Dr. Jeebus's Magic 2010 Set Review

It's time for another set review! This is the completed product including a few updates to card evaulations: Rhox Pikemaster has been updated as the text was incorrect, my review of Ice Cage has been updated as I misread the card, and Protean Hydra has been added after somehow being left off the list entirely. I also now have my review of the new rules, overall evaluation, and top 10 lists, so just use the table of contents to read whatever you'd like.

Table of contents:
1. White 41
2. Blue 41
3. Black 41
4. Red 41
5. Green 41
6. Artifact 17
7. Land 7
8. New Rules
9. Top 10 Cards In Magic 2010
10. Top 10 New Cards In Magic 2010


White 
Ajani Goldmane	2ww
Planeswalker - Ajani 	Mythic Rare
+1: You gain 2 life.
-1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
-6: Put a white Avatar creature token onto the battlefield with "This creature's power and toughness are each 
equal to your life total."
4

Like many cards in the set, Ajani is a known quantity. When Lorwyn came out I picked him as one of the two best
planeswalkers in the set. Glad to see they brought back all five Lorwyn guys, and with the push to white weenie, 
Ajani is sure to remain popular.


Angel's Mercy	2ww
Instant 	Common
You gain 7 life.

You don't win games by gaining life.

	
Armored Ascension	3w
Enchantment - Aura 	Uncommon
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.

This will remain a huge bomb in limited and nothing else. It also will be much less of a bomb than it was in
Shadowmoor as mono colour drafts will be more difficult in M10, ESPECIALLY in white which has a lot of powerful,
synergistic commons.	

	
Baneslayer Angel	3ww
Creature - Angel 	Mythic Rare
Flying, first strike, lifelink, protection from Demons and from Dragons
5/5

Wow, bomb much? This has a lot of constructed potential and may replace Battlegrace Angel in the limited
capacity that it's being used. Without vigilance, however, I'm still partial to the Battlegrace Angel, although
admittedly much less so now that lifelink doesn't stack.


Blinding Mage	1w
Creature - Human Wizard 	Common
W,T: Tap target creature.
1/2

I don't know why they had to make a functional reprint of Master Decoy. Considering the huge push that 
they're giving to soldiers, I'm really surprised they would want to give this a new creature type. Still great
in limited, but without the solider creature type there's no way of it finding its way into a constructed
deck.

 	
Captain of the Watch	4ww
Creature - Human Soldier 	Rare
Vigilance
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the 
battlefield.
3/3

Every time I read this guy's name I think of Mr. Game and Watch. Anyway, obviously this is a bomb in limited,
but I'm not sure if it's too expensive for constructed or not. It's hard to compare to Siege-Gang Commander since
this costs more, but I really feel like this is a viable constructed card. A 3/3 that gives you 3 essentially
2/2 creatures is pretty damn powerful. Single cards that give you multiple creatures are always good anyway, and
and this actually has potentially as a finisher for control. Sure there are some flashier angels for five mana,
but they all die to spot removal whereas this will continue to annoy them after a single Terminate or Path 
to Exile.

 	
Celestial Purge	     1w
Instant 	Uncommon
Exile target black or red permanent.

I LOVE reprints of cards that just came out six months ago! Nothing says constructive use of design space
like core set plants, ESPECIALLY now that the core set has new cards in it. Considering when M10 will rotate and
when Conflux will rotate, I find it fucking disgraceful that they would put Celestial Purge in both. If they
wanted it in M11 that's fine, but it shouldn't be in both these sets. It's a fine card and all, but show some
fucking creativity, R&D! And yes, I understand the reasoning for having colour hosers in both Conflux and M10, 
but it's still irritating.


Divine Verdict	3w
Instant 	Common
Destroy target attacking or blocking creature.

It's Neck Snap with a much more white appropriate name. Still great removal for limited, like a 2nd-4th pick.


Elite Vanguard	w
Creature - Human Soldier 	Uncommon
2/1

Glad to see that Savannah Lions are back, albeit with two new creature types. After Goldmeadow Stalwart,
there's no reason not to give us this guy at uncommon. At least it's only a 2/1 for W with no drawback, not a
2/2 for W with essentially no drawback. Will still see tons of constructed play, but interesting that most people
seem to be forgetting that it's technically a step down from what standard has had for the past two years. 

 	
Excommunicate	2w
Sorcery 	Common
Put target creature on top of its owner's library.
	
So they're just reprinting Alara block and calling it a core set? Interesting that this mechanic has completed
it's shift from blue to white officially and this is a nice limited common, but it's unexciting to see a
bunch of reprints from the current block in a core set that has a one year shelf life.


Glorious Charge	1w
Instant 	Common
Creatures you control get +1/+1 until end of turn.

I was a huge fan of Warrior's Honor in Xth Edition limited, so I'm glad to see that they've made it slightly better.
This will never make it out of limited though.


Griffin Sentinel	2w
Creature - Griffin 	Common
Flying
Vigilance 
1/3

Yay functional reprints! This is alright and a mid-level pick, but of course white has better flyers than this.


Guardian Seraph	2ww
Creature - Angel 	Rare
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
3/4

Theoretically, this is an excellent creature for control decks. It really slows down the assault of aggro decks
while giving you a clock for your opponent. In multiples it's amazing, and this really pushes te power level of
a four mana white angel. Unfortunately, it has no protection from anything. Having a toughness of four will be
great once Flame Javelin is gone, but it can still die to Terminate or two burn spells. A two for one trade would 
always be welcome, but if they already have a strong board position it won't slow them down enough; certainly not
as much as Wrath of God would have...

 	
Harm's Way	w
Instant 	Uncommon
The next 2 damage that a source of your choice would deal to you or a permanent you control this turn is dealt 
to target creature or player instead.

This card is fantastic. for control it's spot removal for weenies that can be run alongside Path to Exile, 
because who wants to PtE a one drop, and for aggro it's a replacement instant removal spell so they aren't forced
to run PtE. Although this is actually more powerful in an aggro deck that has a higher chance of creating a two
for one trade, it's still a great card for control as well. This is one of the few new cards (Functional reprints
of Savannah Lions don't count as "new") that I GUARANTEE will be a four of in many competitive decks. 
	
	
Holy Strength	w
Enchantment - Aura 	Common
Enchant creature
Enchanted creature gets +1/+2.
	
It's Holy Stength. What the fuck do you want me to say?


Honor of the Pure	1w
Enchantment 	Rare
White creatures you control get +1/+1.

I had very font memories of playing Crusade as a child. Honor of the Pure has bent those memories over and
violated them repeatedly. Not only is this asymmetrical unlike Crusade, it's also easier to cast. Sure the
second W in the casting cost is irrelevant since you're not going to ever splash this card and Bad Moon cost
1B, but it still bothers me how much better than Crusade this is. Oh yeah, this will be another four of in
competitive decks for sure.
 	

Indestructibility	3w
Enchantment - Aura 	Rare
Enchant permanent
Enchanted permanent is indestructible.
	
This is good for limited, but otherwise meh. It is interesting, however, because now we know at what
rarity and mana cost Wizards feels this effect is reasonable. 


Lifelink	w
Enchantment - Aura 	Common
Enchant creature
Enchanted creature has lifelink.

I wonder how many people are going to put this on their opponent's creatures thinking it works like
Spirit Link. Since this can't be used as removal, I'd put it at a 15th pick.


Lightwielder Paladin	3ww
Creature - Human Knight 	Rare
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Lightwielder Paladin deals combat damage to a player, you may exile target black or red permanent 
that player controls.
4/4

For all intents and purposes this is just a 4/4 first strike for 5 which has no reason to be rare.
Fine for limited since it's hard to deal with, but terrible for constructed.

 	
Mesa Enchantress	1ww
Creature - Human Druid 	Rare
Whenever you cast an enchantment spell, you may draw a card.
0/2

I'm a bit sad to see this card reprinted. It makes a lot of sense as enchantments have really been more
white's domain than green, but the concept of an enchantress just seems so tied to nature that it's hard
to imagine them being any colour but green. It's irrelevant what colour they print them in since this won't see
play in limited or constructed and casual players already have theirs, but just sad to see it shift.


Open the Vaults		4ww
Sorcery 	Rare
Return all artifact and enchantment cards from all graveyards to the battlefield under their owner's control.

This is pretty useless in limited and I dislike the fact that it hits all players instead of just you. I 
also don't know exactly how Johnny is going to abuse this, but I know from my experience with Replenish that
this card basically reads "As long as you've used ??? to fill your graveyard with ???, pay 4ww to win the game." 
I don't know how you're going to bury your cards or what you want in your graveyard, but I know that this card
WILL resolve in a tournament, and it WILL be the end of the game when it does. The problem is that if the deck 
using it becomes tier 1, tournaments will be AWFUL because in the mirror match it's unlikely that either player
will ever cast this spell.

