Monday, 29 May 2017

Amonkhet White





We're going to start our set review for Amonkhet and today its the turn of all the white cards. So lets get stuck in with our first card...


Angel Of Sanctions

The first of many cards to be seen from Amonkhet gives you quite a bang for your buck. In this angel you're getting a three powered flyer and a removal spell which can be invaluable in the late game to really swing the tide, but it also showcases one of the new mechanics in Amonkhet, Embalm. Embalming a creature allows you to exile it from your graveyard, putting a token copy into play and thus getting Angle of Sanction's enter the battlefield ability again. So after you've used your angel to remove a threat, maybe get some damage in and had it dealt with, for 5w you can do it all again. Think as Embalm as the gift that keeps on giving and expect to see this angel in constructed play as it hits the top end of a weenie curve very nicely and fits even better into a control deck.

Anointed Procession

Remember Doubling Season? Remember how good that card became in casual formats especially when planeswalkers became a thing? Well Anointed Procession is the less broken half of Doubling Season for one mana cheaper. Sure it's not going to break a format but, with the new Embalm mechanic, it could start warping the meta slightly. For example: let's take Angel of Sanctions, if you have Anointed Procession in play and you pay the Embalm cost of your Angel of Sanctions, not only do you get two 3/4 flyers but you also get to remove two threats from your opponents board until they can deal with your angels. At four mana I would really like to try this card out but like I said, it won't be breaking anything and will probably be confined to the casual tables like it's infinitely better predecessor.

Anointer Priest

You will see a lot of cards including tokens into their effects in Amonkhet and Anointer Priest loves them all. Anything that you Embalm gains you a life including itself but with that aside, it's still a good blocker at two mana. Nothing special here but in limited I think this will be seeing it's fair share of play.

Approach of the Second Sun

A little more complicated with this card. Ignoring all the other text on the card, the first time you play Approach of the Second Sun in a game it just says gain seven life and contrivedly add it back into your deck for your to find in seven draw steps. Things get interesting when you cast it a second time and it's from your hand. It says you win the game, what more do you want? Yes it's seven mana and yes it will take a long time to engineer the situation but for all the spikes out there "win the game" is all the words they need on a card. Approach of the Second Sun definitely won't see competitive play but in a casual environment it will become a new hay-maker.

Aven Mindcensor

It's the return of Aven Mindcensor! If you don't remember Aven Mindcensor, we first saw it eleven years ago back in Future Sight at uncommon so this time around its had a rarity upgrade. As a three mana two power creature with flash you could stop there and be pretty happy with that as the effect the majority of the time is negligible, but I personally think this could be a little for-shadowing possibly for fetch lands to make a comeback as that's when Aven Mindcensor comes into its own. From a constructed play-ability standpoint, it will see play even in just a weenie capacity as an end of turn three drop or late game flash blocker.

Binding Mummy

A pretty standard bear with upside that feeds into a theme of Amonkhet, zombies. In multiples Binding Mummy could be very powerful as at that point every other zombie you cast has the potential to tap two opposing creatures to allow for better attacking options. You will play this in limited anyway as it's a 2/2 for two which is on curve in white but probably not in constructed as the ability isn't as powerful in a format where the decks are a lot more refined in build.

Cartouche Of Solidarity

The Cartouches are another theme through Amonkhet. A Cartouche in Amonkhet acts as a type of medal for initiates that have bested a number of trials. As auras go, the Cartouches are above average as in the past auras have been pretty sub par especially when the creature they have enchanted gets destroyed taking the aura along with it. For one mana giving a creature +1/+1 and first strike is a good trade off, the fact that Cartouche of Solidarity gives you a creature as well essentially turns this card into a one mana 1/1 with a bonus. In limited you should play this all the time but in constructed it won't see much play as, even though the effect is above average for an aura, it's still an aura that can lead to a two for one in your opponents favour.

