Showing posts with label Hour Of Devastation. Show all posts
Showing posts with label Hour Of Devastation. Show all posts

Wednesday, 16 August 2017

Hour Of Devestation - Mythdirection

 Crested Sunmare

I would love horse tribal to be a thing in standard, if it did become a thing then Crested Sunmare would be the top end hay-maker. Right off the bat it's a five mana 5/5 and that's pretty good, it's on curve and has upside, having the potential to make even more horses. Multiple, indestructible horses may sound good but with Mythic Rare status I would have expected either Crested Sunmare itself or the horses it creates to have Lifelink or some sort of life gain effect, it may have made it a bit too good but I'm not asking for it to be easy, for example maybe gaining a life when a horse token dies to keep it from getting out of hand. In my opinion Crested Sunmare could have been pushed a little more and for that reason doesn't hit the Mythic level for me, loving the horses though.

Majestic Myriarch

An ability like this always sets the deck building mind going, almost limitless potential in the abilities Majestic Myriarch can gain gives you so many options and more creatures with more abilities for it to gain also means more power and toughness. I think this is a slam dunk Mythic for the feel and potential power level, even if it's not the best creature in a constructed sense It will still be a powerhouse in limited.

Neheb, The Eternal

Neheb has returned, this time as only one colour and a little more expensive but powerful none the less. Five mana is a good start as it's in that sweet spot of being a high cost card and therefore having a splashy ability and not too expensive as to deter from playing it. The Afflict 3 can be a beating as you're being attacked by a 4/6 anyway so you could choose to take four or most probably lose a blocker and lose three as well. The kicker is in the last ability which incidentally makes Neheb a great commander because it can give you a lot of mana to work with, it is only red mana but that means it lends itself well to aggressive plays like burn spells or lots of small creatures for the following turn. As a Mythic I think Neheb hits the mark. The flavour is fantastic, being brought back to fight in Nicol Bolas's army of the dead because of the power and strength, the abilities are very aggressive and give you a lot of value and potential for insane plays.

Nicol Bolas, God-Pharaoh

Where do you go if you want dark, destructive, malicious power and strength? This dragon right here. Nicol Bolas has always been the most feared of beings through the Multiverse and since his last iteration in Conflux, he's become a bit more subtle with his destruction deciding to go after the mental aspects of a Mage instead of just destroying their stuff. He is still incredibly powerful though and is big and splashy and all those other nice things that players want in their planeswalkers. In a flavour sense he's perfect; he's shaped a world to his whim and has returned to decimate it with his zombie army and own raw power sat atop his throne as self appointed God-Pharaoh. The four abilities he has all offer so much power and potential each more devastating than the last until his ultimate pretty much says "win the game". Nicol Bolas, God-Pharaoh is a home run for the Mythic Rares in every sense of the words.

Nicol Bolas, The Deceiver

Even though this is the planeswalker deck Nicol Bolas it hits a lot of the same points as the God-Pharaoh; It's big, splashy and powerful. The abilities might not be as devastating but the feel of the planeswalker and the presence is definitely enough to take it up to Mythic status for me.

Nissa, Genesis Mage

This is the eight iteration of Nissa as a planeswalker and the most expensive so far. It's also her second appearance in a planeswalker deck but that should never take away from the fact that she is still a planeswalker and still very powerful however there is one point that I feel she could have been pushed and that's giving the creature Trample in addition to +5/+5. I'm sure it's not that way to keep complexity down for newer players which is fine but it does feel like a fairly small addition that would have been fine to have. Genesis Mage isn't the best version of Nissa in my opinion but she still makes the Mythic cut as it is still free value every turn.

Overwhelming Splendor

This eight mana Enchantment looks like where every ramp deck or fancy Bitterheart Witch/Academy Rector combo deck. The truth is, it's very win more. Ideally when you get to eight mana you want to be doing something impactful, almost game winning, if the board is empty when you gas Overwhelming Splendor then it hasn't done anything for eight mana. If there are creatures in play then all it does is make them smaller not even get rid of them. The effect is big and maybe it's just me wanting more but it feels more like a rare than a Mythic.

Razaketh, The Foul Blooded

As many complaints as there can be with a top down designed set they have their upsides. The story furling the cards can result in some great design, Nicol Bolas is one and another is Razaketh. This is what a demon should be; big, threatening, powerful and other similar words. An 8/8 for eight is great, it fly even better, it Tramples ok you can stop there, oh and it Demonic Tutors for the small price of two life and a creature whenever you want gimme gimme gimme. Mythic status and more.