 	
Pacifism	1w
Enchantment - Aura 	Common
Enchant creature
Enchanted creature can't attack or block.
	
Pacifism is as Pacifism does. Good for limited, meh otherwise.


Palace Guard	2w
Creature - Human Soldier 	Common
Palace Guard can block any number of creatures.
1/4

Well it's better than Horned Turtle which can be annoying, and it's a soldier so it's likely to be 
larger than 1/4 even in limited. Not a high pick, but it can definitely make the cut in a 
limited deck.

	
Planar Cleansing	3www
Sorcery 	Rare
Destroy all nonland permanents.

Fuck you for giving us this instead of Wrath. It will probably see play, but this goes against everything that
a sweeper for control decks should be. Wrath eliminated the competition while letting you keep the artifacts that
you've been using to stabalize or accelerate. This just ends everything, but not in a hilariously awesome way
like Apocalypse (Someone played that against me in Tempest draft on MTGO, and it was fucking priceless. It didn't
really save him since I had like four cards in hand at the time, but still awesome.)


Razorfoot Griffin	3w
Creature - Griffin 	Common
Flying, first strike
2/2

Go go gadget limited fodder!
	

Rhox Pikemaster	2ww
Creature - Rhino Soldier 	Uncommon
First Strike
Other Soldier creatures you control have first strike.
3/3
 
More limited fodder, but this one actually kinda bothers me. If we can have humanoid Rhinos in the core set, why
the fuck couldn't Elite Vanguard have been Leonin Vanguard and been a cat soldier? Some of us are very fond of the cat
creature type, and it's a lot more relevant than human is anyway. Also, I mistakenly did not have the second ability,
which actually makes this guy really, really good in limited.
	

Righteousness	w
Instant 	Uncommon
Target blocking creature gets +7/+7 until end of turn.
	
FINALLY! If I ever pulled this as my rare in a pack again I probably would have killed someone. As an uncommon, I actually
like this as, essentially, a removal spell. As a rare, this card pisses me off. Of course, being uncommon doesn't make it any 
better for constructed, but at least they threw us a fucking bone on this one.

Safe Passage	2w
Instant 	Common
Prevent all damage that would be dealt to you and creatures you control this turn.

Not a high pick by any means, but worth running one as either a Fog effect or to hopefully wreck your opponent's
board.


Serra Angel	3ww
Creature - Angel 	Uncommon
Flying, vigilance 
4/4

Speaking of cards that had no fucking business being rares, it's Serra Angel! Baneslayer Angel says that Serra will
never, ever see play outside of casual or limited, but it's nice to have this card as an uncommon again.


Siege Mastodon	4w
Creature - Elephant
3/5

It's vanilla and has a useless creature type, but it's an alright size for limited. Does this mean we can see
the reprinting of Ironwood Treefolk as well? Nope!

 	
Silence		w
Instant 	Rare
Your opponents can't cast spells this turn. 

It's no Orim's Chant, but it's pretty damn close! Fantastic card and the perfect example of what all these
faux-reprints SHOULD have been: awesome cards that utilized block mechanics reprinted without block mechanics on them. 
Sadly it will become very clear that that's not exactly what happened, but this is still an awesome card.


Silvercoat Lion	1w
Creature - Cat
2/2

it's a grizzly bear. It's playable in a pinch, but it's not a soldier which hurts.


Solemn Offering	2w
Sorcery 	Common
Destroy target artifact or enchantment. You gain 4 life.

It's not Disenchant, but it's an alright sideboard card for limited. Sorcery speed will keep it off real
sideboards, but at least white gets this in the core set again.
 	

Soul Warden	w
Creature - Human Cleric 	Common
Whenever another creature enters the battlefield, you gain 1 life.
1/1

More cards that I'm glad to see have been dropped in rarity! Soul Warden isn't so broken in limited that it
requires being uncommon, and the fact that Essence Warden was common I thought would have been proof that they
were bumping Soul Warden back down to common where it belongs. Again, this is just another known commodity.


Stormfront Pegasus	1w
Creature - Pegasus 	Common
Flying
2/1
 	
Very solid for limited, but without a soldier riding that pegasus it doesn't stand much of a chance at
constructed play.


Tempest of Light	2w
Instant 	Uncommon
Destroy all enchantments.
	
I'll care about this the day enchantments become relevant in tournaments.

	
Undead Slayer	2w
Creature - Human Cleric 	Uncommon
W,T: Exile target Skeleton, Vampire, or Zombie.
2/2

While I love the flavour of this card, they're being pussies by printing it. Just reprint Exorcist already!
This will be great for limited since Drudge Skeleton is common again, but I would much rather see Exorcist
back as a rare than this pulled punch.


Veteran Armorsmith	ww
Creature - Human Soldier 	Common
Other Soldier creatures you control get +0/+1.
2/3

It's a beefier and more focused version of Veteran Armorer, but if you can pull of soldiers in limited 
this guy is amazing. At 2/3 for 2 this guy is a sure thing for constructed soldier decks as well.

 	
Veteran Swordsmith	2w
Creature - Human Soldier 	Common
Other Soldier creatures you control get +1/+0.
3/2

Know what's necessary? Three soldier lords in one set. We get it, you want us to play soldiers. Thanks
for building a fucking deck for us because we're all too fucking stupid to do it ourselves!

 	
Wall of Faith	3w
Creature - Wall 	Common
Defender
W: Wall of Faith gets +0/+1 until end of turn.
0/5

This card is a fucking insult. If Wall of Fire costs 1RR and Wall of Frost costs 1UU, why the fuck can't this
just cost 1WW? This is not only more expensive than the other two walls, but it's also worse! Wall of Frost is
a huge boon in tempo and is bigger without requiring you to sink mana into it, and Wall of Fire can kill shit!
Sure this is only common, but just make it uncommon and better, instead of this.


White Knight	ww
Creature - Human Knight 	Uncommon
First strike, protection from black
2/2

They wanted to bring back Alpha flavour to this set, and here it is. Yay for White Knight. I don't know why
we had to go so long without it, but I'm glad it's back. This also means there will be both soldier decks and 
straight white weenie decks.



Blue 

Air Elemental	3uu
Creature - Elemental 	Uncommon
Flying (This creature can't be blocked except by creatures with flying or reach.)
4/4

Very solid limited pick and nothing more.


Alluring Siren	1u
Creature - Siren 	Uncommon
T: Target creature an opponent controls attacks you this turn if able.
1/1

So this is officially a blue ability again. Glad to see it's only 1U and not 2U like a blue Nettling Imp,
but this definitely can end a game that stalls out by forcing your oppoent to do things they'd rather no.

	
Cancel	1uu
Instant 	Common
Counter target spell.

Fuck you, Wizards. I'm so fucking sick of Cancel. It's pretty much unplayable, and it feels like it's in
every Goddamn set!

 	
Clone	3u
Creature - Shapeshifter 	Rare
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
0/0

This will continue to be a casual favourite, but unless Zendikar gives us a very popular Legandary creature
with shroud ala Kodama of the North Tree so that we can use this as removal, it's unlikely to see play.


Convincing Mirage	1u
Enchantment - Aura 	Common
Enchant land
As Convincing Mirage enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.

Wow, they haven't given us a phantasmal terrain effect since Invasion, if I recall. Of course it's also 
not very exciting or playable, but there it is! Fifteen pick.


Coral Merfolk	1u
Creature - Merfolk 	Common
2/1

Coral Merfolk: Because Grizzly Bears in blue would fucking wreck vintage.
	

Divination	2u
Sorcery 	Common
Draw two cards.
	
Counsel of the Soratami was an awfully block specific name for a core set so this is fine. I'd still prefer Inspiration 
though.


Disorient	3u
Instant 	Common
Target creature gets -7/-0 until end of turn.

While this is technically blue's version of removal, I find it to be offensively bad and a 15th pick.	

	
Djinn of Wishes	3uu
Creature - Djinn 	Rare
Flying
Djinn of Wishes enters the battlefield with three wish counters on it.
2{U}{U}, Remove a Wish counter from Djinn of Wishes: Reveal the top card of your library. You may play that card without 
paying its mana cost. If you dont, exile it.
4/4

This is really pushing the power level of Djinns which is nice to see. If nothing else this will be huge for casual
players and a bomb in limited; it's a house if it sticks in constructed, but it seems too unlikely for anyone to
drop this and then untap with it in play.


Essence Scatter	1u
Instant 	Common
Counter target creature spell.

There is no reason they couldn't have just reprinted Remove Soul. Then again, a GOOD two mana counter like
Mana Leak would be nice, but this is a waste of a name.
 	

Fabricate	2u
Sorcery 	Uncommon
Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.
	
