Dr. Jeebus's Worldwake Set Review (With Grand Unified Theory Ratings!)

There was a great deal of disappointment that I did not do a Zendikar review. I had been banned from MTG Salvation and as a result did not feel any motivation to complete the set review, but I received a HUGE response from people who wanted it. As a result, I decided to do it again with Worldwake. Also, there's this whole thing spinning around about the Grand Unified Theory of Magic. It's a very interesting concept, but as of right now the math behind it is COMPLETELY fucked up. The theory, as it is being represented right now, is completely and utterly worthless because of just how incorrect the math is. If you'd like to read about the GUT, continue on to the next paragraph. If you could care less, the table of contents will be more than happy to help you skip it.

Table of contents:
1. Grand Unified Theory of Magic
2. White
3. Blue
4. Black
5. Red
6. Green
7. Multicolour
8. Artifact
9. Land
9. Overall Opinion of Worldwake
10. GUT Reactions
11. The Top 10 Constructed Cards of Worldwake

Grand Unified Theory of Magic

So what is the Grand Unified Theory of Magic? When I started playing, there was no real philosophy behind deck building aside from "Let's have fun!". It was a simpler time, and in many ones one I tend to miss. Then we learned about card advantage. Card advantage was pretty much the guiding principle for the last 13 years of Magic deck design. Card advantage, however, is incidental and in some cases hard to quantify, odd as that seems. The new theory being called the GUT by Mike Flores and originally described as stock mana by AJ Sacher, is that the player that will win the game is the player who consumes a higher value of mana. Note that this does not mean the player who spends more mana, because the cards you are playing may be grossly inefficient. Of course, the cards you're playing SHOULD be grossly undercosted. Dredge is the example everyone loves, because while you may win a game by only tapping 3 mana ever, the effects on the cards you dredge have value. The value of any card is determined by the baseline cost for that ability. For example, the baseline cost for a 2/2 vanilla creature is 1G. Flores can say it's W all he wants, but he's wrong. So everytime you create a Bridge from Below token in a dredge deck, you're consuming 1G worth of mana, even though you're not actually spending mana. There are a couple problems with the theory, and that's something I hope I can drastically improve with this set review. Essentially, the formulas for determining a card's value are too simple and the representation of that value is too complicated.

Problem 1: The readouts of mana consumed are unwieldy to the point of being uselss. One deck can consume 18WWWUUUUBBBBBBBBBBBBRRRGGGGG mana and another can consume 27WUBRGGG mana over the course of a game. Quick, tell me who consumed more mana! Oh, still counting little mana symbols? Yeah, that's unnecessary. Reading one of those values is a nightmare, and it's unncessary to have all the different colours listed. No matter what the pros want to tell you, a blue mana is not worth more than a green mana. Anyone who genuinely believes that one colour mana is worth more than the other has absolutely no business working on a project like this. Maybe blue gets better cards than green does, but that will be represented by the fact that the average blue spell consumes more mana than an equivalently costed green spell. All that matters is that a coloured mana was consumed, not a colourless mana. When done correctly, all GUT values should be represented numerically. No little mana symbols, just a number telling you the total mana consumed, and that is how I will represent the cards in this review.

The other big problem with this theory, as presented by both Flores and Sacher, is that it gives no love for permanents. Simple exmaple: I play a turn 1 Isamaru (Consuming 1G mana) and start swinging away. I also draw nothing but plains and green spells for the rest of the game. My opponent plays Ball Lightings on turns 3, 4, and 5 (Consuming RRR each), but gets flooded and is unable to burn me out. Every spell played has been used to actively kill the opponent and no one misplayed (Aside from failing to mull properly), yet I win the game consuming only 1G whereas my opponent consumed RRRRRRRRR. He should clearly be the victor as the theory stands, but he's not. Sucks for him. While the previous problem was mostly an asthetic nuisance, this is a fundamental flaw in the theory's math. Permanents are permanent. The value of any permanent should not be a constant number like an instant or sorcery, but should rather be represented as a function of time. Under the current theory, an Isamaru that attacks and is unblocked four times has the same value as an Isamaru that is Lightning Bolted at EOT the moment it hits the board. Using my amazing powers of common fucking sense, I can tell you that's obviously not the case. The beauty part of making the values of permanents functions is that it now takes the board position into consideration. Wrath of God, for example, costs 2WW. The discussion that existed was "How does the metagame effect the value of a card?" People where worried how you reconcile the fact that sometimes Wrath is better than others. These functions of time solve that, because while the effect of Wrath itself is only worth 2WW, it removes permanents from the board thus ending any future mana consumption that would exist were they still in board. While there may still be some debate about the proper baseline costs of certain effects, I feel confident that representing the value of permanents as functions actually fixes about 99% of the complaints I've seen regarding the theory. As such, I will be representing cards values as equations. I will use t for time, a for activation, and x will be defined for each equation. Example:
Let's assume a card has a GUT value of: 3t + 1a. That means that the permanent consumes 3 mana for each turn it's in play, and an addition mana every time it's ability is activated. When watching a game and charting mana consumption, it will be simple to calculate how much mana the card consumes. For deck building, however, you still need to consider how long you think it will be in play and how many times you think you will be able to activate its ability. Alright, enough theory. On to the review!