Samut, The Tested

You might remember Samut from Amonkhet as the card with all the keywords. She's back as a planeswalker and I'll get it out the way now, she underwhelming at best. The first ability is fine if you have a creature which she doesn't help with, her second ability is Twinbolt and her Last ability will take way too long to get to as you'll be using that second ability a lot more than the first. Planeswalkers should be big and powerful in some way or another and it doesn't feel like Samut hits that.

The Locust God

The first of our three Gods, The Locust God has a little weaker than I would have liked body for six mana but makes up for it everywhere else. Flying is a good start, making tokens that also fly when you draw a card pushes the potential through the roof already as it's something that happens at least once per turn anyway and there are plenty of cards to use with The Locust God to abuse that ability further and it even comes with its own draw engine. The cherry on the cake, like with all the Hour Of Devastation Gods, if it would die it returns to your hand at the end of the turn just to start the card and board advantage all over again. Mythic all the way.

The Scarab God

The Scarab God gets off to a good start being more on curve than The Locust God at five mana for a 5/5. It's actually pretty aggressive with its first ability causing your opponent to lose life just for having zombies and while The Scarab God itself isn't a zombie, it does help you make them very efficiently. Four mana to take any creature in any graveyard and turn it into a 4/4 zombie under your control is strong, especially if that creature has an enter the battlefield trigger and like I said, it helps with your opponent losing life and you being able to Scry and gain more information. Last but not least we can't forget the kicker, it keeps coming back to your hand if it dies which will be even more brutal when you have some 4/4's in play that your opponent still has to worry about. Obviously a Mythic in every sense of the word, it's swingy, splashy, big and intimidating.

The Scorpion God

The Scorpion God is probably the most aggressive of the three Gods; it's above curve with its extra power to mana cost ratio and ability cost of three mana to permanently weaken a creature. The fact that it gains you card advantage is a nice addition to all of the destruction it will be causing but more often than not, The Scorpion God will be machine gunning down your opponents creatures in short order. Also it just keeps coming back so it's very difficult for your opponent to deal with permanently and have to either suck it up or keep wasting removal spells on it. Just for sheer power The Scorpion God is up there on the Mythic scale with its aggressive nature and cheap yet powerful ability.

Uncage The Menagerie

At first glance this card looks a lot better than it plays. It looks like it'll get you a lot of value and card/board advantage, but in reality you have to have a lot of one of creatures with different names to make it worth while which results in spreading your strategies and card choices thin. It's most akin to Weird Harvest in effect but as I've said in my set review Weird Harvest allowed both players to search for creatures and wasn't as restrictive on choice which feels a lot more powerful. Uncage The Menagerie doesn't feel like it should be a Mythic because it's effect is quite meh and when cards have been doing similar, better things in the past at rare, granted when Mythic wasn't a thing, it feels like I could have made way for something a bit better.

Unesh, Criosphinx Sovereign

This is what you want in a sudo Sphinx lord, it may not pump other Sphinxes but it does reduce the cost and gives you added card advantage in the form of a Fact Or Fictionesc effect. A six mana 4/4 Flyer doesn't seem Mythic but it does make up for it somewhat when you get the it's trigger as it comes into play. Your opponent does decide how to split the four revealed cards but the fact that you can get one to maybe even four of those cards, although 4/0 should never be the split, can net you so much card advantage plus you get the same effect whenever another Sphinx comes into play. The body could be pushed a little more, but I guess if you give it even just one more power it becomes a four turn clock instead of a five turn clock which does make a difference, but the repeatable Fact Or Fiction pushes it into the Mythic range.


That's been a look through all the Mythic Rares weighing them up, keep checking back to Game Changers for more gaming news and updates.


Saturday, 22 July 2017

Hour Of Devastation Set Review - Multicoloured and Aftermath

 
Bloodwater Entity


This card has a lot of potential in my opinion. It's a cheap creature with evasion and Prowess making it good at blocking and attacking, but being able to put any instant or sorcery in your graveyard back on top of your library for three mana gets you so much extra usage out of a spell that would normally only be played once typically. In a deck like blue/red control specifically I think it could be a big player in constructed as that deck already loves playing spells multiple times with Torrential Gearhulk. It could be a bit win more but the only way to find out would be trying it out which is what I intend to do. It's great in limited, even if you don't get the extra value of putting a card back on top of your library, just as a 2/2 flyer.