Solid blue tutor. Doubt it will make a big impact given the artifacts at our disposal right now, but it's a card
that I'll never complain about them reprinting.

	
Flashfreeze	1u
Instant 	Uncommon
Counter target red or green spell.
	
Solid sideboard card, undoubtedly remaining in the core set for some time.


Hive Mind	5u
Enchantment 	Rare
Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may 
choose new targets for his or her copy.

This card is terrible. The only people who will like this are the sort of casual players who enjoy cards like Psyhic
Battle or Thieves' Auction.


Horned Turtle	2u
Creature - Turtle 	Common
1/4

Oh Horned Turtle. You're such a 23rd card in draft.

	
Ice Cage	1u
Enchantment - Aura 	Common
Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
When enchanted creature becomes the target of a spell or ability, destroy Ice Cage.

Apparently I was wrong, this is blue's version of removal. I misread this card and first thought that it was obscenely
awesome, however it's still very strong despite the fact they can remove Ice Cage. There are very few things that can target
the creature without killing it anyway, which I'll address with the next card.


Illusionary Servant	1uu
Creature - Illusion 	Common
Flying
When Illusionary Servant becomes the target of a spell or ability, sacrifice it.
3/4

This is really, really good. Apparently there's a very short list of effect that target this that wouldn't
kill it anyway in limited. Watch out for Blinding Mage, Prodigal Pyromancer, and Goblin Artillery, but otherwise
this guy is going to fucking wreck people in limited. Cards like this make me wonder why everyone is saying blue
is so bad for limited.


Jace Beleren	1uu
Planeswalker - Jace 	Mythic Rare
+2: Each player draws a card.
-1: Target player draws a card.
-10: Target player puts the top twenty cards of his or her library into his or her graveyard.
3

Unlikely to remain quite as popular as Ajani, but still good.

 	
Jump	u
Instant 	Common
Target creature gains flying until end of turn.
	
Jump: because Flight would fucking wreck standard.



Levitation	2uu
Enchantment 	Uncommon
Creatures you control have flying. (They can't be blocked except by creatures with flying or reach.)
	
Glad to see this back in the core set. Great for limited and while it won't see play in any constructed decks,
it's still a nice card to be in print for casual players.

	
Merfolk Looter	1u
Creature - Merfolk Rogue 	Common
T: Draw a card, then discard a card.
1/1

Another of many known commodities. This always has the potential to see play, just depends on the format.

	
Merfolk Sovereign	1uu
Creature - Merfolk 	Rare
Other Merfolk creatures you control get +1/+1.
T: Target Merfolk creature is unblockable this turn.
2/2

It's no Lord of Atlantis, but not terrible by any means and not overpowered like Merrow Reejerey.



Mind Control	3uu
Enchantment - Aura 	Uncommon
Enchant Creature

Control Magic would be fine, and Persuasion was a better name for this.
 	

Mind Spring	xuu
Sorcery 	Rare
Draw X cards.
	
Just give us fucking Braingeyser already. Is the potential to mill your opponent to death with it really
THAT powerful considering it takes a lot more mana to do than splashing for Fireball?

	
Negate	1u
Instant 	Common
Counter target noncreature spell.

I hate this as much as I hate remove soul, possibly more.


Phantom Warrior	1uu
Creature - Illusion Warrior 	Uncommon
Phantom Warrior is unblockable.
2/2

More solid limited cards that will never see constructed play. 

	
Polymorph	3u
Sorcery 	Rare
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library 
until he or she reveals a creature card. The player puts that card onto the battlefield and shuffles all other 
cards revealed this way into his or her library.
	
People are REALLY excited about this and I'm not sure why. Everyone seems to think that this will be the new way
to cheat Darksteel Colossus into play. Obviously it's possible, I just think people are overestimating how viable 
it is. The cool thing, however, is that once you hit a Darksteel Colossus into play, you can Polymorph that and get
another without losing your first one. You know, because that will ever be not considered overkill.


Ponder	u
Sorcery 	Common
Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Draw a card.

I heart blue, but I'm not a big fan of Ponder. Maybe I'm spoiled by having played with Brainstorm and the like,
but this just doesn't do a lot for me.


Sage Owl	1u
Creature - Bird 	Common
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.
1/1

Jowl.
	

Serpent of the Endless Sea	4u
Creature - Serpent 	Common
Serpent of the Endless Sea's power and toughness are each equal to the number of Islands you control.
Serpent of the Endless Sea can't attack unless defending player controls an Island.
*/*

It's cheaper and probably bigger than Sea Monster, but just remember that it essentially has defender.
Still a 23rd card though if you really need.


Sleep	2uu
Sorcery 	Uncommon
Tap all creatures target opponent controls. Creatures that player controls don't untap during their controller's 
next untap step.
	
If you liked drafting Deluge, you're going to love this more powerful variant! This card has a lot of constructed
potential, but it will be very meta dependent; it would require a strong control deck and a format that isn't
overrun with hasted, cascading creatures, which may be a bit of a long shot for the time being.
 	

Snapping Drake	3u
Creature - Drake 	Common
Flying
3/2

Solid limited common, and now that they other two are gone I'll no longer have to choose between this, Recover,
and Cloud Elemental in every pack.


Sphinx Ambassador	5uu
Creature - Sphinx 	Mythic Rare
Flying
Whenever Sphinx Ambassador deals combat damage to a player, search that player's library for a card, then that 
player names a card. If you searched for a creature card that isn't the named card, you may put it onto the 
battlefield under your control. Then that player shuffles his or her library.
5/5

This card is going to be a favourite among casual players and a decent flyer for limited, but that's about it.
It's too expensive for constructed, it can't fetch you removal, and it can only realistically fetch you their second
best creature. In any format outside of multiplayer, this is really a win more card (And even in multiplayer it becomes
tricky since once you kill someone, their creatures all disappear)

	
Telepathy	u
Enchantment 	Uncommon
Your opponents play with their hands revealed.

I wish they'd stop printing this piece of shit.

	
Time Warp	3uu
Sorcery 	Mythic Rare
Target player takes an extra turn after this one.
	
It's really nice to see this back. It's not overly powerful like Time Walk, and 10th edition gave us the overcosted
Time Stretch and significantly less powerful Time Stop. There's a chance this will see constructed play, but I'm far
more excited about the chance to get foil copies of this than I am about its constructed applications.


Tome Scour	u
Sorcery 	Common
Target player puts the top five cards of his or her library into his or her graveyard.

DO NOT DRAFT THIS. The chances of drafting enough of these, drawing all of them, and then not losing the game
despite casting 5-6 spells that had no effect on the board whatsoever are so small that you'd be a fool to actually
try winning with this card.


Traumatize	3uu
Sorcery 	Rare
Target player puts the top half of his or her library, rounded down, into his or her graveyard.
	
This is too expensive for dedicated mill decks, but it's always been a casual favourite and that will only
continue now that it's bestest buddy ever is reprinted. More on that soon...

	
Twincast	uu
Instant 	Rare
Copy target instant or sorcery spell. You may choose new targets for the copy.
	
Glad to see that this is becoming a core set staple. Fork was always a favourite of mine, so it's really 
nice to see it in print again, even if it's blue now.

	
Unsummon	u
Instant 	Common
Return target creature to its owner's hand.
	
The new rules may have made this a lot weaker, but it's still a decent limited card.


Wall of Frost	1uu
Creature - Wall 	Uncommon
Defender (This creature can't attack.)
Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
0/7

This card exists because R&D decided that they wanted to create a limited environment in which it's possible
for absolutely nothing to be happening. I was a huge fan of Aether Membrane and while I liked that more, this is
still a great limited card.

 	
Wind Drake	2u
Creature - Drake 	Common
Flying (This creature can't be blocked except by creatures with flying or reach.)
2/2

I think I would have preferred Cloud Elemental, although with Lightning Bolt instead of Shock there's a
good chance it won't matter. Still a solid limited common regardless.


Zephyr Sprite	u
Creature - Faerie 	Common
Flying
1/1

So we FINALLY get Flying Men back in print! It won't shake things up even with its new fairie creature type,
but it was a fucking disgrace that they refused to print a 1/1 flyer in blue with no drawback despite having Scryb Sprite
at common for years.


Black 

Acolyte of Xathrid	b
Creature - Human Cleric 	Common
1B, T: Target player loses 1 life.
0/1

I'm really not sure a 2 mana (or any mana) activation cost is really necessary for this guy. Sure it's a 
20 turn clock, but it's also a 20 turn clock on an 0/1 creature. Even if you had 3 of these down by turn 2
I find it hard to believe that that wwith no activation cost it would be enough to win a game. With the activation
cost, I'm not sure it's even a 23rd card.


Assassinate	2b
Sorcery 	Common
Destroy target tapped creature.
	
Black has much better removal cards, but if you're running low this is still worth playing in limited.

