Hi again! I'm back with a first impressions review of the remainder of the cards that leap out from the spoiler so far.
First up is a new addition to the white cards (covered in the previous post).
| Fiend Hunter |
| Cost: 1WW |
| Creature -- Human Cleric |
| Text: When Fiend Hunter enters the battlefield, you may exile another target creature. |
| When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control. |
| 1/3 |
The represents the completion of the recent run of cards transitioning the Faceless Butcher ability from black into white, at least as far as permanents are concerned. Oblivion Ring, Journey to Nowhere and Leonin Relicwarder have all demonstrated how this is now a white way of dealing with permanents. Looking back on Tidehollow Sculler it appears that the "exile and return" mechanic was white's contribution to the design, while targeting the card in an opponent's hand was black's.
For standard consideration we need to remember that Oblivion Ring is also available, can hit a wider range of targets, and is considerably easier to cast. So aside from an anti-creature deck wanting five or more copies of Oblivion Ring, we will need to have a reason to want to run Fiend Hunter instead.
To start off with we will want to be interested specifically in removing a creature, Fiend Hunter does nothing against artifacts or enchantments. This is going to be a meta game dependent call most of the time, although it is possible that in an aggro deck you are just interested in removing a blocker. In this case the body from Fiend Hunter would also be relevant.
Of course, the fact that this is a creature is also something of a drawback. Almost every deck should be running some way to remove Fiend Hunter, meaning that it is not a guaranteed answer. Can this be used as an advantage? Well there is always the corner case of removing one of your own creatures to provide some protection against a Day of Judgment. Potentially this could even be our own Day of Judgment. Although this seems a clunky interaction to specifically build into a deck, having the option could be relevant. One possibility is that there is a good hexproof creature to remove that would require a second sweeper to answer.
Being a creature could also benefit us in which spells can target it. Spellskite will almost always be able to redirect any removal aimed at Fiend Hunter, for example. There is also the fact that Unsummon can target Fiend Hunter in response to the enters the battlefield ability, which sort of transforms it into "WWU1: exile target creature" and leaves Fiend Hunter back in your hand to replay. If a permanent is spoiled that has bouncing a creature as an activated ability, this has the potential to turn into an engine.
There is always the advantage that Fiend Hunter can just attack, and if the Human tribal deck does exist it would obviously like to have access to this card. Definitely one to keep an eye on.
| Bloodcrazed Neonate |
| Cost: 1R |
| Creature -- Vampire |
| Text: Bloodcrazed Neonate attacks each turn if able. |
| Whenever Bloodcrazed Neonate deals combat damage to a player, put a +1/+1 counter on it. |
| 2/1 |
There has been a fair bit of talk concerning Bloodcrazed Neonate, a lot of which centres around the question "is this the return of Slith Firewalker?"
The important word that is missing from Bloodcrazed Neonate is "haste". This, coupled with the fact that the Firewalker often came down on turn one off a Chrome Mox, means that we are not looking at anything like the next coming of the best Slith. But does this make the Neonate unplayable? We have to remember that Slith Firewalker was a particularly strong card in the environment of the time, and there is plenty of scope between "unplayable" and "format defining" that a card can fall into.
Much will depend on the removal present in the meta game. Doom Blade and Go for the Throat obviously don't care what size the Neonate is, but the loss of Lightning Bolt and Disfigure indicate (at the moment, at least) that removal spells aimed at the Neonate will probably be trading at mana parity.
Blockers will also be a factor, and along with the rotation of Squadron Hawk go a lot of the reasons not to play one toughness creatures. Spellskite can block it all day, but may not be as prolific either with no Splinter Twins to redirect. If the format does slow down then Bloodcrazed Neonate could have a chance, but unless the Vampire subtype is pushing her to the top of the queue she is going to have to wait behind Stormblood Berserker at least.
| Devil's Play |
| Cost: XR |
| Sorcery |
| Text: Devil's Play deals X damage to target creature or player. |
| Flashback XRRR |
We're definitely skirting the realms of playability here, and Devil's Play at least ticks the box of hitting creatures early and players late. But Fireball has been legal forever without seeing play, so interest in Devil's Play will hinge entirely on whether the flashback option adds enough value.
Right now the answer looks to be "no", but with the right enabler (think something like "spells cast for their flashback cost can't be countered") this could end up as the finisher of choice in a big red control deck.
| Kruin Outlaw |
| Cost: 1RR |
| Creature -- Human Rogue Werewolf |
| Text: First strike |
| At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw. |
| 2/2 |
| ** |
| Terror of Kruin Pass |
| Creature -- Werewolf |
| Text: Double strike |
| Each Werewolf you control can't be blocked except by two or more creatures. |
| At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass. |
| 3/3 |
Kruin Outlaw has the pleasant feature of being a fine creature to have in her normal state, and a creature that we are really happy to have when transformed. Most playable removal spells will answer either side, but this is true of most creatures in the kind of aggro deck that would want this, and we won't be losing too much mana on the deal.