The Locust God


Another card that seems great for blue/red control, but just in general a massively powerful card. Six mana is a lot but the power level of The Locust God may be enough to see it play in constructed because it gains so much card advantage, board advantage and it doesn't die. Obviously a bomb in limited and would usually close out a game quite nicely, as far as constructed, I'm confident it will see play.

Nicol Bolas, God-Pharaoh


It's the bit, bad God-Pharaoh himself, Nicol Bolas and boy is he powerful. Starting right at the top, he does cost seven mana which is a push but you know you're getting power and value in bucket loads because it's Nicol Bolas and his first ability definitely delivers. Not only does it thin you opponents deck, possibly increasing the chance they deck out, it also gives you a free spell from their deck. Free spells are value anyway you cut it because you haven't paid for it at all and in this case Nicol Bolas has gained loyalty so it's two pluses. His second ability lets you go after their hand, one card is good, two cards is much better and exiling then is just the cherry on the cake. Oh and that's a plus ability as well. The first minus ability is probably what you'll be going for most of the time as it realistically could close out a game in limited and doubles up as removal for pretty much anything. Finally his ultimate, twelve loyalty is a lot but so is this effect. It's the best Wrath ever, it misses all of your stuff only targeting there's and again it exiles them ensuring no returning hijinks. I think flavour wise and power level wise, this guy is a home run. You want a big, splashy, powerful planeswalker, here you go.

Obelisk Spider


This guy is a limited all star. It blocks fantastically, not only dealing damage but leaving a lasting -1/-1 counter on it as well, and can net you life just for those wounded creatures dying and not only yours, but more importantly puts small clock on your opponent.

Resolute Survivors


A similar creature to Obelisk Spider but a bit more aggressive, Resolute Survivors wants you to attack and Exert your creatures. Note, it doesn't just trigger when you Exert Resolute Survivors but any Exert creature. It will do some work in limited especially in a deck that can abuse the Exert mechanic.

River Hoopoe


I think River Hoopoe could be a a bit of a sleeper hit for constructed. It's cheap and blocks well while having evasion but on top of that, it gives you a life and draw engine. In limited it will do its job very well, I think it will see constructed play and could turn out to be very effective.

Samut, The Tested


Samut's back, in planeswalker form. As I've said, the key thing for a planeswalker to be is splashy, planeswalker are another resource given to you and they need to have an impact. Samut hits that for me; she's flavourful and powerful. In an aggressive deck you won't to spend you first couple of turns building up your board and getting in some damage in the process, sometimes your opponent blocks or has removal, which is why it would be good to be able to drop Samut on turn four to help either make one of your remaining creatures a lot more awkward in combat or possibly clear out a blocker for the attack. Her ultimate is big and powerful and all the things it should be as well, tutoring for free creature and/or planeswalkers is great, but it is a bit win more. All in all, I like Samut. She's great in limited and could see play in constructed but at the moment I think there are slightly better options.

The Scarab God


The Scarab God is another fantastic creature for a control deck to have because it creates issues on so many fronts; it attacks there life, increases your board position and gives you immense, increasing information. An obvious limited bomb and game winner but I think constructed will love this card, it's only five mana as well so it's fairly easy to get to. My only problem would be that it's a creature and therefor easier to deal with but on the plus side it does keep coming back.

The Scorpion God


The last of our three returning Gods, The Scorpion God. First off, a five mana 6/5 is insane and it just keeps getting better, three mana to permanently decrease the size of any creature you want is incredibly powerful and to top it all off it can net you card advantage. Another bomb in limited and I'm certain The Scorpion God will see constructed play in a midrange Jundish deck.

Unraveling Mummy


Unraveling Mummy is going to be a massive limited all star. It's like a guildmage with two colour related abilities but in a more creature specific way in a zombie tribal way. Now the zombie in question does have to attacking but that brings me onto another thing with Unraveling Mummy, it's another card that teaches you how to play. It gives you two good abilities and forces you to use them when you should be, for example; if you have a Giant Growth in your hand, the right way to play would be to attack, wait for your opponent to declare blockers casting the Giant Growth before damage is dealt ensuring you have maximum information before deciding your course of action. Unravelling Mummies abilities, depending on the situation should also be used before damage is dealt but after blockers have been declared, or not in some cases, to make sure you use either, or both, to get maximum value.

Onto the Aftermath cards

Farm To Market


Aftermath cards kind of work like modal cards in a way, they give you more options than a normal card would by splitting it up into essentially two cards. Having a removal spell on the front end and card filtering on the back end is a great choice for limited as it can take out a threat and in the late game can find you more action in exchange for those excess lands that you don't need. I don't think it's a player in constructed though as it's just not that powerful.

