something. That means, in addition to the upkeep cost of a discard, it requires a discard to kill stuff – that's not a good formula for success at any level or in any format.

Mox Opal – What can I say about this that hasn't been said already? I could say "It sucks," no one has said that. Of course, it's not true, but at least no one has said it. It is, in fact, the exact opposite of sucks, which I guess would be rocks.

Myr Reservoir – Can you imagine how awesome this would have been as a Tribal Artifact – Myr? Someone in WotC has a real love for Myr and they really pushed them in this set.

Nihil Spellbomb – I only think this and the Horizon one are playable in this cycle (maybe if you stretch it, the Origin one would be okay too). The rest are very "Feh." This is just as good as stuff like Tormod's Crypt and other options, while also giving Black players a chance to draw a card.

Palladium Myr – I really adore this card, probably more than most. I think if you try out this uncommon, you will be pleasantly surprised. It fits into many decks, it accelerates you by two mana, it swings for 2, it stops smaller creatures from attacking you – I really like it a lot. I think this is a sleeper hit from this set.

Perilous Myr – Getting non-Red decks a guaranteed two damage is a great way to mug up the ground for a while. I also like the fact that it is common, and can add something to Pauper et all.

Platinum Emperion - For an investment of eight mana, you get an 8/8 creature with one simple ability. While it is reminiscent of Platinum Angel, this one is a lot better. One of the problems with cards that keep you from dying is that they always get you really close (or over the edge). Worship takes you to one life. Platinum Angel lets your life total hang at -3. However, this guy prevents your life total from moving at all. You take none from a Hurricane or a Fireball or an attacking horde of creatures. Then, when it dies, you are still at the same place you were before you cast it. Of course, this won't stop you losing to an alternate win condition, or to poison counters, or to being decked. However, for the normal losses (life loss) this is a lot better than Platinum Angel.

Prototype Portal – Yet another entry in the "Imprint, then make Clones," ability. This time it makes copies of an artifact. It's a bit by-the-numbers for my taste, but it should prove valuable to players of mono-brown decks. (Mono-Grey I suppose is a better term today).

Ratchet BombPowder Keg is awesome, and this variant should prove similarly useful. The cards that just take out one casting cost are great scalpels. There is almost always a casting cost that doesn't hurt you, and nails your opponent. You can swing the board position significantly to your favor. Ratchet Bomb takes advantage of the mana curve and decks that care about it.

Steel Hellkite – This is a fine creature to play and abuse. The only problem is that you have to hit someone to go off, like an Invasion or Planeshift dragon. Take solace with the fact that it breathes fire (awkwardly, but it does do it).

Strata Scythe - This equipment is obviously better in a mono-colored deck with the same basic land type over and over again. In these decks, this is quite powerful tool. Not only will it pump your creature from your lands, but any opposing lands add to its count as well. There is every chance that if you use this in a Green deck or a Black deck, that your foe may be using Forests or Swamps too. For three mana to play, and three to equip, I think this is a very powerful piece of equipment. It seems like it outclasses previous cards like Nightmare Lash or the size of an Empyrial Plate.

Sword of Body and Mind – Of all of the combination of pairs of protection, Pro Blue and Pro Green may be the weakest. What would they do to the equipped creature? Bounce it? Psionic Blast? Hornet Sting your guy? Wing Snare? Maybe a Shrink? What about enchantments? The green half sucks there, but the Blue half is actually okay. It could protect from a Control Magic that got moved to your creature. In terms of preventing damage, I'd much rather want Red and Black, the colors that deal mass damage. In terms of swinging through unblocked, getting in hits is always nice and all, plus Blue regularly tries not to get hit. Now, let's move to the other abilities of the Sword. Making a 2/2 token is great. Milling 10, not so much, and they don't have much in common. Fire and Ice could shoot down something and draw you a card. That was double card advantage. These don't play well together. Why would I want a 2/2 and milling at the same time? What deck is that? Only a dedicated mill deck wants the latter ability.

Trigon of Infestation – It's really sad that none of the Trigons cost three mana. Did you note that two cost two mana (and both are weaker in terms of ability), two cost four mana (and have solid but unspectacular abilities), and one costs five (and has the best ability by far). This one can make 1/1 creatures, so it contributes to the board, but it's slow. It's no Mobilization.

Trigon of Thought – This is great card drawing for non-Blue decks. It's expensive to play, but cheap to use once it's down. I'm sure you can find a deck here or there that would benefit from one.

Venser's Journal – This is my third favorite card in the set. At first, you just think that it's a Library of Leng and Ivory Tower combined. It does play similarly. What once took two cards now takes just one. However, the life gain is equal to your cards in hand, not your cards in hand minus 4. That's a big change. In just a few turns, your life total will be heading north of the Arctic Circle. It does ask to be removed, due to the annoyance of massive life gain. However, it's in line behind cards like Mind's Eye and Mirari's Wake. Therefore, there is a decent chance that it may stick around long enough to change the game.

Wurmcoil Engine – Having cards that survive mass removal is great, and this survives one bout of removal. It's an artifact Penumbra creature that spits in half instead of keeping it together post-death. There are a lot of people who are complimenting the design on this one. Good job WotC!

Lands

Blackcleave Cliffs and friends – They are not bad. The only ones I think are really useful are the Blue ones for decks that want counter magic up at all times. Otherwise, I think aggro has other options; but they still aren't bad at all. The thing I like about all of these very useful sets of land that make multiple colors is that a casual player, who may not always get a player's set of every duel land, should still have enough to make a casual deck. It might have something like: 1 Sunpetal Grove, 2 Brushlands, 3 Selesnya Sanctuary, 1 Graypelt Refuge and 2 Elfhame Palaces. It'll work though, and that's what matters. These lands work too.

Glimmerpost – When Scapeshift first heard this card was going it get printed, I hear that it literally bruised its right corner after a failed attempt to jump in the air caused it to fall due to a lack of legs. It later twittered that rumors of its inability to be played due to its injury was "premature."

Whew! That's a lot of cards. (That's a lot of words). Alright, we come to the inclusion of my first article for ManaNation. I remember when everybody bought every #1 comic that debuted in the 80s and 90s, just in case in was worth money someday. I doubt a print out of this will be worth money someday (but you never know…).

We'll catch you next week with a few decks inspired by Scars of Mirrodin cards.

See you next week,

Abe Sargent

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