If the Human/Werewolf transform cards come together into a red-green deck the Outlaw will be an important card. The strikes against this are the double red cost and that the support for the Human tribe from white may well prove more consistent.
In a mono red deck that is heavy on instants this is a fine creature, but it will be competing against pseudo-burn spell Chandra's Phoenix at the three spot. It's possible that one or two copies would be correct for the late game, when it is more likely to transform right away.
| Village Ironsmith |
| Cost: 1R |
| Creature -- Human Werewolf |
| Text: First strike |
| At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith. |
| 1/1 |
| ** |
| Ironfang |
| Creature -- Werewolf |
| Text: First strike |
| At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang. |
| 3/1 |
It seems clear that the longer the game progresses, the more likely cards are to transform and the less likely a player will cast the necessary spells to turn them back. The upshot of this is that these creatures need to be evaluated from the point of view of being the first form when played early, and the second late.
Village Ironsmith fails on both evaluations. First strike is relatively meaningless on a 1/1, and we would be happier with a vanilla 2/2 on most occasions. Then, a 3/1 with first strike will quickly become outclassed; even if it transforms immediately it will have little impact.
I'll jump ahead briefly to compare this to Gatstaf Shepherd:
| Gatstaf Shepherd |
| Cost: 1G |
| Creature -- Human Werewolf |
| Cost: At the beginning of each upkeep, if no spells were cast last turn, transform Gatstaf Shepherd. |
| 2/2 |
| ** |
| Gatstaf Howler |
| Creature -- Werewolf |
| Text: Intimidate |
| At the beginning of each upkeep, if a player cast two or more spells last turn, transform Gatstaf Howler. |
| 3/3 |
The Shepherd begins as a 2/2, which is still fairly unexciting but will at least trade with most two drops. Once transformed it performs slightly worse than Ironfang on defence, but intimidate makes it far more likely to connect when attacking.
This isn't to say that Gatstaf Shepherd will ever be anything more than a roleplayer, but it does illustrate how we can begin to compare the strength of these new card types even before playing any games with them.
| Boneyard Wurm |
| Cost: 1G |
| Creature -- Wurm |
| Text: Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard. |
| */* |
From a new Slith Firewalker, Boneyard Wurm is the faux Tarmogoyf of this set. Maybe this is an "Invasion of the Body Snatchers" riff, except the body snatchers are all slightly worse than the people they're replacing...
The first thing to notice is that Boneyard Wurm shares Tarmogoyf's weakness in the early game, before you've had a chance to put any cards into your graveyard. From there, the comparisons just get worse; only counting creatures means that there is no upper limit to the Wurm's size, but it also means that you need to be far more selective in the cards going to the graveyard for the Wurm to benefit.
Only counting your graveyard is another massive count against the Wurm. One of the main functions of Tarmogoyf was to be a cheap threat that could be deployed alongside counterspells and other disruption in the same turn. Requiring that your deck be full of creature spells, and also that these creatures be going to your graveyard is not something that a traditional control deck supports.
On the other hand, if your deck is full of creatures, you're going to want your two-drop to be good on turn two. When you get to the stage that Boneyard Wurm will be big enough to impact the board, it is unlikely that the two mana cost will make up for the lack of trample or any way to protect itself. When the Wurm is the only card in your hand, spending two of your five or six mana to make a 6/6 is essentially the same as spending all five or six that you have available. At that point wouldn't you rather just have the benefits that come from costing more, like being a Titan?
| Garruk Relentless |
| Cost: 3G |
| Planeswalker -- Garruk |
| Text: When Garruk Relentless has two or fewer loyalty counter on him, transform him. |
| 0: Garruk Relentless deals 3 damage to target creature. That creature deals damage equal to its power to him. |
| 0: Put a 2/2 green Wolf creature token onto the battlefield. |
| Loyalty: 3 |
| ** |
| Garruk, the Veil-Cursed |
| Planeswalker -- Garruk |
| Text: +1: Put a 1/1 black Wolf creature token with deathtouch onto the battlefield. |
| -1: Sacrifice a creature. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle your library. |
| -3: Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creature cards in your graveyard. |
The second planeswalker of the set seems to take a lot less building around to be good at doing a job, besides putting some creatures in your deck, but that shouldn't be a chore if we're in green already. In fact, the easy mana requirements mean that we aren't necessarily that heavily in green, but we'll come back to that point in a moment.