Consign To Oblivion


On the front end you get a nice temporary removal spell for any non land permanent, on the back end you get an over costed Mind Rot. If you can cast both sides in limited it's an obvious choice but it's pretty costly all together at seven mana, I would argue that you could get away with just using it as a bounce spell for two mana.

Claim To Fame


I think Claim To Fame is going to be a big player, it's good in limited as you are more likely to have more low end creatures to bring back and it's good in constructed as you can gear your deck more toward abusing it and getting maximum value. Especially in a deck like Death's Shadow in modern, it's on par with casting the decks namesake and already gets you value if it hits a Tarmogoyf, and then for another two mana it gets to swing in straight away. I can't wait to see the impact Claim To Fame will have on the meta game.

Struggle To Survive


Struggle To Survive is a good removal spell for limited, mainly in the late game to get more value out of it. If you do get to play it in the late game for the added bonus then you might get to use the Survive side to replenish your deck regain any cards that could be useful in the rest of the game, or just to make it less likely you would deck.

Appeal To Authority


I like this card, it's a nice aggressive card on the front end and a plain value card on the back end. Played together in the same turn Appeal To Authority a very powerful in limited, only needing two other creatures in addition to its target to rival Giant Growth and acting as a decent way to force through some damage.

Leave To Chance


Leave to me seems like a great combo piece, being able to replay all your spells can give you a good storm count or maybe net you more mana or more cards. Other than that it can be used as a combat trick, allowing you to block and then return your creatures so they take no combat damage. On the back end you have Chance that can turn any dud cards into useful ones, including the ones you may have returned from Leave. As a whole, Leave To Chance is an alright card with a lot of potential, it's a weird one for limited as you need to be able to either abuse returning your permanents like with Trials or enter the battlefield triggers, or rebuild quick enough that it isn't a detriment. Constructed won't see it as it's just a bit meh for standard and maybe a bit too slow for modern.

Reason To Believe


Reason is a fairly powerful card, one blue mana to Scry three can get you a lot of information. Believe is potentially powerful and if played directly after you cast Reason then you may get a choice of what creature you want to put into play. That's obviously best case scenario, worst being a blind flip and hoping for a creature and if not you've just cast a five mana draw one spell. In the right deck, ie a deck that can get maximum value like a midrange ramp deck, Reason To Believe could be a great card but I think it requires a bit too much set up, in limited it's fine but will hit a lot less of the time.

Grind To Dust


I like Grind To Dust especially in a limited format that has a lot of -1/-1 counters running around. It could easily take out a creature with any existing counters on it and if you get to cast Dust it could easily be a Wrath Of God. I don't think it'll see play in constructed as it's a lot for possibly very little.

Refuse To Cooperate


A bit of a weird one here as I'm not entirely sure where it really goes. All together seven mana to be able to hit your opponent for however much their spell costs, provided they play a spell that is, and then you can copy it and use it for your own machinations. The problem is it's a very reactive card but even in a control deck, you're spending seven mana for a little bit of damage and most probably the second half acting as an additional counterspell. I could see it appearing in a sideboard of a control deck and maybe in limited if you really need some damage and maybe a trick but you'll probably cut it a lot of the time.

Driven To Despair


I love Driven To Despair for limited as it's a lot of value for four mana. It makes your creatures simultaneously really hard to block and must blocks, being able to hit both sides of Driven To Despair in the early game with a bunch of creatures is pretty much game over because your opponent will have to take a couple of turns to get set back up whereas you've just gained a load of cards. I don't think it will see constructed play but it does have potential.

Nicol Bolas, The Deceiver


This is a very powerful planeswalker for the intro decks. It does cost eight mana but the effects are so impactful that it's worth it; giving your opponent the choice of a card, a creature or life isn't the best as they will always choose the best thing for them, but you can instead minus Nicol Bolas to remove a creature and draw a card is great. The ultimate is a little overkill but in multiplayer it's fantastic and will easily make you public enemy number one.

So that's all of the multicoloured and Aftermath cards in Hour Of Devastation and being us almost to the end. Stay tuned to Game Changers for the last instalment taking a look at the Artifacts and Lands.

