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Showing posts with label White. Show all posts
Showing posts with label White. Show all posts
Monday, 1 October 2018
Monday, 9 July 2018
Monday, 23 April 2018
Dominaria Set Review - White
It's finally here.
Dominaria has been getting closer and closer and as of Friday the set will be released for all to play with. This week I'm going to be taking a look through all of the cards in Dominaria and today I'm going to be starting with all of the white cards.
Is everyone ready? Then lets jump right in.
Monday, 15 January 2018
Rivals Of Ixalan Set Review-White
We’re back! I hope you all enjoyed your festivities and I also hope you’re all ready to get the new year off and running. Rivals Of Ixalan has been fully spoiled and I think it would be a great way to kick off this year full of Game Changers content.
So without further ado, here are all the white cards from Rivals Of Ixalan.
Monday, 2 October 2017
Ixalan Set Review - White
Welcome to Ixalan set review week. All this week I'm going to be taking a look through all of the cards appearing in Ixalan colour by colour rounding out the week with all the multicoloured, artifact and lands. I hope you're ready for a packed week of Magic cards so let's get started.
Monday, 17 July 2017
Hour Of Devastation Set Review - White
Act Of Heroism

Act Of Heroism is a great combat trick; not only does it untap your creature to allow it block, especially good if you've Exerted said creature, not only does it pump your creature but also makes it able to block up to two creatures and all of this for two mana. You always play this in limited as it could get your opponent or give you the extra power to finish the game.
Adorned Pouncer
Adorned Pouncer is going to be a limited all star as the Double Strike makes combat awkward and for just two mana. Add Eternalise into the equation and suddenly it becomes a much more aggressive creature and much harder to deal with. You should always play this in limited because you will get a lot of mileage out of Adorned Pouncer, unfortunately I think it might a little outside of constructed, even though it is good in combat the immediate impact is lacking.
Angel Of Condemnation
Four mana 3/3 flyers are very good in both limited and constructed, it's a decent clock with evasion and that's more than powerful enough to play. Being able to blink a creature back into play for three mana is a very good ability to be on that four mana 3/3, especially if you can use it to abuse an enter the battlefield trigger or even just to give a creature sudo Vigilance. The removal ability on Angel Of Condemnation is the kicker here although it comes with having to Exert it, but overall it gives you options which is always good. Great in limited but I don't think it will see constructed play as the immediate impact isn't very impactful.
Angel Of The God-Pharaoh
A pretty standard creature in this angel, a good late game play with evasion and if you have a little trouble getting to the six mana to cast it, you can just Cycle it away and dig for something more useful. You'll play it in limited all the time.
Aven Of Enduring Hope

A nice top end creature for limited, battles in air and gives you nice little bit of life gain to put you out of harms way or maybe even keep you in the game.
Crested Sunmare

We got cat tribal and now maybe we're getting horse tribal too. Created Sunmare may look gimmicky at first glance, but when evaluating the card I would say it becomes quite decent. To start with, five mana for a 5/5 is fantastically on curve and it gives all your other horses Indestructible. But the kicker here is the second ability, "at the beginning of each end step, if you gained life this turn put a 5/5 Horse token into play." The end of each turn, not just yours. If you gained life, from any source, even just gaining one life will give you a 5/5, now Indestructible horse and what more value could you ask from your new equine friend. I would love to see Crested Sunmare make it into constructed but I fear it's slightly too expensive, however it will be a bomb in limited and could take over a game quite easily.
Dauntless Aven

Another great card for those Exert creatures you have, It is a bit fragile but it does have evasion which is a plus and it helps out your other creatures with evading blockers.
Desert's Hold
I love this card, it feels like a slightly smaller Faith's Fetters in tone. It keeps a creature at bay and could net you some life if you control a Desert, or have one in your graveyard, and you probably will in this limited environment. You should be playing this in limited almost all the time and its easy to splash as well so there isn't really any excuse.
Disposable Mummy