The basic plan of action seems to fit in quite well with how a green deck would want to proceed. We'll play some early creatures, maybe a Llanowar Elf turn one and a three on turn two, then play Garruk on turn three. Depending on the board situation, Garruk can produce a Wolf to press a control deck that has no board presence. If there is a suitable target on the other side of the board Garruk can kill it and transform, or he can even beat up our own Elf if there are no better targets.
Once transformed, Garruk can become a Wolf creating machine. Against decks that are relying on ground combat, gaining a 1/1 deathtouch each turn is going to be difficult to break through. But the real strength is in the tutor ability, which can find the right answer from your deck every other turn. Maximising this part of the card offers the most power, and what we really want is a way to make the creature sacrifice work for us.
Having creatures that benefit from going to the graveyard is an obvious step, particularly cheap options like Viridian Emissary or Perilous Myr. Recursive creatures like Bloodghast or Vengevine also play into this, so we'll want to watch out for new creatures like this as they'll rotate out with Zendikar block.
All this talk of sacrificing creatures and tutoring up others brings Birthing Pod to mind, a card which looks like it will continue to be good post rotation. In this kind of deck Garruk can act almost like additional copies of the Pod. In one respect he is not as efficient as you will have to pay mana for the creature you fetch, but at the same time he is more flexible in what he can find making him better with that top-decked Birds of Paradise later in the game.
Another card that bears consideration with Garruk is Solemn Simulacrum, particularly in a deck where green is just a splash colour. On the way down the Sim finds the Forest to cast Garruk next turn. Once Garruk is in play, Solemn Simulacrum is both the right size to use to transform Garruk if required and the perfect creature to sacrifice if you can transform him another way. This seems like a potential inclusion in a blue control deck that is interested in a removal spell, a way to generate creatures and a card that can search out the Grave Titan, Wurmcoil Engine or Consecrated Sphinx they need to gain control of the game.
Garruk strikes me as a very strong planeswalker for the mana cost. The new Chandra hasn't really caught on just yet, but Garruk Relentless could well be the first planeswalker that appears as a splash card in another colour deck.
| Mayor of Avabruck |
| Cost: 1G |
| Creature -- Human Advisor Werewolf |
| Text: Other Human creatures you control get +1/+1. |
| At the beginning of each upkeep, if no spells were cast last turn, transform Mayor of Avabruck. |
| 1/1 |
| ** |
| Howlpack Alpha |
| Creature -- Werewolf |
| Text: Other Werewolf and Wolf creatures you control get +1/+1. |
| At the beginning of your end step, put a 2/2 green Wolf creature token onto the battlefield. |
| At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack Alpha. |
| 3/3 |
Using a similar method of evaluation for Mayor of Avabruck as the transform cards above is difficult, because how good the first form is will be directly affected by the state of the battlefield. It is unlikely that the Mayor will be a good play on turn two, as unlike most lords in the game he is not himself a 2/2. When flipped we have a 3/3 lord, which is again slightly unusual, and we'll also get a 3/3 each turn. To complicate things slightly further the Mayor costs only two mana, which is cheaper than normal for this effect.
My gut feeling is that Mayor of Avabruck is slightly below par and Howlpack Alpha is well above. This says to me that the deck that plays this card will be hoping to have the transformed version in play the majority of the time. Planning on not casting any spells on a turn is difficult, but there are a few strategies that suggest themselves.
Interacting at instant speed would let us use our mana on the opponent's turn instead, leaving the onus on them to play a spell on our turn to stop our creatures transforming. Since we know how much mana they'll have on our turn before we plan what to do, this is actually quite easy to take advantage of; wait for them to tap out on their own turn, then pass ours to let the creatures transform in their upkeep and sit back on instant speed spells.
Another option will be to attack their hand or mana sources, making it more likely that they will be unable to play a spell on their own turn.
Finally, we could ignore the transform ability on the card and aim to flip our creatures using some other method, such as the next card...
| Moonmist |
| Cost: 1G |
| Instant |
| Text: Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves. |
Besides being potentially one of the best common combat tricks ever in draft, this is a card that has a lot of promise in constructed. There isn't a one casting cost transform card on the spoiler yet, but even so, turn two Gatstaf Shepherd, turn three Daybreak Ranger gives us a turn four of Mayor of Avabruck, Moonmist. We're attacking with a 4/4 and a 5/5, and will get a 3/3 at the end of turn, leading to a turn five kill without disruption. That's without considering other options like Kruin Outlaw in the mix.
That's all the time I have for this update. Enjoy the rest of the preview weeks!
Steve