Tuesday, January 18, 2011

Spoiler Alert!

So, back to actually writing about Magic. How's about that?

This week, let's take a look at the cards already spoiled for Mirrodin Besieged. One of the things I love about Magic is the exploration. These spoiler seasons are a great time to be in deckbuilding. Possibilities are basically endless, you get to see all the ways to improve your current ideas, see if any strategies are going to get that little push over the edge into competitiveness, and try to figure out the absolute coolest (if not the smartest) things to do with the new stuff.

So, let's try and see which new Mirrodin Besieged cards I'm excited about so far:

Mitotic Manipulation



So far as I can tell, feelings are pretty mixed on Mitotic Manipulation. I'm at least a little intrigued. Ultimately, it's a digging card, but it's a digging card with a weird twist. The main thing to consider with this is: What do I want more of? While you can be relatively certain you'll always at least get a land (and into play!), the potential upside is cute enough that it's worth a look.

Faced with a novel card, start out with some similarities. It's a bit like Wargate in that it pops stuff from your deck onto the field. Possibly some applications in Valakut? Maybe, but the mana's not great and the reliability is lacking. It's a bit like Summoning Trap too, in that you get to dig 7 deep. It's certainly less likely to miss completely, but the restriction to only being able to get something you already has decreases the potential swinginess. We've gotta think more... crazy.




I've been drawn to these guys for a while. With two Training Grounds you can make infinite mana with Spawnsire, and conveniently, it's also got a nice outlet for all that mana. Hello, Emrakul!

Since the crux of getting the engine going is the double Training Grounds though, I'd dismissed the whole thing. Could this be the piece that pushes this idea into reality?

Hey, speaking of activated abilities...

Myr Welder


(Yah, nice segue, rite?)

This guy is an enigma. Like Necrotic Ooze before him, I'm drawn to the kaleidoscopic potential of this guy. He's a puzzle just waiting for the everything to fall into place when you figure out just the right cards to put him on.

And again like Necrotic Ooze, Soliton seems to be the obvious dude. with Khalni Gem you've got infinite mana and infinite untaps, with Lux Cannon, you've got, well, a CANNON, plus a way to get a bunch of charge counters onto the Welder. It doesn't hurt that Soliton lets you reuse the imprint ability.

I mean, do you realize how useful charge counters are? You can draw cards, draw cards, make a big guy, make a bunch of guys and so on! With Welder and some way of accumulating charge counters (Hey, like Lux Cannon!), something could certainly happen. All I know is that I'll be keeping an eye out for any new card that does anything with charge counters.

The only thing holding this guy back is that there's not a great way of getting artifacts into the graveyard. Riddlesmith might get partway there, and there's Grindclock, but unless some sort of Fauna Shaman analogue (Ferro Shaman? Calling it! (not really)) shows up, I'm not sure how good this can really be.

Okay, let's try out some quick ones:
  • Consecrated Sphinx seems fun in Molten Psyche, but is maybe a bit high on the curve for it.
  •  I'm excited for Plague Myr in the W/U Infect build I've been running.
  •  Speaking of which, who wants to see Tezzeret make a 5/5 Necropede? I know I do!
  •  And how about one more for the Department of Winning More:

Hmm...

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