Yesterday we saw a new batch of six new cards from
Worldwake released by
Wizards, which include: an ability used like we’ve never seen before, additions to three existing tribes, another example of the new Multikicker, and another man-land added to the cycle. Let’s take a look!
First up on the list is a new addition to the Kor tribe:
As far as Kor go, I’m pretty impressed with this one… for a Kor. In the past the tribe has never really caught my attention. The equipment in
Zendikar is mediocre to say the best. It’s all either over-costed or unreliable. In Limited if you get this guy out early and toss one of the better equipment such as
Adventuring Gear or
Trusty Machete, that’s going to be a solid threat that your opponent is going to have to deal with. As for Constructed, I think
Worldwake is going to need a really solid push to get the Kor there, but if they do, this guy will make a solid one drop for the deck.
Next on the list of Tribal additions is our newest addition to the Vampire tribe:
Straight off the bat, I’m going to say that I’m not a fan of this card. If you’ve read my article on
Zendikar Limited, you’ll know that up until
Woldwake, Two was the magic number. Everything in this set dies when it takes two damage. That’s not to say that this card isn’t good, it is yet another Black common that is going to just be BIG and bring your opponent to Zero unless they get an answer fast. I just don’t like that it will die to:
Lightning Bolt,
Burst Lightning,
Marsh Casualties (Kicked),
Earthquake,
Volcanic Fallout,
Disfigure, and the list just goes on. I wish it was a 2/2 that became a 4/3, then I would like it so much more. So I won’t write this card off yet, but I don’t ever see it being much more than the card that trades with that creature your opponent has. I’ll stick to
Vampire Hexmage thank you very much.
Taking a quick break from the Tribes, we have a new example of the new ability Multikicker:
A common this time, Skitter of Lizards shows that this ability is one that’s going to appear in all aspects of the set, as opposed to just a cycle of cards. In my last spoiler review, I gave the past example of Multikicker, Joraga Warcaller, a pretty “eh” review. The Lizards, while having the same problem as the Warcaller, gets the benefit of the doubt because it’s a common. In draft, picking up some Multikicker creature 7th or 8th pick is going to be a lot more acceptable than opening a pack and seeing Warcaller as my rare. People played
Mindless Null in
Zendikar, and were reasonably happy about it. No one is saying that he should be a rare, but as a common it was reasonable, and solid. The Lizards are better than he is, and with Haste, can be compared to
Tuktuk Grunts, another card that saw play, when kicked twice. I’ll give the Lizards a thumbs up. He’s nothing exciting, nothing to get worked up over, but he’ll be there when you’re looking for those second tier cards to fill out your Sealed pool.
This next card is interesting to me because it’s an ability that we’ve seen before, but never on a non-permanent spell:
That’s right, Landfall is no longer limited to the Creatures, Artifacts, and Enchantments of Magic. Now we’re going to get it in other places too! Our very own Alex Hoffman has taken an interest in this card, and has written an article specifically talking about it. So I won’t go into too much detail here. I will just say that my personal impression is that this card will do fine in Standard, and that fact really saddens me. We have been spoiled by
Compulsive Research,
Fact or Fiction, and
Thirst for Knowledge. Blue has come to a really sad place that this is now greeted with excitement.
Next on the list is the start of what appears to be a new cycle. A series of Auras, like the Genju from
Betrayers of Kamigawa that turn lands into creatures. Here is the Green one:
Of the general design of the card, I like this a lot. I always enjoyed the Genju cycle, as well as the Man-lands, which are not that dissimilar to this card. Of the actual numbers, however, I am yet to be impressed. Paying five mana for a 6/4, is okay, but you’re virtually playing six because you have to tap the land to attack. Six mana for a 6/4 is
Craw Wurm. Bleh. I hope the other ones in this cycle are better, as I want to enjoy them more than I enjoyed this one.
And the last card I have for you today is the final tribe getting a new member, an Ally:
Let me just tell you, when I read this card, my jaw dropped. I didn’t think of some weird Constructed deck, I didn’t think of some weird Casual deck. I thought of limited. The Ally deck is already incredibly viable in draft, and this is certainly going to be a new look on it. For those of you who have trouble with simple math, let me lay this out. In Constructed, milling is hard. Decks have 60 cards, and are efficiently trying to kill you. In limited, decks have only 40 cards, and are slower and more unwieldy. Which one sounds like the easier target to you? If you’ve read my first
Zendikar Limited article, you’ll know that I talked about how Allies are all confused, they were trying to be Aggro, but had all of these good defensive cards that had no home. Well, now they do. This is the win condition they have been looking for. It’s cheap, it has a giant butt (note, it has more than two toughness, which I said automatically makes it good), and it’s a common, meaning that you can pick up a lot, and stick them all in play to go mill CRAZY. I wouldn’t be surprised if that deck archetype becomes very popular very quickly.
So that’s all for this batch from
Wizards. All in all I’m still quite happy with
Worldwake. Sure, some of these cards aren’t as spectacular as the last batch, but we’ve seen some new directions that the set is going to take us. It looks like it’s shaping up to take us places we’ve never been before...