Cast Out

Oblivion ring type cards are always going to be played in constructed as it's an easy way of dealing with non land permanents. Cast Out is one more mana on Oblivion Ring but with added flash it can make this effect invaluable as Stasis Snare has shown, the only difference being that Stasis Snare could only target creatures and Cast Out can hit non land permanents. The added Cycling on Cast Out for a single mana just gives it more versatility for those moments when you really need the extra card. As I said, Cast Out will definitely be played in constructed and limited almost all the time and is easily splashable with only a single white mana in its cost.

Compulsory Rest

Pacifism effects are always useful. Compulsory Rest nullifies the enchanted creature but also gives that creatures controller the opportunity to sacrifice the creature for a small amount of life so be careful not to put it on a creature with Embalm otherwise you're giving them a sac outlet and some life for the same creature down the line. All in all Compulsory rest is fine, it won't see constructed play but is great in limited.

Devoted Crop-Mate

Exert is another major keyword in Amonkhet, it allows you to gain an extra effect when a creature attacks in exchange for it not untapping in its controllers next upkeep. Devoted Crop-Mate's Exert effect allows you to return a creature with CMC (converted mana cost) 2 or less from the graveyard to the battlefield which is a pretty powerful effect to have. Again, perfect in a weenie deck to overwhelm your opponent with small cost guys over and over or even a creature with Embalm to put off having to exile it for another turn but, even without its added Exert bonus, Devoted Crop-Mate is still a good creature as a 3/2 for three mana. In limited this is a no brainer, you might not use the effect all the time but a three power creature for three is always good. In constructed, I'm not sure but I could see it getting some where, the only problem with it being the loss of an attack or block in the following turns.

Djeru's Resolve

A card that goes very well with Exert creatures, Djeru's Resolve allows you to untapped a creature and prevent all damage dealt to it this turn. A great combat trick to use with a creature you've just Exerted or even just in response to a pump spell your opponent may have surprised you with, this one mana card will be doing some work for you in limited, and if you don't need it you can just Cycle it away and get something else.

Fan Bearer

Pretty run of the mill; a one mana creature that taps other creatures. Nothing special but it will be great in limited when you need an answer to the big threat your opponent has looming on the other side of the table.

Forsake The Worldly

Every set has ways of dealing with artifacts and enchantments and Amonkhet is no different, only this time it has Cycling for those times when you may not have any targets. At three mana and at instant speed, Forsake the Worldly is efficiently costed and could easily see play in constructed and the Cycling just puts it over the edge.

Gideon Of The Trials

Gideon's back and in the cheapest form we've seen him in, not counting Kytheon that is. Gideon has been a big focal planeswalker recently which has resulted in very pushed versions, see Gideon ally to Zendikar, but this time around the power level may have been skewed in the other way. His first ability is fine in the early game when your opponent will have fewer creatures, but late game is going to be pretty bad just to get the extra loyalty when two or three other threats can take him out. Onto his second ability and have a 4/4 for three mana seems good but, again in the late game, just feels a bit lack lustre even when it is gaining some loyalty, so when the first ability gains loyalty and feels like it's not enough and the second ability doesn't gain loyalty but provides you with a 4/4 I guess ultimately we're here for the "ultimate". The big pay off for planeswalkers tends to be the big splashy last ability or the ultimate ability. Gideon has never really been one for the big number ultimates and most of the time has a low loyalty request for them, Gideon of the trials is no different. Zero loyalty for an emblem that prevents you losing the game or your opponent winning the game as long as you control a Gideon planeswalker, so it turns out this Gideon is a glorified Worship. All in all, for me, a bit unexciting.

Gideon's Intervention

Nevermore stopped the casting of a named card, Runed Halo gave you protection from a named card. Gideon's Intervention is where the two cards met to give you that good old white speed bump for the slower control decks or just to give an aggressive deck another answer for the late game. Obviously it will see little play in limited unless there is one specific card that you have no other answer to, but you should prepare to see this in a lot of sideboards in constructed over the next year.