	
Black Knight	bb
Creature - Human Knight 	Uncommon
First strike, protection from white
2/2

It's just like White Knight! This is far more exciting though since it's been longer since we've had this
in print and because protection isn't really native to black like it is to white.

 	
Bog Wraith	3b
Creature - Wraith 	Uncommon
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
3/3

Solid limited sideboard card.


Cemetery Reaper	1bb
Creature - Zombie 	Rare
Other Zombie creatures you control get +1/+1.
2B, T: Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield.
2/2

How many lords does that make for zombies now, like ten? I prefer the schenanigans you can do with Lord
of the Undead and CIP abilities, but one card making multiple creatures is always good.


Child of Night	1b
Creature - Vampire 	Common
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/1

Because I really needed another reason to hate Coral Merfolk. It's bizarre to see such a small, non-flying
vampire though.


Consume Spirit	x1b
Sorcery 	Uncommon
Spend only black mana on X.
Consume Spirit deals X damage to target creature or player and you gain X life.
	
Such a limited bomb, and with the potential for mono black control to come back, it could see constructed play
as well.


Deathmark	b
Sorcery 	Uncommon
Destroy target green or white creature.
	
Great colour hosing staple for the core set.
	

Diabolic Tutor	2bb
Sorcery 	Uncommon
Search your library for a card and put that card into your hand. Then shuffle your library.

This really needs to cost BBB or less if it's ever going to see play.	

	
Disentomb	b
Sorcery 	Common
Return target creature card in a graveyard to its owner's hand.

What's wrong with Raise Dead? Maybe the name sounded like a zombify effect, but unless they reprint
Entomb then this name will sound even more like a zombify effect than Raise dead. Oh, and why the fuck
can't we just have Recover? I want my fucking cantrips back!
	

Doom Blade	1b
Instant 	Common
Destroy target nonblack creature.
	
Great upgrade to Terror since regeneration is rarely relevent. I doubt it's going to shake up the 
tournament scene, but it's still a very strong limited card.

 
Dread Warlock	1bb
Creature - Human Wizard 	Common
Dread Warlock can't be blocked except by black creatures.
2/2

Human wizard seems like a very odd choice for creature types for this. It's of course playable in limited
and it's interested that between Doom Blade and Dread Warlock that they're completely removing the notion of
artifact creatures not being susceptable to the concept of fear, most likely because of the Esper shard. while
it makes the cards more powerful, I'm not sure how I feel about that change.

	
Drudge Skeletons	1b
Creature - Skeleton 	Common
B: Regenerate Drudge Skeletons. 
1/1

I think this may be a little too annoying to be common in limited, but we shall see.

 	
Duress	b
Sorcery 	Common
Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.
	
We all know exactly what this card will do in extended and it's one of the tools to make mono black control
viable.


Gravedigger	3b
Creature - Zombie 	Common
When Gravedigger enters the battlefield, you may return target creature card from your graveyard to your hand.
2/2

Card advantage is always good, especially in limited.

	
Haunting Echoes	3bb
Sorcery 	Rare
Exile all cards in target player's graveyard other than basic land cards. Search that player's library for all cards 
with the same name as cards exiled this way and exile them. Then that player shuffles his or her library.

Ahh, Traumatizes best friend! I have conceded to this card in multiplayer many, many times, although I did
win a game in extended with a control deck after this resolved. This has always been a casual favourite so it's nice
to see the supply increase, and if mono black control because popular this will be a 2 of in either the main deck 
or more likely sideboard.

	
Howling Banshee	2bb
Creature - Spirit 	Uncommon
Flying
When Howling Banshee enters the battlefield, each player loses 3 life.
3/3

This is a pretty powerful limited card and a nice change from black creatures that only make the caster
lose life. Probably still too slow for a suicide black style deck, but the guaranteed damage makes me wonder
if this actually has constructed potential.


Hypnotic Specter	1bb
Creature - Specter 	Rare
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.
2/2

I wish this was bumped back to uncommon like Serra. Without Dark Ritual, this card is nothing.


Kelinore Bat	2b
Creature - Bat 	Common
Flying
2/1

Meh, it's a black flyer for limited. Nothing special.


Liliana Vess	3bb
Planeswalker - Liliana 	Mythic Rare
+1: Target player discards a card.
-2: Search your library for a card, then shuffle your library and put that card on top of it.
-8: Put all creature cards in all graveyards onto the battlefield under your control.
5
	
I suspect Liliana will see more play this time around.


Looming Shade	2b
Creature - Shade 	Common
{B}: Looming Shade gets +1/+1 until end of turn.
1/1

Great limited common, though it never seems to go very high.

	
Megrim	2b
Enchantment 	Uncommon
Whenever an opponent discards a card, Megrim deals 2 damage to that player.

Another casual favourite, although I can't remember seeing it in constructed play since...whenever The Dark
was still legal in extended.


Mind Rot	2b
Sorcery 	Common
Target player discards two cards.
	
I prefer the card drawing variant for limited, but this is alright as well.

	
Mind Shatter	xbb
Sorcery 	Rare
Target player discards X cards at random.
	
Another card I expect will see much more play this time around.

	
Nightmare	5b
Creature - Nightmare Horse 	Rare
Flying
Nightmare's power and toughness are each equal to the number of Swamps you control.
*/*

Kids love this card and it's great in limited, but it still won't ever see constructed play. What the fuck's
up with it being a nightmare horse though? That's like Relentless Rats being a rat rodent. Silly WotC.


Relentless Rats	1bb
Creature - Rat 	Uncommon
Relentless Rats gets +1/+1 for each other creature on the battlefield named Relentless Rats.
A deck can have any number of cards named Relentless Rats.
2/2

This will never be competitive, but it's good that it's a core set staple to keep increasing the supply.

	
Rise from the Grave	4b
Sorcery 	Uncommon
Put target creature in a graveyard into play under your control. That creature is black and is a Zombie in addition 
to its other types.
	
I didn't realize that reanimation was so powerful it needed to be neutered again. Zombify was fine (Even though it
didn't make the creature a zombie despite the name and this does make it a zombie despite the name). For this mana cost 
it should be an instant like Miraculous Recovery. 

 	
Royal Assassin	1bb
Creature - Human Assassin 	Rare
T: Destroy target tapped creature.
1/1

I hope the M10 tips and trick card tells me to use this with Icy Manipulator. I always forget what card it
combos with.


Sanguine Bond	3bb
Enchantment 	Rare
Whenever you gain life, target opponent loses that much life.

I'm sure there will be a casual market for this, but this is a pretty terrible card for constructed. It
appears like it could be extremely powerful in a mono black control deck by turning Tendrils of Corruption and
Consume Spirit absurdly deadly, but I don't think that effect is worth a five mana enchantment. I'm prepared to be
wrong on this one, however, and I wouldn't be surprised if this is a two of in mono black control.


Sign in Blood	bb
Sorcery 	Common
Target player draws two cards and loses 2 life.

This is even better than Night's Whisper, and is one of the reasons I think mono black control has a shot now. 
This is also playable in limited, though much better in constructed.


Soul Bleed	2b
Enchantment - Aura 	Common
Enchant creature
At the beginning of enchanted creatures controller's upkeep, that player loses 1 life.

Wanderlust may not have been a teerribly green card, but it also wasn't a terribly good card either so
there's no real reason to bring it back.
	
 	
Tendrils of Corruption	3b
Instant 	Common
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of 
Swamps you control.
	
Another tool that mono black control so badly needs.


Underworld Dreams	bbb
Enchantment 	Rare
Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.

Another casual favourite. Someday this will be competitive. Someday...	

	
Unholy Strength	b
Enchantment - Aura 	Common
Enchant creature
Enchanted creature gets +2/+1.
	
It's Unholy Strength, what is there to say?

	
Vampire Aristocrat	2b
Creature - Vampire 	Common
Sacrifice a creature: Vampire Aristocrat gets +2/+2 until end of turn.
2/2

More non-flying vampires? Nantuko Husk may have been mildly block related, but I had the idea of vampires
being so small, grounded, and common. 


Vampire Nocturnus	1bbb
Creature - Vampire 	Mythic Rare
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control 
get +2/+1 and have flying.
3/3

This can be really powerful in limited, especially if you manage to force mono black, but I doubt it's good
enough for constructed play. Casual players have always enjoyed vampire decks, however, so this will 
still be popular.


Wall of Bone	2b
Creature - Skeleton Wall 	Uncommon
Defender (This creature can't attack.)
B: Regenerate Wall of Bone.
1/4

It's a wall. You can't kill it and it can kill some small stuff. Fine for limited.


Warpath Ghoul	2b
Creature - Zombie
3/2

Scathe Zombies, consider yourself replaced. Again. Three power for 3 is fine for limited, but not a high pick.

