Saturday, August 27, 2011

Zendikarted Off (Part 2)




Quick and dirty tonight, if you truly desire an intro read Part 1.

Emeria, the Sky Ruin
This little gem certainly wont be making much ruckus at the tournament tables, but it's a fun card from a casual perspective. In a normal deck, getting to 8 land is no small task, let alone 7 of them being of a particular basic land type. Where this card longs to shine, is Commander, giving an extra Reya Dawnbringer effect to (presumably mono-white) decks. Free field advantage is nothing to short change, especially when it can be used to abuse comes into play effects like Leonin Relic-Warder and the venerable Auramancer.









Frontier Guide

Once again, not a PT powerhouse, but still a criminally overlooked uncommon, in my opinion. Now, it could be a personal bias of mine, but one of my favorite aspects of playing green is mana ramping and Rampant Growth effects; there's nothing quite like slamming a big, fat baloth down on the table multiple turns before it ever should have. Our guy here is kinda like a Rampant growth with Buyback. I think this card could be an up and coming Commander staple for mana-fixing color-intensive decks, but...something just tells me there's more to it. Call it just a hunch but, I think our buddy here could be capable of some truly incredible things in the right combo deck, something that could take adavantage of tapping and untapping the various resources for huge advantage, it's just going to take the right kind of Johnny to break it in half.





Luminarch Ascension

"But we don't like this card, X! Four turns is a long time to wait!"

Yes it is.

"It's to easily disrupted!"

It all depends on your metagame. 'Round these parts maindeck artifact and enchantment removal is honestly pretty scarce, relegated to the occasional two and three-ofs in sideboards, and even then, its more likely to be something like Crush or Relic-Warder to deal with the abundant millieu of artifacts. The Ascension is in the perfect spot, mana-wise, to come down early and get those four turns over with, coming down on turn two after you prep the field with a brave little blocker. It may honestly be better supplementing an aggressive strategy that actually being the focal point, but when you're playing white, there's no shortage of ways to prevent damage (although red decks will probably still make your life suck) It does a great job adding some oomph to my mono-white Gits and Shiggles "Haha you can't hurt me" Cleric deck. I'm not going to lie though, I would love to try running four of these in a W/U control set-up with four Clockspinnings.

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