Glory-Bound Initiate

A great weenie creature here. As a two mana 3/1 it fits nicely on your curve for the early game especially if your opponent has no blockers. Then this little guy turns into a 4/4 lifelink for a turn and can put a lot of distance between both players, although you are sacrificing attacking with it the turn after. In the late game Glory-Bound Initiate is still a viable threat as hopefully by that point you would have enough creatures that the Exert becomes negligible in exchange for the life and probably trading with something eventually. In limited, this guy is fantastic for the aggro deck and I'm sure we'll be seeing it in constructed with a way to abuse the Exert on it, getting in for four each turn and getting some life for it.

Gust walker

Pretty standard bear with upside. Blocks and trades well in the early game and in the late, Exert it and fly over for three damage. Play this all the time in limited but Gust Walker probably won't see play in constructed.

Impeccable Timing

First seen in Kaladesh, Impeccable Timing is a fantastic combat trick for white. It can take out an early creature to keep you from dipping too low too early, and late game can help deal with a bomb while sacrificing a creature or two to blocking along with it. Not seen it in constructed much since Kaladesh but in limited it's invaluable.

In Oketra's Name

Pump spells like this have been seen before; give a small bonus to all of your creatures for a small amount of mana. The fact that this gives a little more to zombies might seem a bit meh, with all the non zombies in mtg obviously being the majority, but with Amonkhet's Embalm mechanic, In Oketra's name turns into a tiny sudo overrun. Either way, this is very playable and even just Embalming two creatures makes this a lot more powerful. Probably sticking to limited but in a low to the ground green/white strategy, In Oketra's name could easily win you games.

Mighty Leap

We've seen this time and time again and it's always good in limited. It can give you a great combat trick, used to block for your opponents flying attacker, or give you the extra points and evasion to win the game. All the time in limited but almost certainly not for constructed.

Oketra The True

The first of the Amonkhet gods and a pretty powerful one to boot. For four mana you get a 3/6 with double strike and indestructible, but don't get ahead of yourself because there is obviously a downside. All of the gods come with a caveat that they can't attack or block unless you meet a certain requirement. So Oketra can't attack or block unless you control at least three other creatures, but the gods also have an ability that will help you towards meeting that requirement. For four mana, Oketra can get you a 1/1 white warrior creature token with vigilance. It would seem it's pretty easy to enable Oketra and you'll soon be getting in with that 3/6 double striking indestructible creature. Not sure about the gods for constructed, it could turn out they are incredibly powerful as they are fairly resistant to removal, but the effects could turn out to be too slow. Oketra specifically I think might see some play maybe in a token mass deck or maybe in a slow white control deck as being able to make creatures is always good just because it adds something else for your opponent to think about. In limited it's a bomb, pick it, run it, win game, be happy.

Oketra's Attendant
This is a great example of value in Amonkhet. A five mana 3/3 with flying and it has Cycling for two mana and it has Embalm for five mana. A decent body, evasion and flashback is pretty damn powerful. I would love to this in constructed, the power is there but maybe a little greedy on mana. Play this always in limited, at worst it gets you a card.

Protection Of The Hekma

Protection of Hekma is meh. It could get you to the point late enough in the game to cast your bombs, but it itself is pretty high on the curve. I could see playing this in limited if I could almost guarantee that I could survive long enough to cast it, but I feel it's a bit too defensive for five mana to even bother with.

Regal Caracal

Limited bomb. Five mana for three creatures totaling seven power and four of that has lifelink! Getting multiples of Regal Caracal or being able to abuse its enter the battlefield ability by returning it to your hand to cast again will be devastating. Probably not for constructed but there could be a niche for it in a token deck.

Renewed Faith

First seen in Onslaught, Renewed Faith is a great card to bring back to show off a good Cycling card. A small theme with some of Cycling cards are having an effect when you Cycling them, usually a small version of the effect you get when you cast it.
So for three mana you get six life, or for two mana you get two life and a card. This is almost constructed power level.