	
Weakness	b
Enchantment - Aura 	Common
Enchant creature
Enchanted creature gets -2/-1.
	
If you absolutely, positively have no other removal in limited...I still don't really recommend this.


Xathrid Demon	3bbb
Creature - Demon 	Mythic Rare
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than Xathrid Demon, then each opponent loses life 
equal to the sacrificed creature's power. If you can't sacrifice a creature, tap Xathrid Demon and you lose 7 life.
7/7

What the fuck is this? Divine vs. Demonic gives us a foil, mythic rare Lord of the Pit and a bunch of imps, 
and M10 gives us a MUCH better Lord of the Pit and 2-3 mana vampires? Why couldn't they wait a few months to
put out the Duel Decks and make them so much better? Still a bit risky for constructed , but a HUGE bomb
in limited.


Zombie Goliath	4b
Creature - Zombie Giant
4/3

Unimpress vanilla creature, but playable in a pinch.


Red 

Act of Treason	2r
Sorcery 	Uncommon
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

This name change isn't any better, but Threaten has always been powerful in limited and has seen constructed
play from time to time.


Ball Lightning	rrr
Creature - Elemental 	Rare
Trample, haste
At the beginning of the end step, sacrifice Ball Lightning.
6/1

They have really started pushing the power level of red spells again. Sure Ball Lightning dies to any first
strike creature, but it's also 6 damage for 3 mana. That's a lot more efficient than we're used to for burn spells,
which this essentially is.


Berserkers of Blood Ridge	4r
Creature - Human Berserker 	Uncommon
Berserkers of Blood Ridge attacks each turn if able.
4/4

It's just like Monstrous Carabid except it's uncommon and doesn't cycle! I don't know why this deserves to be 
uncommon, but whatever. I'm less keen on it without the ability to cycle, but it's still playable for a 
core set
 	

Bogardan Hellkite	6rr
Creature - Dragon 	Mythic Rare
Flash (You may cast this spell any time you could cast an instant)
Flying
When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of 
target creatures and/or players.
5/5

I think people are overestimating how powerful the Hellkite will be this time around. Once Lorwyn rotates there'll
be no cheap, decent reanimation spells, and blue/red control isn't a viable strategy right now. It's still a powerful
card, but this guy's playabilty is going to rely very largely on what's in Zendikar.


Burning Inquiry	r
Sorcery 	Common
Each player draws three cards, then discards three cards at random.

I heart random effects and I especially love Goblin Lore, but unlike Goblin Lore this actually card disadvantage
for the caster. Unless you're running this in a deck with Underworld Dreams and Megrim, I don't see it 
being overly useful, and that doesn't seem like a competitive deck.


Burst of Speed	r
Instant 	Common
Creatures you control gain haste until end of turn.

15th pick.

 	
Canyon Minotaur	3r
Creature - Minotaur Warrior 	Common
3/3

Hill Giant = playable in limited if necessary, but there's better.

	
Capricious Efreet	4rr
Creature - Efreet 	Rare
At the beginning of your upkeep, choose target nonland permanent you control and up to two nonland 
permanents you don't control. Destroy one of them at random.
6/4

Obviously this card wasn't meant to be good, it was meant to showcase what red does: efreets, randomless, 
and destruction. However, I still rate it as an epic fail from a design standpoint. Red DOES NOT destroy
enchantments outside of Apocalypse, and no one wrecks lands like red does. This should read "Choose target
nonland, non-enchantment permanent you control and up to two non-enchantment permanents you don't control."
It wouldn't really make the card better, but since this card was an exercise in Design 101 it would at least
make this more excusable.


Chandra Nalaar	3rr
Planeswalker - Chandra 	Mythic Rare
+1: Chandra Nalaar deals 1 damage to target player.
-X: Chandra Nalaar deals X damage to target creature.
-8: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.
6
	
I still see this as the worst of the Lorwyn planeswalkers since it's rarely more than a 5 mana sorcery
speed removal spell, but planeswalkers are still always cool and it's great in limited either as removal
or to end a game that's stalled.


Dragon Whelp	2rr
Creature - Dragon 	Uncommon
Flying
R: Dragon Whelp gets +1/+0 until end of turn. At the beginning of the end step, if this ability has been 
played four or more times this turn, sacrifice Dragon Whelp.
2/3

While I love the flavour of Dragon Whelp, this should really be Furnace Whelp instead. With Lightning Bolt back
the extra one toughness is largely irrelevant, and Furnace Whelp is much more powerful. Dragon Whelp is still great
and a first pick, but it has much less game winning power than the Furnace Whelp.

	
Earthquake	xr
Sorcery 	Rare
Earthquake deals X damage to each creature without flying and each player.
	
It's about fucking time they reprinted this card. I never was about to figure out why they thought 
Earthquake didn't fit in the core set, but it's a great card and I think it will actually see a decent
amount of play once Lorwyn rotates out (The abundance of flying token creatures make this far less preferable
to other red mass removal). Oh yeah, it's both mass removal and blaze, so it's fantastic for limited
of course.


Fiery Hellhound		1rr
Creature - Elemental Hound 	Common
R: Fiery Hellhound gets +1/+0 until end of turn.
2/2

This is awful powerful at common for a gray ogre. Not broken or even first pick, but much better than
red's common creatures normally are.


Fireball	xr
Sorcery 	Uncommon
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to cast Fireball, pay 1 for each target beyond the first.
	
Hey, here's another card that it's about time they put back int he core set! Blaze was alright, but if Fireball
was too complicated for you then you're a fucking idiot. Splitting damage around is also a VERY red ability
(Fire, Meteor Shower, Dwarven Catapult, Cone of Flame, Rolling Thunder etc. etc.) so this is a much better
showcase of all things red than just Blaze. Of course, this isn't any more constructed playable than Blaze was,
but it becomes even better in limited and is just a better card anyway.

	
Firebreathing	r
Enchantment - Aura 	Common
Enchant creature
R: Enchanted creature gets +1/+0 until end of turn.

Now that Dwarven Warriors is a red ability, this card is nearly useless in limited.	

	
Goblin Artillery	1rr
Creature - Goblin Warrior 	Uncommon
T: Goblin Artillery deals 2 damage to target creature or player and 3 damage to you.
1/3

So we're just going to pretend that orcs never existed? I understand that goblins are a big draw, but I don't
see any reason that we can't have orcs too. Anyway, this is a fantastic card for limited. Sure you take damage,
but it's repeatable removal which is at a premium in limited. I'd be surprised if it goes as highly as it should,
but this is really a first or second pick in limited.


Goblin Chieftain	1rr
Creature - Goblin 	Rare
Haste
Other Goblin creatures you control get +1/+1 and have haste.
2/2

This is a huge improvement to Goblin King, but it's not going to see play in any sort of constructed Goblin
deck because they're not a strong eonugh tribe for standard and this is obsoleted by Goblin War Chief in every
other format.

 	
Goblin Piker	1r
Creature - Goblin Warrior 	Common
2/1

It's just like Coral Merfolk, isn't it Steve!

	
Ignite Disorder	1r
Instant 	Uncommon
Ignite Disorder deals 3 damage divided as you choose among any number of target white and/or blue creatures.
	
This makes me angry for the same reason as Celestial Purge, but I expect to actually see this on constructed
sideboards now that white weenie is looking extremely viable again.


Inferno Elemental	4rr
Creature - Elemental 	Uncommon
Whenever Inferno Elemental blocks or becomes blocked by a creature, Inferno Elemental deals 3 damage to 
that creature.
4/4

Very hard to answer so this is a great limited creature. Not a first pick, but still pretty high.


Jackal Familiar	r
Creature - Hound 	Common
Jackal Familiar can’t attack or block alone.
2/2

If you remember Mogg Flunkies then I probably don't need to tell you how awesome this card is. Of course it's
much better in constructed than limited, but it's still awesome and playable in both. This will likely be
a four of in lots of red decks. 

	
Kindled Fury	r
Instant 	Common
Target creature gets +1/+0 and gains first strike until end of turn.

This is an okay limited trick and can be counted as removal if you're somehow lacking in red removal,
but I'd MUCH rather have access to Fist of the Anvil again; that thing ends games.	

	
Lava Axe	4r
Sorcery 	Common
Lava Axe deals 5 damage to target player.

This has always been decent in limited, and it will continue to be. Not a terribly high pick since they float
around and you only need one or maybe two, but still worth playing.	


Lightning Bolt	r
Instant 	Common
Lightning Bolt deals 3 damage to target creature or player.

This is a first pick in limited and an auto four of in every constructed deck playing red. I also think
this is a big mistake to reprint, but time will tell. 


Lightning Elemental	3r
Creature - Elemental 	Common
Haste (This creature can attack and {T} as soon as it comes under your control.)
4/1

Solid mid-level pick for limited since it will normally hit for 4 and then trade with a creature.


