Friday, September 16, 2016

Eldritch Moon Set Review



Hello again, and welcome to the Eldritch Moon Type 4 Set Review!  Here, we will be looking at the cards from the latest core expansion set that fit into the infinite mana, 1 spell a turn stack.  Let’s jump right in!

Blessed Alliance: Cheap removal with some other abilities stapled on.  Nothing exciting, but a decent role-player in lower powered stacks

Collective Effort: The Escalate is pretty expensive here, as creatures are normally pretty good and tapping them is not the best, but getting a 2 for 1 with some possible power boost attached isn’t the worst of deals, and this screams for tokens to be involved somewhere.

Long Road Home: Essentially a counterspell for removal, this is a worse version of Otherworldly Journey (because splice onto arcane comes up one in a hundred games).  Still playable, though obviously weak.

Providence: Starting at 26 gives you an extra hit from an 8/8 before you die, and the fact that this was in your hand means you’ll get quite a bit longer before you kick it.  Interesting design, and I hope they revisit the leyline spell concept eventually.

Sanctifier of Souls: This guy is pretty cool, allowing you to trade in your yard for a potential alpha strike and a lot of creatures.  Best in creature heavy stacks, and obviously worse elsewhere.

Thalia’s Lancers: Once again, I have to mention I run 0 search cards in my stack because they take a while and can be really broken, but this one seems pretty fun.  Decent body too.  Try it out if you’re not opposed to the concept.

Coax from the Blind Eternities: I see 0 ways in which this can be both good and fun.  Either you don’t care that someone just grabbed 15 mana Emrakul, or you don’t want to give them that possibility.  I’ll be avoiding this.

Fortune’s Favor: Obviously worse than Fact or Fiction, but still fun, and I plan to mess with people endlessly with the 3 face up 1 face down split.

Identity Thief: Exiling stuff for a turn is nice, especially since this is a trigger on attack and thus hard to stop.  It gets even better when you get to abuse whatever you exiled.  Obviously slow, but seems fun.

Lunar Force: This is probably not even close to playable, but the concept of it is so interesting I feel the need to try it.  I can see people being unwilling to cast anything if their hand is full of good stuff, and if you can cast it with flash you’ll be able to protect your spell on your turn.  Obviously needs best-case scenario, but a pretty unique card.

Mind’s Dilation: The big enchantment bomb of the block, this will almost always get countered, much like Hedonist’s Trove and Lurking Predators before it, but when it resolves you’re on a highway to gravy town.  Playable in almost every stack.

Niblis of Frost: Very small body in our format for an attacking creature, but tapping stuff down seems interesting.  Probably not playable, but worth a look at.

Scour the Laboratory: A more expensive Jace’s Ingenuity, which was already playable, and cost doesn’t mean much.  Just be aware Parallectric Feedback will deal more to you if you cast this.

Summary Dismissal: While this is a pretty awesome counterspell, I can actually see picking about half a dozen others over it (there are a lot of real good counters).  That said, this is basically an autoinclude in your stack, unless you’re on a no counters theme or something weird.

Unsubstantiate: Relatively mediocre, but sometimes you just want to delay a spell rather than get rid of it outright (like a wrath of some sort).  This can also get rid of a dude for a short time.  Worth considering.

Dark Salvation: For the infinite stack, where X spells and firebreathing are commonplace, here’s a kill spell attacked to a wincon. 

Graf Harvest: Much like the spirit guy above, this makes the zombies you create harder to block and makes 2/2s instead of 1/1s to make up for the lack of another body.  If you only want to try one of these, stick to the white one, but this looks cool still.

Murder: Instant speed creature removal.  We play it, we’re meh with it, it still does its job.  Reprint if you didn’t have it already.

Rise from the Grave: I’m a fan of reanimator cards, and this is a super flavorful one.  Reprint, but with worse art imo (because rotting dragon is much more awesome).

Tree of Perdition: This looks pretty fun, though most likely not good.  Though it is pretty fun with cards that reduce toughness so you can get people real low (though not instakill, since they apparently changed that rule)

Bedlam Reveler: Getting a new (albeit small) hand can be pretty powerful late in the game.  Worth considering.

Collective Defiance: Ruin someone’s hand (or rebuild yours) and deal a little damage.  Seems fine.

Mirrorwing Dragon: Anything with Radiate tacked on has to be great.  This one only affect creatures that the casting player controls, which makes opponents less likely to kill it, while encouraging them to cast buffs on it so their team gets bigger.  Beware of token swarms and pump spells, or play them yourself.

Nahiri’s Wrath: No, this does not kill people.  Move along.

Grapple with the Past: Unexciting, but it’s instant speed regrowth for creatures, along with giving you better selection and possibly some other option with the mill 3.  Not terrible.

Ishkanah: This kills everyone in a pretty cool way (spiders!) but still kills everyone, so infinite stack only.

Springsage Ritual: Another Naturalize that gains life, perfectly playable.  You don’t want to overload your stack with these, but they’re a necessary component to make sure that stuff like Mind’s Dilation don’t run over everyone.

Ulvenwald Observer: Stuff dies in Type 4, a lot.  These things tend to be large.  This is a pretty good way to rebuild after a wrath for the aggro decks of the format, since those decks want to empty their hands fast.

Gisa and Geralf: How good these guys are depends on the number of zombies you have, which is likely to be low.  I’d only advise trying this if you do a draft of the entire stack at once so you can pick tons of zombies, and even then it’s only good in lower power stacks.

Ride Down: They think they’ve survived combat with a chump block (or even a real block) and you blow them out.  Real fun card, and can mess with combats you’re not even involved in.  Reprint.

Decimator of the Provinces: A fatty with the best abilities: trample, haste, and a way to cheat it out without costing a spell.  Great with tokens (obviously) and can really screw with your opponents due to the cast trigger.  Looks fun.

Distended Mindbender: This guy looks incredibly annoying to play against, you can really only counter him (since his trigger is cast so targeted removal will be gone from your hand too soon) but you still get wrecked.  Plus he can be free.  Looks good.

Elder Deep-Fiend: I love flash on big monsters (though this guy is smaller than most) and this does work to save your life and let you get in some damage.  Solid card.

Emrakul, the Promised End: Obviously a strong card, (but not gamebreaking like her previous incarnation) Emrakul lets you wreck someone real hard.  The real question is whether you destroy the board of the person whose turn you stole, or use them to weaken a third enemy, allowing their extra turn to finish off that opponent (and probably try to kill your 13/13 flying trample pro instants guy).  Definitely going to be fun.

Eternal Scourge: The last card to be played from exile was Misthollow Griffin.  This one is smaller but dodges spot removal for days.  Not sure how this is good, but it’s such an uncommon ability it probably has uses.

Mockery of Nature: Getting a naturalize with my 6/5 is a pretty nice deal.  Very playable.

Soul Separator: Now this is a card, getting 2 bodies with one having the abilities and the other having the combat power of the card.  This looks best used with utility dudes, as combat abilities look really bad on a 1/1 flier.  On my to-get list for sure.

Geier Reach Sanitarium: A Mikokoro that forces everyone to filter instead of straight drawing.  Still looks good, free card draw is free card draw,

And that wraps up the Eldritch Moon Type 4 set review!  Not much that really sticks out to me, but the good cards are good and will see play for a while to come.  If you think I missed something, let me know, and I’ll be back this coming week with Kaladesh, and maybe some Conspiracy 2!