Disposable Mummy is a good blocker able to clog up the ground and lets you exile a card from your opponents graveyard, ideally a creature with Embalm or Eternalise. It won't be high on your list of playables in limited but does it job nicely.
Djeru, With Eyes Open
Djeru is a very flavorful card; his devotion allows you to tutor up a planeswalker and also lets him protect it slightly. I think its only going to be played in limited and casual but when it does get played in those formats it will result in a powerful effect especially if you can gear your deck more towards abusing it, but on the whole he's a five mana 4/3 with Vigilance which is going to be the real reason you play this half the time.
Djeru's Renunciation

Another good limited trick for white, Djeru's Renunciation gives you the opportunity to tap two opposing creatures, stemming the damage or maybe just clearing the path for the finishing attack. Oh and it cycles if you don't need it or are trying to dig for a land in the early game.
Dutiful Servants

Pretty standard, big butt creature that will stop a lot of creatures in their tracks in limited.
Gideon's Defeat

Gideon's Defeat is the first in the cycle of Defeats, all of which are colour specific in their effect. Exiling an attacking or blocking white creature for one mama seems pretty strong and it is, unfortunately it's also very very narrow. It's a lot better in limited, specifically draft, where you can evaluate it based on how many white creatures you've seen going around, but it comes a cropper there as well as you are ideally one of the white drafters at that table if you've picked it up and that means you should have some white creatures yourself making it less likely to hit. As it stands now, Gideon's Defeat isn't particularly good in constructed either, it could hit a Gideon and you'd be super happy with that five life or not. Other than that however there aren't many white creatures being played for it to viably be main decked and even sideboarded, and there are just street removal spells that do cost a little more but have a wider range of landing.
God-Pharaoh's Faithful

A great creature for those, lets face it, messy limited decks where you just can't decide what colour you want to play and end up playing three or more. God-Pharaohs Faithful comes down early and nets you life throughout the game. It also blocks really well able to soak up a fair bit of damage before heading to the graveyard. I could see God-Pharaohs Faithful making it's way into constructed but probably as a sideboard card in a control or midrange deck just in case burn or very aggressive decks pick up speed.
Hour of Revelation

A strict upgrade to Planar Cleansing of M14, Hour of Revelation could see a fair by of play in constructed, not because it could cost three white instead of six but because it deals with planes walkers. It may seem like a commitment to play a six mana Wrath but usually these effects only hit creatures so paying the extra mana to be able to deal with planes walkers, enchantments and artifacts could be the tipping point for this card. In limited it's easily playable but limited traditionally is a faster format so the chances of you getting to six and getting your value are slimmer, more often than not getting a couple of their creatures and maybe one or two of yours.
Mummy Paramount

Another addition to zombie tribal, Mummy Paramount is actually a zombie that is properly on curve. Most of the time zombies have additional power and lose the ability to block or can recur from the graveyard, Mummy Paramount is just a simple 2/2 for two. It does have a decent ability as well, especially in a zombie deck dropping Mummy Paramount on turn two and then zombie after zombie each turn, it could really take over in an attacking sense.
Oketra's Avenger

Oketra's Avenger will make blocking hard for your opponent. It is very fragile, but the minute it attacks it stops being fragile and could start to take sizeable chunks out of your opponents life total. It will be every other turn however but having this guy in multiples alternating attacks could be a very good offense.
Oketra's Last Mercy

Another cycle in Hour Of Devastation, cards that skip the untap of your lands the following turn, Oketra's Last Mercy could be playable in constructed in a U/W control deck aiming to play this in the late game. Yes, the skipping of untapping your lands could be bit of a detriment but going back up to twenty could buy you some time to get back on track. Personally I'm not a fan of these cards as they are such a turn commitment, worse case scenario taking up two of your turns, but I could see an argument for this one as it pretty much lets you restart. In limited it will be pretty sweet to be able to take a lot more damage knowing you can nullify all the hard work your opponent has done but even then it seems weak.
Overwhelming Splendor