Magma Phoenix	3rr
Creature - Phoenix 	Rare
Flying
When Magma Phoenix is put into a graveyard from the battlefield, it deals 3 damage to each creature and each player.
3RR: Return Magma Phoenix from your graveyard to your hand.
3/3

It lacks a sacrifice ability which really hurts this and is expensive to return to your hand, but it gets points
for both hitting players and flying creatures as well. Still no Shard Phoenix and I doubt it has constructed
potential, but there's still a market for cards like this among casual players and any recursive threat is
powerful in limited.

	
Manabarbs	3r
Enchantment 	Rare
Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.
	
Meh. I'd be mad to open this.


Panic Attack	2r
Sorcery 	Common
Up to three target creatures can't block this turn.
	
Red always has an effect like this and this one is playable as a 20th to 23rd card as a one of.

	
Prodigal Pyromancer	2r
Creature - Human Wizard 	Uncommon
T: Prodigal Pyromancer deals 1 damage to target creature or player.
1/1

Not as powerful as Goblin Artillery, but still repeatable removal and still a high pick. In fact, it's
such a high pick that it had to be bumped to uncommon because Vithian Stinger was fine at common, but
this just can't be showing up that often in draft.

	
Pyroclasm	1r
Sorcery 	Uncommon
Pyroclasm deals 2 damage to each creature.
	
This will not see any play until Zendikar comes out, and even then Volcanic Fallout may win out still.
Mass removal is always great in limited thoughl


Raging Goblin	r
Creature - Goblin Berserker 	Common
Haste (This creature can attack and T as soon as it comes under your control.)
1/1

Too weak for constructed, and likely for limited. Worth playing in limited if you have an EXTREMELY
fast deck though.

	
Seismic Strike	2r
Instant 	Common
Seismic Strike deals damage to target creature equal to the number of Mountains you control.

Decent limited removal. Can't hit players so it won't see constructed play, but much, much better than
Spitting Earth since it's an instant. 
	
 	
Shatter	1r
Instant 	Common
Destroy target artifact.
	
This card has been obseleted by strictly better versions more times than any individual card aside from 
Grizzly Bears. I really wish they had printed a different version, but oh well.


Shivan Dragon	4rr
Creature - Dragon 	Rare
Flying
R: Shivan Dragon gets +1/+0 until end of turn.
5/5

Huge bomb for limited, casual favourite.

 	
Siege-Gang Commander	3rr
Creature - Goblin 	Rare
When Siege-Gang Commander enters the battlefield, put three 1/1 red Goblin creature tokens onto the battlefield.
1R, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player.
2/2

I'm actually a little disappointed to see this back. I'm really sick of all the token decks, and white and red,
the two colours that are getting the most help in this set, get big token producers. It's a great card, first pick 
in limited, and very constructed playable, but I just wish we could take a break from it for the time being.


Sparkmage Apprentice	1r
Creature - Human Wizard 	Common
When Sparkmage Apprentice enters the battlefield, it deals 1 damage to target creature or player.
1/1

Cute, decent limited common for red. I was a big fan of this guy in Ravnica, although admittedly I drafted every
Cloudstone Curio and Mark of Eviction I ever saw.


Stone Giant	2rr
Creature - Giant 	Uncommon
T: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. 
Destroy that creature at the beginning of the next end step.
3/4

Here's another creature I'm glad to see back! It's very red in flavour, not overly powerful, and gives red a
way to end ground stalls or defend itself against aerial strikes. Probably a 2nd-4th pick in limited.

	
Trumpet Blast	2r
Instant 	Common
Attacking creatures get +2/+0 until end of turn.
	
I thought they had changed this to a white ability? Decent finisher, and since it's common and not a high pick
it should be easy to get one or maybe two for any red deck.


Viashino Spearhunter	2r
Creature - Viashino Warrior 	Common
First strike 
2/1

This should really be a 3/1. As it is it's unimpressive, but you can run it as a 23rd card if you're light on
creatures.

	
Wall of Fire	1rr
Creature - Wall 	Uncommon
Defender (This creature can't attack.)
R: Wall of Fire gets +1/+0 until end of turn.
0/5

Probably the best wall in the set for limited since it can kill basically anything and really stalls your opponent.
Doesn't have the constructed value of Wall of Frost, especially as it's red, but this will definitely slow your 
opponent down.


Warp World	5rrr
Sorcery 	Rare
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards 
from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way 
onto the battlefield, then puts all enchantment cards revealed this way onto the battlefield, then puts all 
cards revealed this way that weren't put onto the battlefield on the bottom of his or her library in any order.

This should be mythic. This is the perfect example of a mythic sorcery as it has a HUGE effect on the 
"battlefield" (Do I really have to say that?). I'm not a fan of the card and hate people who play Warp World
since they take one thirty minute masturbatory turn to win, but it's back so...whatever.	


Yawning Fissure	4r
Sorcery 	Common
Each opponent sacrifices a land.

Yawn is right. This card is a 16th pick. You heard me. I hate land destruction as much as the next guy,
but this is beyond terrible.


Green  

Acidic Slime	3gg
Creature - Ooze 	Uncommon
Deathtouch (Creatures dealt damage by this creature are destroyed. You can divide this creature's combat damage 
among any of the creatures blocking or blocked by it.)
When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
2/2

It's expensive, but I actually like this as a replacement to Creeping Mold. It can kill artifacts, land, and 
enchantments and then it gets to trade with at least one creature. Card advantage is teh awesome. Too expensive
for constructed unless standard really slows down and there's a decent way to recur its CIP ability, but it
has potential.


Ant Queen	3gg
Creature - Insect 	Rare
1G: Put a 1/1 green Insect creature token onto the battlefield.
5/5

Ginormous bomb in limited, too mana intensive for constructed.


Awakener Druid	2g
Creature - Human Druid 	Uncommon
When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature as long as 
Awakener Druid is on the battlefield. (It's still a land)
1/1

Really good card for limited. Three mana for a 4/5 (depending on how late in the game, with haste, though that's
then 4 mana...still good though). Not a first pick, but probably 3rd-4th or so.


Birds of Paradise	g
Creature - Bird 	Rare
Flying (This creature can't be blocked except by creatures with flying or reach.)
T: Add one mana of any color to your mana pool.
0/1

Mm BoP. 


Borderland Ranger	2g
Creature - Human Scout 	Common
When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, 
and put it into your hand. If you do, shuffle your library.
2/2

Odd that they would print this instead of Civic Wayfinder as it's such a common ability on elf creatures,
but still great for limited. The loss of the elf creature type means it will likely never see constructed
play as it's not actually accel.


Bountiful Harvest	4g
Sorcery 	Common
You gain 1 life for each land you control.

Just awful.


Bramble Creeper	4g
Creature - Elemental 	Common
Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn.
0/3

This guy's pretty bad. Since green's the colour of fatties it really shouldn't have five mana creatures
that can't even block. As a purely offensive creature 5/3 for 5 isn't terrible, but there's no reason for
it not to be able to block and still kill stuff. 


Centaur Courser	2g
Creature - Centaur Warrior
3/3

I wish it was the extended art version, but 3/3 for 3 is very solid in limited.


Craw Wurm	4gg
Creature - Wurm 	Common
6/4

It's Craw Wurm. Big limited guy that's only other purpose is to be traded for dual lands 15-16 years ago
before we all knew better.


Cudgel Troll	2gg
Creature - Troll 	Uncommon
G: Regenerate Cudgel Troll	
4/3

I've been playing tempest draft a bit on MTGO lately and considering how good Skyshroud Troll is, I figure
a card that is strictly better in multiple ways should be much, much better, especially now that basically all 
removal allows regeneration now.


Deadly Recluse	1g
Creature - Spider 	Common
Reach, deathtouch
1/2

Very solid limited creature; about as close to green creature removal as you're going to see outside of
Hurricane effects...or Desert Twister.

	
Elvish Archdruid	1gg
Creature - Elf Druid 	Rare
Other Elf creatures you control get +1/+1.
T: Add G to your mana pool for each Elf you control.
2/2

Fucking kidding me? Priest of Titania + Elvish Champion = Timmies orgasming in unison. This is going to be
more valuable than it should be because of the huge casual appeal, and it's a must own for anyone with a casual
elf deck.


Elvish Piper	3g
Creature - Elf Shaman 	Rare
G, T: You may put a creature card from your hand onto the battlefield.
1/1

He didn't do anything to constructed when Progenitus was printed, so I think it's safe to accept that this
will never be anything but a super popular casual card.

	
Elvish Visionary	1g
Creature - Elf Shaman 	Common
When Elvish Visionary enters the battlefield, draw a card.
1/1

I'm mad that they're reprinting so many cards from Shards block, but this one bothers me a little less because
it's such an awesome design.