Friday, 21 July 2017

Hour Of Devastation Set Review - Artifact and Land


Abandoned Sarcophagus


I love the look and feel of this card. It's flavourful, cheap (ish) and has a lot of potential. Abandoned Sarcophagus is a build around me through and through and if you can snap this up in limited and grab all the Cycling cards you can, you could get so much value out of it being able to turn all of you spells into card draw in addition to what they normally do. I am excited to try this in constructed but you do have to be a little careful not to throw away any spells you may need in the moment and lose them forever. It's just so much value to pass up in my opinion to not at least try it out.

Crook Of Condemnation


First things first, Relic Of Progenitus has nothing to worry about in modern as it's cheaper and it gives you a card, it does give your opponent the choice of what card gets exiled but it's a small price to pay. Crook Of Condemnation plays really well in limited against all the Embalm and Eternalise creatures so your opponent doesn't get the extra value out of them, it could backfire a little with the second ability but hopefully you can play around your own card well enough for that to be negligible. Constructed might like this card but as it stands, not many decks really rely on their graveyards, with the exception of Zombies, so I think it will sit in sideboards.

Dagger Of The Worthy


Equipment are good in limited and I think the Afflict will be great in limited as well. Two mana isn't much to cast and t is colourless meaning you'll probably play it in all of your decks, and only two to equip isn't asking for much either when it's giving you +2/+0 and Afflict.

God-Pharaoh's Gift


Gate To The Afterlife gave us a glimpse of a card from Hour Of Devastation and here it is, and it's very powerful. Both cards work nice in tandem, not only because On allows you find the other and put it into play but because you have to have at least six creature cards in your graveyard to activate Gate To The Afterlife and thus giving God-Pharoah's Gift a lot of gas to work with. The best part about God-Pharaoh's Gift is that it gives the creature token Haste, adding more things for your opponent to worry about, and makes it a base 4/4, sometimes you might trade down with the original creature but most of the time it will be adding so much value to them. It plays well in limited because it's more aggressive so you're more likely to be playing more creatures, and it's a bit too much for constructed.

Graven Abomination


An aggressive, but fragile, creature that can deal very nicely with any graveyard shenanigans your opponents might have. It will die but could trade up and you'll play it in every limited deck as it's colourless.

Hollow One


Hollow One is a good creature to pair with Abandoned Sarcophagus because it becomes cheaper for each card you Cycle, so you can have a free creature and then you can play the Cycles cards again for extra value. Other than that it plays well in limited as Cycling is a big part of the limited meta game that having a colourless, possibly free creature, is always good especially when just Cycling one card makes Hollow One a three mana 4/4.

Manalith

It's colourless and it fixes and ramps mana, every deck plays this in limited and no deck play it in constructed. That's about it really.

Mirage Mirror



This is an interesting one, it's colourless and therefore easy to play in any deck and it can become your opponents best threat on the board or an additional copy of a threat you have. In the right deck it could be very good but most of the time I think it's going to be a bit slow in limited and the fact that you have to pay for it every turn won't help.

Sunset Pyramid


Some of the artifacts from Amonkhet and Hour Of Devastation gain brick counters, Sunset Pyramid removes them. Two mana to draw a card is a good trade off and when all of those brick counters have gone you can still pay two mana to Scry 1 which is still very good. It will only see play in limited as it's way too slow for constructed but it could get you some nice card advantage in limited.

Traveler's Amulet


It's back, it fixes mana making it easier to play three or more colours in limited and it's cheap.

Wall Of Forgotten Pharaohs


This is nice little blocker that's great for limited mainly because it's colourless but also because it gets some extra damage in each turn, slowly chipping away. You do have to have a Desert but as we've established, you will probably have one. Worst case scenario, it blocks almost everything and lives.

Visage Of Bolas


Lastly, an Artifact appearing in the Bolas intro deck, one that lets you find Nicol Bolas, The Deceiver and helps you cast it as well. You will have another couple of turns waiting to get to eight mana but in the mean time it will fix your mana nicely.

Onto the lands

Crypt Of The Eternals


Other than the basic lands, this is the only land in Hour Of Devastation that isn't a Desert. What it is is good mana fixing, it does gain you a life and it doesn't come into play tapped meaning you can use it straight away. You'll play this in limited when you're in either at least two of these colours or maybe all three helping you curve out in all your colours nicely.

Desert Of The Fervent, Glorified, Indomitable, Mindful and True

All of these lands make up the cycle of Cycling Deserts in Hour Of Devastation. They all come into play tapped, tap to add a colour and if you don't need them you can pay two to Cycle it. It's going to help massively in limited when you need a Desert in your graveyard to help your other cards with power or effect boosts, but other than that they are useful all the time as they can thin your deck out, possibly giving you better options when you need them. I could see some of these lands making it into constructed but I think right now they might be a bit under powered when compared against both the mana base we currently have and the card draw spells.

