Saturday, July 4, 2015

Origins Type 4 Review

Another set is out, and that means it’s time for a Type 4 review!  Normally core sets are full of reprints that aren’t super exciting to talk about (given the eternal nature of the format, you’re probably already playing most of the good ones), but let’s see if the last core set can switch things up.

Celestial Flare: We start off with a mediocre removal spell.  I’d only play this in a very combat heavy stack because otherwise it’s not very good.  It gets past indestructible and hexproof, but not much else.

Gideon’s Phalanx: Make a bunch of guys (8 power worth) and probably counter a wrath?  Seems pretty good.  Not the strongest of cards, but nice if you like to draft a creature heavy deck, and with anthems like Elesh Norn the 2/2s can turn into lethal threats.

Hallowed Moonlight: Stop the guy running some sort of graveyard shenanigan cold, and cantrip alongside it.  Nothing to really hate here besides the fact that it’s fairly narrow, but reanimating guys is pretty common.  Chainer comes to mind as a guy who is incredibly broken that you can hose hardcore.

Hixus, Prison Warden: Normally, I don’t want to have to remove creatures only after they’ve hit me.  However, he doesn’t target and exiles which is nice.  But on the other hand, he’s very fragile.  An intro pack rare, so don’t worry about how to pick him up.

Kytheon’s Irregulars: Taps the field, becomes a 5/4 yadayada.  Pretty dull but brings the hurt if your opponents can’t find a way to kill him (which they will).  Still worse than Crowd Favorites.

Sentinel of the Eternal Watch: If you play a pauper/common uncommon only stack (is this a thing?) this seems pretty good.  If not, there are better options.

Starfield of Nyx:  Enchantments are normally pretty awesome cards, so having a Debtor’s Knell for them seems fine.  Slow, but if you draft your deck right this can be very, very powerful.  The second ability is just gravy.

Tragic Arrogance: Doesn’t kill lands, which is sad.  Other than that, seems fine, fairly low power, but you get to choose which makes up for it a bit.

Alhammarret, High Arbiter: See something scary? Stop it for a few turns until they kill this guy or draw something worse.  Nothing to really see here, but he’s not trash all the time.

Bone to Ash: Reprint, worse than Overwhelming Intellect but that’s not necessarily a strike, given the power of that card.  Playable.

Day’s Undoing: The “End the turn” clause matters less when you only get one spell, and drawing a new 7 can really be a lifesaver, especially if you foster some goodwill among other players.  Definitely not a card I’d play in some stacks, but still an ok choice for most.

Displacement Wave: Bounce the field, unless you have the fattest fatty (cmc wise).  Being a sorcery hurts, but probably ok.

Mizzium Meddler: Counters targeted removal, probably does some other neat stuff but mainly around to protect your guys that matter.

Negate: Worse than Cancel, but still ok.

Psychic Rebuttal: With Spell mastery, this goes from trash to insane.  Note you still don’t get to steal an Urza’s Rage, as you need to counter the spell to get the copy.

Sphinx’s Tutelage:  Just a warning, do not play this card unless you enjoy the Infinite stack of firebreathers and fireballs.  This is just as dangerous as those, even more so at times.  A friend of mine once had compulsion in his stack, and it was removed immediately when he realized how broken it was.

Talent of the Telepath: “your spells are better than mine, share”.  Once again, getting spell mastery makes this much much better, and doing so isn’t particularly hard in this format.

Willbreaker: I don’t know what this guy is good with (besides in my experiment Kraj EDH) but I’m certain she will do some disgusting stuff.  Free mind control seems insane.

Cruel revival: Don’t need a zombie to get this doing stuff, but with one it’s pretty nice.  Removal remains removal, and every stack needs it.

Dark Dabbling: It cantrips, so it can’t be all bad.  Try it out sometime if you have a non-super- busted stack

Dark Petition: It’s demonic/diabolic tutor.  I don’t like searching decks but if you do go nuts.

Demonic Pact: for the lulz.  But seriously, it has some very powerful abilities.  If you know for a fact that you can kill it, go nuts in your deck.

Gilt-Leaf Winnower: The amount of dudes with the same P/T is pretty high, so this guy will often be worse than Dark Hatchling, which is a terrible card.  Play at your own risk.

Kothophed, Soul Hoarder: With great power… Drawing a ton of cards is very good, but make sure you have the life to lose.  Also watch out for infinite death combos, as they tend to kill you with this out.

Revanant: It’s a flying goyf.  If that’s your jam go for it, if not (like me) pass.

Tainted Remedy: What Rain of Gore wishes he was.  Not good unless you have a lot of ways to gain life that you want to counter, but at least it screws over lifelink.

Unholy Hunger: Murder with an upside is all I need for my removal spells to be acceptable playables.

Abbot of Keral Keep: Free 2/1 with the top card of your deck.  Much worse than the morph guy from Khans, but not atrocious.

Avaricious Dragon: DO NOT PLAY THIS.  Seriously, having no cards on your opponents' turns is just asking to lose.  It’s not even a scary body, this gets you nowhere you want to be.

Chandra’s Ignition: Do this to a big lifelink creature, and watch the world burn as your life sits high and mighty.  Fine card.

Animist’s Awakening: Get all the busted utility lands in play.  I don’t like tutors so this will stay out (just takes too long) but if you do it seems fair enough.

Evolutionary Leap: Unlike survival, it doesn’t let you dump all your guys in the yard, which makes it much fairer.  Still seems pretty sweet with tokens.

Gaea’s Revenge: Reprint at lower rarity.  Pick one up, it’s a big green fatty that looks fun to hit people with.

Managorger Hydra: Probably not good enough, but I totally want to play a naya deck with this, the White dragon from Dragons of Tarkir and Taurean Mauler.  Counts your spells too.

Nissa’s Revelation: This is big game.  Drawing anything less than 4 with this should be pretty rare, and 6-8 should be the norm.  Unless you hate creatures, this is good.

Outland Colossus: A big guy that gets bigger.  Not much to write home about, but kinda cool.

The Great Aurora: Doesn’t reset life, but this is just another reset button that puts cards into the library instead of exile, hand, or graveyard.  Do note, this is real good/bad for you with tokens.

Woodland Bellower: Finds your Eternal Witness.  Also finds other stuff I guess.  Nothing exciting, unlike in competitive formats.

Alhammarret’s Archive: A big mana artifact that does nothing when it comes into play, this promises massive rewards if you can land a card draw spell of any sort.  Inspiration becomes Opportunity, Jace’s Ingenuity becomes a draw 6.  Most likely, people will be very scared of this at first and it can be a great target for baiting removal or counters. 

Mage-Ring Responder: A 7/7 vigilance that blasts dudes for 7 when he attacks.  If you’ve got a generic fatty, just swap it out, this guy looks sweet.

Orbs of Warding: Hexproof plus a little bit of life protection, really neuters most token swarms.  Seems fine.

Pyromancer’s Goggles: This is an odd one.  A mana rock (normally useless in Type 4) that can fork red spells.  Fun with Urza’s Rage to be sure, but unclear how good it is in the real.  Try it out.

Rogue’s Passage: A card I’ve never been unhappy to have, can ensure you get a good amount of damage through.


And that wraps it up!  Nothing on the level of the past few sets, but we can’t always get 3 new counterspell morphs along with god tier fat in every set.  Enjoy the prerelease!