Rhet-Crop Spearmaster

A nice aggressive creature, Rhet-crop Spearmaster will prove very difficult to block. A four power first striking creature can go toe to toe with a lot of other creatures in this set, the bad side is that is only one toughness which makes it easy to get rid of. You play this in limited if you really need another three drop but I could see cutting it easily.

Sacred Cat

I love this card. A 1/1 for one with lifelink and Embalm for one mana, that's a lot of value, and it's a cute cat. You'll love this in limited but almost certainly not going to see it in constructed.

Seraph Of The Suns

This is the top end of your curve in white. If your opponent can't churn out flying creatures consistently, Seraph of the Suns could take over a game and in multiples just become unfair. There are a lot of minus counter effects which are one of the few ways of dealing with indestructible creatures but you play Seraph if you're in white almost always anyway.

Sparring Mummy

Sparring Mummy pairs great with Exert creatures; you play a guy with Exert on turn three, attack and Exert it on turn four, then play sparring mummy to untap it and get maximum value, and it's a 3/3 to add to your attack force for next turn. Sits nicely on the curve in limited, obviously not for constructed.

Supply Caravan

Another creature that goes quite well with Exert. If played at the right time, Supple Caravan can net you a 1/1 creature which is always nice to chump block with while you're Exerted creature can't untap.

Tah-Crop Elite

A great four drop in a token heavy deck, Tah-Crop Elite is the creature you want when you need to push your attack over the edge. Multiples can become insane in limited but you won't be seeing this in constructed.

Those Who Serve

Run of the mill 2/4 for three mana, nothing special but do keep in minds it's a zombie, so if you have some things that trigger when zombie enter the battlefield, remember Those Who Serve.

Time To Reflect

A great example for playing those who serve. If you're playing a lot of zombies or Embalm creatures you want to be playing Time to Reflect. It can answer those creature bombs or creatures with indestructible when very little else could, and you can do it before damage so you don't lose your creature. Unless zombies become a big thing in constructed, I can't see this making it's way in, but it's great in limited.

Trial Of Solidarity

Trial of Solidarity is another fantastic card to put you over the edge. It bulks your attacking force and gives your creatures vigilance for you to abuse any Exert creatures you may have. Add to the mix that you can return it to your hand when a Cartouche enters the battlefield under your control and do it all over again makes this three mana enchantment very powerful for limited.

Trueheart Duelist

A bear with upside and a pretty good upside. Being able to block two creatures is alright, but being able to block and kill those creatures and then come back and do it again is fantastic. Limited all star, I don't think it will see constructed play.

Unwavering Initiate

Unwavering Initiate is a fine creature, it sits nicely on your curve and has potential for the late game. Other than that it's nothing special but Embalm is always added value so you should be playing this in limited.

Vizier Of Deferment

Vizier of Deferment is a great combat trick and a creature to drop at the end of your opponents turn to take out what could be their only blocker. Even if you don't have a target, a 2/2 flash creature for three is still good to have. Limited all star, constructed possibility depending on how big creature decks get.

Vizier Of Remedies

With all the -1/-1 counter roaming about in Amonkhet, Vizier of Remedies could be invaluable and in multiples can make a lot of removal spells in Amonkhet void, not to mention the downside to the bigger creatures that force you to put them on your own creatures. Only in limited though, as big as the -1/-1 theme could be in constructed, I don't think Vizier of Remedies is playable.

Winged Shepherd

A top end creature with evasion, or a card? That's the question with Winged Shepherd. If this card didn't have Cycling then it would be awful in multiples, it being the case though means you can run two or three and use them early game for the extra card and find one for the late game. All that aside, having a creature that can fly and has vigilance makes attacking difficult for your opponent and easy for you as most of the time you will be able to get in three damage essentially for free.

That concludes our look at the white cards in Amonkhet, coming up a look through all the blue cards and beyond so keep checking back to Game Changers.

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