Only the third white curse in magic sets, if you count the commander sets, Overwhelming Splendor is most reminiscent of Humility from Tempest. However, where Humility affected both players, for the low price of double the cost, Overwhelming Splendor only affects the targeted player and comes with the addition of nullifying any activated abilities on permanents that player controls, not counting mana or loyalty abilities because otherwise it would break planeswalkers. Play-ability speaking, I don't think this is going to make it anywhere. To much for constructed and for limited no matter how big of an effect making all your opponents creatures into vanilla 1/1s is. I think Overwhelming Splendor is a commander card, a place where the games are slower and players can help other players get to eight mana.
Sandblast

Sandblast was last seen in Fate Reforged, a set that was populated with fairly large creatures. Obviously it's reprinting in Hour Of Devastation is to keep all the larger creatures in check, but a little more thematic with the deserts and all. It's a fantastic removal spell for white decks in limited and is easy to splash.
Saving Grace

This is a neat little aura. It's cheap, which is nice to start with, has Flash and, even though it might be at the risk of a creature, becomes a fog for you and all you're creatures making Saving Grace quite a good combat trick. It does give the enchanted creature a toughness boost, but I feel that most of the time it won't be relevant, unless the attacking creatures have Trample, as the enchanted creature will probably die anyway.
Solemnity

As tied into the -1/-1 counters theme of Amonkhet this card may seem, I get the feeling it's been designed more for modern. Back in New Phyrexia there was a card called Melira, Sylvok Outcast that stopped -1/-1 counters being placed on creatures you control and stopped you gaining infect counters, Solemnity is all that and more just without the 2/2 body attached, so I can see this making it's way into modern very easily for white decks. In limited this could go a bit wrong for you sometimes; you might have a lot of creatures that make you put -1/-1 counters on either themselves or other creatures you control and stopping that is great, but your opponent could also have a fair few and at that point you're helping them, which you don't want to do. Also note that this doesn't stop counters being placed on planeswalkers, otherwise it would be a permanent vindicate for every one.
Solitary Camel
I love aggressive white creatures, especially on the low end of the mana curve. Just having a desert, which in these sets you probably will have one, either in play or your graveyard, Solitary Camel gains Lifelink. This is pretty powerful as every successful attack is essentially a six point life swing. This card has been pushed as it's a common as well so getting multiple Solitary Camels will be easy and very handy.
Steadfast Sentinel
Four mana for a 2/3 vigilance is fine, it just screams defensive creature. Give that creature Eternalise for six mana, exiling it from your graveyard to create a 4/4 token version of that creature, and it gets slightly better, adds extra value, but it's still a bit meh. I wouldn't be unhappy to play this in limited but I'm sure we'll come across better four drops. Obviously nothing in constructed.
Steward of Solidarity

I love this type of card; a two drop 2/2 with an effect, It's on curve and if needed could just be used as a Grizzly Bear. It also comes with an ability that makes more guys just for tapping it allowing you to go wide if you want to, just by tapping it. Now it does Exert so you lose the ability to do it the next turn but it replaces itself in board presence, so if you have time to activate this once or twice in the early game you're going to be sitting pretty in terms of what's on the board. I don't think it will make it into constructed but it's definitely a thought.
Sunscourge Champion
Sunscourge Champion is a great creature for getting you to the late game; it comes down early and immediately gains your two life and then can soak up an attack or two before you can Eternalise it and gain another four life, yes you have to discard a card on top of paying four mana to Eternalise it but that's a low cost to get you another turn and a 4/4 creature.
Unconventional Tactics
Who needs combat tricks when you can just give your creature flying and bash. Unconventional Tactics is an amazing card, +3/+3 and flying for three mana. If you stop there that would be really playable but being able to recur it when you play a zombie, which you will probably have a zombie or two, is incredible. This could really do some work in limited and very easily end a game.
Vizier of the True
Vizier of the True is a very aggressive creature, it sits in the four drop slot in limited very nicely and if left unchecked or unopposed, by more than one creature at least, it could take chunks out of your opponent quite quickly. Depending on how the deck works, I would probably play this over Steadfast Sentinel easily.
That brings us to the end of our look at all the white cards in Hour Of Devastation, coming up tomorrow are all the blue cards so stay tuned to Game Changers.
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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