The next installment in the 'from the vault' series promises to please even the most original of MTG gangsters. Exiled will include 15 cards that have been either banned or restricted in past sets. Many of these cards were banned at the time due to a ridiculous combo or simply being too powerful even on its own. The resurrection of some of these cards shows just how much more powerful newer spells have become.
While the complete cardlist has not yet been released we have been given several clues. The cards will be taken from the list of previously banned cards not including reserved cards. This narrows the list down to about 100. There are also other things we can deduce here. I will assume that they will not include cards that are only banned because they were part of a convoluted combo such as Arcbound Ravager. They'll also avoid cards that are still legal and were just released in 10th edition such as Underworld Dreams or Hurkyl's Recall. Look for cards spread fairly evenly over all of the colors (save black that simply dominates the banned card list). I'm predicting about 2 of each color, 2 artifacts and a couple of lands. We can also probably rule out cards that are extremely common, refer to "ante", are only effective in complete playsets or are otherwise uninteresting.
Keeping all of this in mind really narrows down the choices. There are about 25 cards that still fit this criteria. I have chosen the 15 cards that I believe will be included in the new set.
Balance - The power here is undeniable but realistically it is merely leveling the battlefield. A great way to stop a rush but white already has several obvious ways to do that.
Gifts Ungiven - The idea of putting cards into piles and letting your opponent choose one for you is a great concept and captures the blue wizard identity fully. Grabbing different named cards might be difficult in some decks to get what you want. But you're paying 4 (essentially losing a turn) and losing 2 good cards to the graveyard. The drawback and opponent participation makes the card both worth it and fair.
Black Vise - Similar to Ivory tower in that players who are keeping cards in their hand are not actively winning the game. Put spells in your decks because you can't wait to play them. Not to "wait and see".
Land Tax -While the price certainly is right, the art is very wrong. Guaranteeing that you and your opponent will have about the same land out is basically the function of this card. It can also be comboed with other cards for a devastating effect. But I don't see it being overly powerful. If you're trying to get a crazy land strategy going by turn 3 or 4 a rush deck could completely wipe you out and they wont need land to do it. Bring it back Wizards, if only to get that hideous art updated.
Gauntlet of Might - Multicolored cards and pricey rainbow lands are the latest fad and basic mountains are found few and far between. Tournament players probably won't blink twice at this card but casual players are sure to see the value here. A very powerful card to get on turn 4 but less effective after that. If you're not planning on killing your opponent by turn 5 or 6 in your red burn deck you should rethink your strategy.
Doomsday - Such an interesting prospect. Could I defeat my opponent in 5 turns if I could pick my next five draws? Its kindof a toss up because you never know whats going to get countered or otherwise foiled by your opponent. I love cards that lay it all out there, do or die.
Necropotence - A powerful black draw card that perfectly embodies black's lust for power. I'd consider this the most powerful card to potentially be released in the set. If this lands on turn 3 or 4 and black gets another turn with 7 cards and now 6 mana.. its probably over. They can now heal, deal direct damage, put out a great little creature and take care of any creatures you might have left at the easy price of 3 life. Never do I feel as powerful as I do with a full hand of black (or possibly blue) cards in the late game.
Ivory Tower - Players mulligan down to 5 or 6 cards nowadays. They're also throwing spells around like hot potatoes and rarely have more than 3 cards. Hoarding spells and gaining life for each one works in multiplayer but in competitive play you should be using your spells.
Lotus Petal - While I don't think we'll see too many mana generating cards in the set due to their inherently low "wow" factor, any card with "lotus" in the title deserves a second chance.
Mind Twist - Having your opponent discard a card for one or two mana is standard fare these days. The prospect of discarding random cards (that could be land) is probably why this card was banned in the first place but cards like thoughtsieze are arguably more powerful. Mind Twist has great flavor and screams black.
Regrowth - Returning cards from your graveyard to your hand is certainly nothing new. If I can bring a creature back to my hand for one mana and artifacts for zero why not let me pick anything for two? Whats the worst that could happen in green?
Berserk - Probably the best creature pump card ever created. But with all of the simple/cheap creature destruction and creature thwarting available these days the card isn't necessarily a banned card in my book.
Sol Ring - Believe it or not, there have been more powerful mana acceleration cards out there. The idea of producing 4 mana on turn 2 isn't anything too uncommon. A mediocre card to get mid game and a useless card late.
Hypnotic Specter - The ONLY card I believe wizards will revive from 10th. The new art is ready to be foiled and the card will be welcomed by all.
Feel free to comment with your own lists, and be sure to check back after the full card list is spoiled to compare!
Update: Check out our From the Vault: Exiled Spoiler and preview page!