Emerald Oryx	3g
Creature - Antelope 	Common
Forestwalk
2/3

Alright as a sideboard card, though it's no Bog Wraith.

	
Enormous Baloth	6g
Creature - Beast 	Uncommon
7/7

It's big, it's bland, and it eats Craw Wurms. If you expect to hit 7 mana by turn 7 or earlier, it's worth
playing in limited.


Entangling Vines	3g
Enchantment - Aura 	Common
Enchant tapped creature
Enchanted creature doesn't untap during its controller’s untap step.

Four mana is a bit much for soft removal, but it is green removal so I guess it gets points for that.


Fog	g
Instant 	Common
Prevent all combat damage that would be dealt this turn.
	
First it was green. Then it was white and black. Then it was green again. Then it was green, but only in creature
form. Then it was white again. Then it was white in instant and creature form. Then just white instants again.
Then it was black again, but that was Timeshifted, so it doesn't really count. Then back to white. Now it's green
again. Make up your fucking minds! No matter what colour it is, it's playable in limited and white versions have been
playable in constructed, but Fog probably won't be.

	
Garruk Wildspeaker	2gg
Planeswalker - Garruk 	Mythic Rare
+1: Untap two target lands.
-1: Put a 3/3 green Beast creature token onto the battlefield.
-4: Creatures you control get +3/+3 and gain trample until end of turn.
3

He may not be the most played anymore, but Garruk is still the only one of the Lorwyn planeswalkers to have
three abilities that are all relevant in constructed. They're also just as relevant in limited, but you aren't going
to pass planeswalkers anyway so I don't need to tell you it's a first pick.
	

Giant Growth	g
Instant 	Common
Target creature gets +3/+3 until end of turn.
	
People seem to think that the new rules for blocking make this more powerful, but I'm still not really sold on
it. Excellent in limited as both extra damage or green "removal".


Giant Spider	3g
Creature - Spider 	Common
Reach (This creature can block creatures with flying.)
2/4

The 4 toughness makes this guy tough to deal with in limited, and reach makes him a great pick for a defensive
creature.

	
Great Sable Stag	1gg
Creature - Elk 		Rare
Great Sable Stag can't be countered.
Protection from blue and from black 
3/3
 	
This is pretty damn good as far as a 3/3 for 3. Permission isn't really viable so it won't see constructed sideboard
play for the time being at least and certainly doesn't deserve to be rare, but still good for limited.


Howl of the Night Pack	6g
Sorcery 	Uncommon
Put a 2/2 green Wolf creature token onto the battlefield for each Forest you control.
	
This this is such a fucking bomb in limited if you can force mono green. That's a lot harder to do in this
set than it was in Shadowmoor, but if you can pull it off then this thing is lights out.


Kalonian Behemoth	5gg
Creature - Beast 	Rare
Shroud
9/9

That's pretty self explainatory. I guess it couldn't be uncommon for limited purposes, but what a shitty rare.
That thing's a beast for limited though.

	
Llanowar Elves	g
Creature - Elf Druid 	Common
T: Add G to your mana pool.
1/1

Accel is good in limited but unless dedicated elf tribal decks are played, this guy won't be beating out
BoP or Noble Hierarch in constructed decks.


Lurking Predators	4gg
Enchantment 	Rare
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it 
onto the battlefield. Otherwise, you may put that card on the bottom of your library.

This is far too expensive for constructed, but in a creature heavy deck it would be worth drafting. 
Great card for casual players trying to cheat things into play, but not many other applications.
	

Master of the Wild Hunt	2gg
Creature - Human Shaman 	Mythic Rare
At the beginning of your upkeep, put a 2/2 green Wolf creature token onto the battlefield.
T: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to 
target creature. That creature then deals damage equal to its power divided as its controller chooses among any 
number of those Wolves.
3/3

My jaw fucking dropped when I saw this card, but that was because I missed the world "wild" and thought
they were bringing back Master of the Hunt and thusly banding. This guy is a huge bomb in limited though since
it's both token generation AND repeatable removal. In fact, it does both of those much better than Siege-Gang
Commander who's awesome for the same reason. It's unlikely to see constructed play since 3 toughness makes it
a little too fragile, but it does get points for being a "must answer" card. Will likely be very popular
among casual players and among APLETHORAOFPINATAS and his wolf shirt wearing bretheren.


Might of Oaks	3g
Instant 	Rare
Target creature gets +7/+7 until end of turn.
	
If you connect with this in limited, that's game over. It takes a variant like Stonewood Invocation to be
constructed playable, however.


Mist Leopard	3g
Creature - Cat 	Common
Shroud
3/2

A little better than Pincer Beatles I suppose, but nothing special.


Mold Adder	g
Creature - Fungus Snake 	Uncommon
Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on Mold Adder.
1/1

Really good sideboard card if you get it in your opening hand, otherwise not so much, which probably
means it's not actually a really good sideboard card.
	

Naturalize	1g
Instant 	Common
Destroy target artifact or enchantment.
	
Naturalize is racing Cancel to see which can be reprinted more frequently. You all know how this works
by now.


Nature's Spiral	1g
Sorcery 	Uncommon
Return target permanent card from your graveyard to your hand.

For fuck's suck, just gives us back Regrowth. This card lets you recur everything except the stuff you'd
actually want to cast Regrowth on.

	
Oakenform	2g
Enchantment - Aura 	Common
Enchant Creature
Enchanted creature gets +3/+3.

Where's my fucking Branchwood Armor? Branchwood Armor was lights out, this card is just meh.


Overrun	2ggg
Sorcery 	Uncommon
Creatures you control get +3/+3 and gain trample until end of turn. 

It feels really weird to have this in the same set as Garruk, but it's still a bomb in limited and
will continue to see constructed play until Zendikar comes out.

Prized Unicorn	3g
Creature - Unicorn 	Uncommon
All creatures able to block Prized Unicorn do so.
2/2

Great card for limited. Lure is really good and this lets you play lure without wasting a spot in your deck,
so it should be a very high pick. 
	

Protean Hydra	xg
Creature - Hydra 	Mythic Rare
Protean Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the end step.
0/0

It appears I missed this card the first time through. This is a really cool creature and an awesome casual card. 
However, this should never see constructed play. You should be spending a lot of mana when you drop it to begin with,
at least 5 if you want it to survive Lightning Bolt, and while it can get huge it has no evasion at all and dies to
any non-damage based removal.


Rampant Growth	1g
Sorcery 	Common
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
	
This is good in limited and if mana ramp is playable in constructed this will be in it.

	
Regenerate	1g
Instant 	Common
Regenerate target creature.
	
So we got rid of regeneration just to get this instead? Fucking gay.


Runclaw Bear	1g
Creature - Bear 	Common

This pisses me off. Grizzly Bear was in every core set until now, and now it gets the boot for the EXACT
SAME FUCKING CARD. If they put Cylian Elf in here instead I wouldn't be mad, because it's an elf. But this
is a bear. We can't reprint Grizzly Bear because there really are grizzly bears in the real world, is that it?
Fuck you, Wizards. I may have been befuddled by some of the functional reprints, but this is the one that
actively pisses me off.
	
 	
Stampeding Rhino	4g
Creature - Rhino 	Common
Trample
4/4

Very solid limited creature.


Windstorm	xg
Instant 	Uncommon
Windstorm deals X damage to each creature with flying.

I'm angry that this is replacing Hurricane, but I understand since green doesn't do direct damage except to flying
creatures. That also means this is just a sideboard card in limited whereas Hurricane was actually good in
limited.
	

Artifact 

Angel's Feather	2
Artifact 	Uncommon
Whenever a player casts a white spell, you may gain 1 life.
	
Better than the original lucky charms, but still as useless as ever.

	
Coat of Arms	5
Artifact 	Rare
Each creature gets +1/+1 for each other creature on the battlefield that shares a creature 
type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each 
gets +2/+2.)
	
Thank God they didn't make this mythic. Another casual favourite that I'm glad to see back.

	
Darksteel Colossus	11
Artifact Creature - Golem 	Mythic Rare
Trample
Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle 
it into its owner's library instead.
11/11

One of the most impressive creatures ever. Standard is lacking in ways to cheat this into play, but
it's nice to have in print again for vintage and EDH players. There are also the aforementioned Polymorph 
schenanigans that won't be tournament viable.


Demon's Horn	2
Artifact 	Uncommon
Whenever a player casts a black spell, you may gain 1 life.
	
See Angel's Feather

	
Dragon's Claw	2
Artifact 	Uncommon
Whenever a player casts a red spell, you may gain 1 life.
	
The only useful lucky charm, this is a good sideboard card for the RDW mirror match.

	
Gorgon Flail	2
Artifact - Equipment 	Uncommon
Equipped creature gets +1/+1 and has deathtouch.
Equip 2

Nice equipment for limited, but constructed equipments needs to be along the lines of Jitte or
Sword of Fire and Ice, which this is definitely not.


