Tuesday, October 4, 2016

Kaladesh Type 4 Review



Hello everybody and welcome to another Type 4 Set Review, this time featuring Kaladesh.  This one comes with a very interesting new mechanic that I’ll be testing to figure out the best use for.  So without further ado, let’s jump in!

Acrobatic Maneuver: This ability is pretty innocuous, and can be useless in some situations, but the fact that it’s card neutral and will often gain you value makes it something to consider.  Not an autoinclude by any stretch, but something worth looking at.

Cataclysmic Gearhulk: A decent body attached to a mini-cataclysm, this Gearhulk is probably one of the weaker ones for Type 4, but still can deliver some solid multiplayer removal.

Consulate Surveillance: Energy.  That’s the major mechanic of this set, and frankly, I’m flummoxed as to what to do with it.  Most of the energy cards make energy on their own, but not very much and those that use it we want to use a lot.  Take this card.  On its own, it prevents 2 sources of damage, which is playable in infinite stack, but few other places.  But with infinite energy, its stock rises appreciably, preventing damage left right and center.  I’m pretty sure I’ll be sticking to the finite energy train, but I feel that testing will be necessary. 

Fumigate: Another Wrath, and this one gains you some life.  Fine card.

Master Trinkteer: With infinite mana, this guy makes you infinite 1/1s.  Therefore, he belongs to a class of cards that go into the “infinite stack”.  Play that at your own risk.

Pressure Point: I said when this was originally printed that this was playable, and my opinion has not changed.  Quite a fine card for saving a good bit of life or tapping down a blocker.

Skywhaler’s Shot: Kills a largish creature, and gives you a scry 1.  Fine card.

Aethersquall Ancient: This guy makes energy in bulk, which is good because his ability is expensive and his body isn’t that impressive.  Probably playable with finite energy, and obviously rises with infinite energy (though you can’t bounce everything forever with the timing restriction)

Failed Inspection: Cancel with a bonus is all we need.  Filtering is always a welcome bonus.  Playable in most stacks.

Glimmer of Genius: Ignoring the energy, this is still better than inspiration, which I have played in the past.  Really better.  I’ll be jamming this card and will be happy when the energy comes up.

Insidious Will: This can do many things, and all of them are good.  Playable in basically every stack.

Metallurgic Summonings: Whew.  This is a card.  You first get a bunch of artifact dudes, then draw all the spells that got you to those dudes.  Looks like fun.

Paradoxical Outcome: This card looks pretty odd.  I guess it’s good anti-wrath, and drawing more cards never hurts.  I’ll be testing this.

Torrential Gearhulk: Now here’s a good man.  This Gearhulk plays a good mystic snake impression while offering way more options.  Sure, you need to have cast an instant before him, but that shouldn’t be an issue in most games.  Great card.

Demon of Dark Schemes: This guy is a good energy maker, and his ability that uses it is great.  He’s on the smaller side, and his etb is one time only, but I can see him doing really gross stuff.

Gonti, Lord of Luxury: A 2/3 deathtouch with a random spell.  Seems ok.

Noxious Gearhulk: A reasonable body with a sick etb trigger, and he’s relatively hard to block.  Not much to hate here.

Tidy Conclusion: Murder with occasional upside.  Seems fine.

Chandra, Torch of Defiance: If you pick one up for standard/other competitive formats, she’s not useless in Type 4.  Drawing a potential free spell is always good, 4 damage is something, and her ult can end a game fast.  That said, I’ll be trading her for the rest of the cards on this list.

Combustible Gearhulk: My pick for one of if not the best cards of the set.  A 6/6 with ancestral recall is busted in half, and if they choose to take the damage you might end up killing them.  Very often, drawing 3 will be the only thing they can let you do out of fear of death.

Fateful Showdown: Cards like this have been mediocre in the past, but the instant speed nature makes this slightly more interesting.  I’ll be trying it out.

Appetite for the Unnatural: It’s a naturalize with lifegain attached.  Reasonable card, though nothing exciting.

Dubious Challenge: This card is bizarre.  That said, it probably has a home in Type 4 if nowhere else, due to how powerful the creatures tend to be.  I’ll be staying away, but don’t let that discourage you.

Verdurous Gearhulk: It’s an 8/8 trample, which is dull but still powerful.  Plus, the 4 counters have effective haste if you put them on something else.

Wildest Dreams: Draw your graveyard? Don’t mind if I do.  Pretty powerful effect, so make sure your stack can handle it.

Rashmi, Eternities Crafter: This either casts you extra spells, breaking the core rule of the format, or it draws you cards.  Both are good.  I’m a fan.

Unlicensed Disintegration: Another Murder with potential upside.  And a cool name.

Aetherworks Marvel: This is the premier energy card of the set, and it’s pretty rad.  Free spells at instant speed is always good, and it generates energy fairly well on its own.  Playable either way you treat energy.

Metalwork Colossus: Just a big guy with some recursion attached.  Always fun cards, and they’re pretty dangerous too, though without any evasion this guy will rely on being the biggest around.


And that wraps up my review of Kaladesh.  Fairly disappointed by the lack of standout bombs, but there’s a few standout creatures that I’ll be happy to play, and a good smattering of powerful recursion in Metallurgic Summonings and Widest Dreams.  Hope you enjoyed, and see you next set (or earlier, given the new commander set, and Conspiracy 2 still needing reviews).