Dunes Of The Dead


Dunes Of The Dead is a fine land, it doesn't fix your mana or ramp you,  but if you can find a way to destroy it it will give you a 2/2 zombie for your troubles. It will then also give you a Desert in your graveyard which can result in bonuses and additional effects for other cards. You play it in limited especially when you're in one or two colours as it won't hinder you as much.

Endless Sands


Endless Sands is a bit of a weird land, you can use it to protect your creatures, maybe after they've blocked to save yourself some damage, but you then are a creature down and you can only do it once per turn. The good thing is, if you have a lot of enter the battlefield triggers you can get a lot of value out of Endless Sands when you bring them all back. The set up might be a bit too much for constructed and maybe even limited but even exiling two of your creatures with it and bringing them back whenever you want for four mana, you've gotten a nice bit of value out of a land.

Hashep Oasis


I love lands that are also spells and in Hashep Oasis you get a Giant Growth on a stick, granted at three times the cost (four if you include itself) and at the loss of a Desert, but being able to reuse it will be invaluable. It's an on board trick so your opponent has more chance of being able to play around it but it's still a big power/toughness boost that's hard to deal with and could easily give your creature enough power to close out a game. Sacrificing a Desert won't be too hard as you will have a couple in limited and it counts itself so you could always sacrifice it in a pinch.

Hostile Desert


Manlands in the past, and present, have been very good, giving you a creature that hides from removal very well and is always an on board threat turns out to be quite powerful. Now we have Hostile Desert, a colourless 3/4 manland that only takes two mana to activate which sounds insanely good, you do have to exile a land from your graveyard which is the downside, but in limited you're going to have picked up a couple of Cycling lands or maybe even spell lands to fuel Hostile Desert. I could see this being a player in constructed as most of the manlands before have but you do have a couple more hoops to jump through to get your worth out of it.

Ifnir Dreadlands


I think this will be the most played of the spells lands purely because it has a permanent effect on the board. Four mana, five if you include itself, may sound a lot but it reduces an opposing creature's power and toughness by two which is a big deal in combat. It plays fantastically in limited and I think could see some constructed play as well being a good utility land.

Ipnu Rivulet


Unfortunately, in a cycle of these kinds of cards the blue one usually turns out to be the weakest, nothing's changed. It is cheapest to activate which is a plus but milling just isn't always that's good, except when you point it at yourself as opposed to your opponent. If you can abuse your graveyard as a resource then Ipnu Rivulet could be a viable card, being able to fill your graveyard with Embalm, Eternalise, Flashback and so on, I just think it might be a bit weak and there are other cards that do this better.

Ramunap Ruins


Ramunap Ruins is a good land for getting the last couple of points through, it's a lot of mana for two damage but being reusable will make it worth while. I could see it seeing some constructed play as it's direct damage but I think it may cost a little too much, as for limited it's a slam dunk and another problem for your opponent to have to deal with especially in the late game when it becomes a very real threat.

Scavenger Grounds


Thematically, Scavenger Grounds will play well in limited with all the Embalm and Eternalise cards running around but be careful because it does get your graveyard as well. This is a card that will see more play in modern as it just reads "2 mana, sacrifice: Exile Graveyards." which is great against decks like Dredge.

Shefet Dunes


I love this land for limited, it encourages you to go wide instead of tall and play more creatures just making it harder for your opponent to deal with them, and a temporary Anthem effect every turn is brilliant. Again a virtual five mana might be a bit much but even using this once can get you so much value in limited.

Survivor's Encampment


It's Springleaf Drum in land form and will do a lot of work for you in limited when you need to fix your mana. It can even get you to the Aftermath side of a card that you didn't expect to need to play just for a creature. Play this always in limited as even if you don't need the coloured mana it's still a land that comes into play untapped.

And finally,

Woodland Stream and Cinder Barrens


These two lands are going to appear in the intro decks and well give them some good colour fixing as they are both dual lands. They both enter tapped but do give either blue/green or red/black respectively and is just what they need.

So that brings us to the end of our look through all the Hour Of Devastation cards, I hope you've enjoyed it as much as I have and we'll be doing it all again soon with the release of Ixalan; Prereleases on the 23rd and 24th of September with the release the following week.
Until then however, keep checking back to Game Changers for more gaming news and updates.