Howling Mine	2
Artifact 	Rare
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional 
card.
	
This set sure has a lot of cards that casual players love. The supply of Howling Mines is so abundant
that they could've given this a rest, but this will at least increase the supply of black border copies.

	
Kraken's Eye	2
Artifact 	Uncommon
Whenever a player casts a blue spell, you may gain 1 life.
	
See Angel's Feather

	
Magebane Armor	3
Artifact - Equipment 	Rare
Equipped creature gets +2/+4 and loses flying.
Prevent all noncombat damage that would be dealt to equipped creature.
Equip 2 (2: Attack to target creature you control. Equip only as a sorcery.)

This is terrible for a rare, and it's poorly designed as well. So for the cost of Sword of Fire and Ice,
I can make one of my creatures bigger, harder to kill, and assuredly non-evasive? It's still playable in
limited as equipment tend to be, but it's such a disappointment as a rare.
	

Mirror of Fate	5
Artifact 	Rare
T, Sacrifice Mirror of Fate: Choose up to seven face-up exiled cards you own. Exile all the cards from your 
library, then put the chosen cards on top of your library.

Have fun, Johnny. I don't now which format it will be in, but someone is going to break the crap out of this.
Unfortunately, they will then suffer seven years of bad luck and will never be able to pilot the deck to victory. 

 	
Ornithopter	0
Artifact Creature - Thopter 	Uncommon
Flying (This creature can't be blocked except by creatures with flying or reach.)
0/2

Oh, you were in 10th edition too? I hadn't noticed.
	

Pithing Needle	1
Artifact 	Rare
As Pithing Needle enters the battlefield, name a card.
Abilities of sources with the chosen name can't be activated unless they're mana abilities.
	
This will probably be in the core set for some time, and it's a fantastic sideboard card. This was really
useful in 10th limited too with all the manlands, but it's not going to be that helpful in M10 limited
unless your opponent drafted like 5x Drudge Skeleton.


Platinum Angel	7
Artifact Creature - Angel 	Mythic Rare
Flying
You can't lose the game and your opponents can't win the game.
4/4

Still big and flashy, still not likely to see tournament play.

	
Rod of Ruin	4
Artifact 	Uncommon
3, {T}: Rod of Ruin deals 1 damage to target creature or player.

This is alright in limited though a bit expensive. Still playable in a pinch as repeatable
removal, but nothing to write home about.	

	
Spellbook	0
Artifact 	Uncommon
You have no maximum hand size.
	
I'd rather see Reliquary Tower in the core set than Spellbook, but this is an effect that they'll 
always be putting in there.


Whispersilk Cloak	3
Artifact - Equipment 	Uncommon
Equipped creature is unblockable and has shroud. (It can't be the target of spells or abilities.)
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
	
This thing is a house in limited, and popular for casual, but nothing more.
	

Wurm's Tooth	2
Artifact 	Uncommon
Whenever a player casts a green spell, you may gain 1 life.
	
See Angel's Feather


Land 
Desolate Cairns
	
Land 	Rare
Desolate Cairns enters the battlefield tapped unless you control a Swamp or a Mountain.
T: Add B or R to your mana pool.

I'll review al these lands at once: I don't like them. Yes they're fine and in many cases they will
act just like revised dual lands without the land type. While they're not terrible, we were promised
powerful and exciting dual lands to replace the pain and shock lands. To me "powerful and exciting"
dual lands means that, with some additional cost or drawback, you can play the land on turn 1 for either
of two colours of mana. That is not the case with these, and as a result they are a huge letdown. 
As a control player you'd think I'd love these since they are better for control than aggro, but I just can't
get over what a letdown these are after the wild promises that were made to us.

	
Drowned Catacomb
Land 	Rare
Drowned Catacomb enters the battlefield tapped unless you control a Island or Swamp.
T: Add U or B to your mana pool.
	
See Desolate Cairns.


Gargoyle Castle	
Land 	Rare
T: Add 1 to your mana pool.
5,T, Sacrifice Gargoyle Castle: Put a 3/4 colorless Gargoyle artifact creature token with flying onto the 
battlefield.
	
It's a shame you have to sacrifice the land because control decks are't too keen on losing mana,
but this is still a nice land for control. I don't think it needs to be rare considering how similar
it is to the uncommon Stalking Stones, but it is out of Lightning Bolt range (And Flame Jav will be gone
soon enough) and flying is a nice boon as well. Should definitely see play in every 1-2 colour control
deck.


Glacial Fortress
Land 	Rare
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
T: Add W or U to your mana pool.
	
See Desolate Cairns


Rootbound Crag	
Land 	Rare
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
T: Add R or G to your mana pool.
	
See Desolate Cairns


Sunpetal Grove
Land 	Rare
Sunpetal Grove enters the battlefield tapped unless you control a Forest or Plains.
T: Add G or W to your mana pool.

See Desolate Cairns
	

Terramorphic Expanse
Land 	Common
T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield 
tapped. Then shuffle your library.

Meh, it's decent common fixing for limited. Constructed has so many better options, though it's funny
that I say that considering Mark Rosewater claimed that this card would see more play than anything else
in 10th edition. 


Evaluation of the Rules Changes

There are several rules changes and this page is long enough without me writing the full text of them, so I'm going to assume that you already know about the rules changes. If you don't, go read them then come back. Anyway, here goes nothing: Terminology changes - These are basically irrelevant. I like that you now cast spells, but I dislike the term battlefield. I am fairly indifferent to the idea of an exile zone although I feel that "exile" could have simply been a keyword to mean "remove from the game" without changing the name of the zone, and I would really have preferred that.

No mana burn - I already wrote about this, but this really bothers me. I realize it creates a lot of design space so my final opinion will have to be based on how they utilize that design space. However, Magic is a game about resource management and risk management; mana burn was a vital tool in teaching resource management to new players and a vital tool in creating a risk/reward situation with cards. Cards like Mana Flare, Mana Drain, Mishra's Workshop, Priest of Titania, and Tolarian Acadamy are extremely powerful. The tradeoff for all that power was the chance that things could completely fucking backfire. With the change, cards like Tolarian Acadamy go from being obscenely overpowered and broken to becoming such aggregious design mistakes that they should not be allowed in decent society.

Combat damage no longer stacks - I was unhappy when the made combat damage stack in the first place, so I'm pretty happy about this. While this does remove a lot of strategy and severely weaken many cards, it is far more intuitive and hopefully opens the door for cards that would have been previously deemed unfair.

Lifelink and Deathtouch are now static abilities - Deathtouch being triggered was rarely relevant, but it was also unintuitive. I have definitely seen people lose games in limited that they should have won because they forget to regenerate a creature twice after it faced off against a deathtouch creature. While it's slightly less powerful, this is definitely a good and minor change. Lifelink, on the other hand, is an enormous change because being static means two different things: multiple instances of lifelink are now redundant, and you gain life the same time the lifelink creature deals damage. This is another change that I really like, and this is also an interesting tradeoff. We can no longer gain twice as much life as we deal damage, and in exchange we can now survive combat that we previously would have died during because the life is gained immediately. Considering multiple instances of lifelink were only relevant in tournaments when there were multiple copies of Essense Sliver or Battlegrace Angel in play, it's safe to assume that few competitive people will miss it. For casual players it's a trade as multiple instances of lifelink are more common, but I still think we win with the new rules on this one. This should also make lifelink creatures much more valuable in tournament play. New blocking rules - I understand why the changes were made and I can definitely see how it makes sense with the way trample has worked since the 6th edition rules change. However, I'm really not a fan of the new blocking rules. If a 3/3 creature is blocked by three 1/1 creatures, the defending player can give the first creature in line +0/+3 until end of turn and suddenly I can't kill ANY of the defending creatures. Basically, the new blocking rules are like a slightly weaker version of banding.

Overall, in terms of what will be relevant on a consistent basis I think the rules changes are doing more good than harm, but it's going to take people some time to get used to how jarring a lot of these changes seem.

Top Ten New Cards In Magic 2010

I tried making a list of the top 10 overall cards, but they're almost all reprints and there are too many good reprints to narrow it down to just 10 cards, so I've decided to do the top 10 new cards, in no particular order. (Functional reprints don't count as new) 1. Harm's Way
2. Silence
3. Guardian Seraph
4. Honor of the Pure
5. Sign in Blood
6. Captain of the Watch
7. Gargoyle Castle
8. Jackal Familiar
9. Baneslayer Angel
10. Great Sable Stag
There's something to be said for the fact that 6 of the cards are white and none of them are blue.

dr_jeebus@sydlexia.com

I've devised a new rating system that shows what disease I'd rather have than watch this film.

© 2009 by Dr. Jeebus