White (23/23) 

Admonition Angel	3www
Creature - Angel 	Mythic Rare
Flying
Landfall - Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition 
Angel.When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
6/6
GUT Value: 8t + 3.5a
Talk about a limited bomb. It's a huge, efficient, evasion creature with an amazing landfall ability. Also, dodges the vast 
majority of removal in limited, making it both a must answer threat and a hard to answer threat. I want to say it's powerful 
enough to see constructed play, but it will likely just be too easy to kill. I know, I know. "It dies to removal" is a terrible 
argument against a card, but this is a control deck style card so by the time you have mana to cast it, they'll be sitting on their 
removal that's been useless all game.


Apex Hawks	2w
Creature - Bird 	Common
Multikicker 1W (You may pay an additional 1W any number of times as you cast this spell.)
Flying
Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
2/2
GUT Value: 3.5t + (1.5t)a
Much like Umara Raptor, Apex Hawks is at worst an average creature with evasion. However, the hawks much for a fantastic 
topdeck. If you have this guy in limited, and if you're in white you probably should, just remember to play him  when you need
to. Many times it's better to play a card like this on turn 3 then have no turn 3 play and wait to kick it a couple times. 
I'd say it's a fairly high pick. Obviously crap for constructed, of course. (Like all creatures, this fails "Am I better than
Baneslayer" test)


	
Archon of Redemption	3ww
Creature - Archon 	Rare
Flying
Whenver Archon Of Redemption or another creature with flying enters the battlefield under your control, you may gain life 
equal to that creature's power.
3/4
GUT Value: 5t + (.5x)a where X = that creature's power. 	
Another solid limited rare. Not as efficient as the angel so not nearly the bomb that she is, but still a great card. For 
constructed, unfortunately Baneslayer is just bigger and better for the cost, and still has the lifegain bonus.


Battle Hurda	4w
Creature - Giant 	Common
First Strike
3/3
GUT Value: 5t
Not as exciting as Shepherd of the Lost, but still a decent limited card. Three power first strike kills just about anything,
which makes this a huge pain for your opponent to deal with. I prefer my 5 mana creatures to be bombs, but this is certainly
playable. Not a high pick by any means, though.


Fledgling Griffin	1w
Creature - Griffin 	Common
Landfall - Whenever a land enters the battlefield under your control, Fledgling Griffin gains flying until end of turn.
2/2
GUT Value: 2.5t + .5a
Fine limited card. Another unexciting card, but in a fast limited deck with Steppe Lynxes and Plated Geopedes, I'd take this
guy pretty highly. Doesn't have a chance in constructed against Kor Aeronauts which don't have a chance themselves.


Guardian Zendikon	2w
Enchantment - Aura 	Common
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
GUT value: (X-1)t where X = the value of the largest creature it is able to hold off each turn. (A wall has no intrinsic value, 
it is merely as good as the best creature is can block. This also costs 1 mana per turn as it's forcing you to leave your land 
untapped. If you tap the land, the value is merely 0.) 
Wow, long explaination there. Anyway, this is alright late game in limited. I wouldn't want to play it early since it's 
practically Strip Mining myself, but once you have plenty of mana it can hold off just about any non-flying bomb. 


Hada Freeblade	w
Creature - Human Soldier Ally 	Uncommon
Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Hada Freeblade.
0/1
GUT Value: 0 + (1.5t)a  And think, that's as simple a formula as you'll see for an ally!
In a limited deck with a LOT of allies, this guy has the potential to become pretty great, and since it's pack three you'll
know whether it's worth taking or not by then. Unfortunately, unlike the Oran Rief Survivalist or Umara Raptor which are 
efficient on their own, this is total jank without any other allies. 
	

Iona's Judgment	4w
Sorcery 	Common
Exile target creature or enchantment.
GUT Value: 5
This is really expensive for removal. Unplayable in constructed, fine in limited if you didn't get anything else to deal with
big creatures. (And it can't be taken out by Kor Sanctifiers or Mold Shambler, so bonus!)
	
	
Join the Ranks	3w
Instant 	Common
Put two 1/1 white Soldier Ally creature tokens onto the battlefield.
GUT Value: 2.5 + (1x)t where x is 1 or 2, however many of these 2 soldiers are still alive each turn
In a strong ally deck, this thing is absolutely ridiculous. Triggering everything twice at instant speed is incredibly strong.
Game changing, really. Of course, without any other allies this is pretty overcosted. Much like the Freeblade, it's luckily pack
three so you know if your deck has the synergy to make this worthwhile.


Kitesail Apprentice	w
Creature - Kor Soldier 	Common
As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying.
1/1
GUT Value: 1t + (2t)a  
I know there are no Leonin in this set, but I'm a little sad that this is a Kor and not a cat. That said, it's a 
perfectly fine card for limited if you already picked up some equipment. If there were better equipment in standard
I'd say this were playable, but alas it will be relegated to tier 3 extended equipment weenie decks.
	

Kor Firewalker	ww
Creature - Kor Soldier 	Uncommon
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
2/2
GUT Value: 3.5t + .5a
Very interesting variant to the original Black Knight and White Knight. It's a better colour hoser, but a worse overall
creature. In limited at worst it's a slightly harder to cast bear, but red is common enough where it may be worth having
in your main deck (Unlike Kor Outfitter who is more often than not just an overcosted bear). Should absolutely see play
on constructed sideboards, or probably even main decks until Jund falls out of favor as the number one deck since it stops 
Thrinax, dodges Terminate and Bolt, and makes Bloodbraid Elf read "2RG: Play a random spell in your deck that costs 3 or 
less. Wait...I thought I used to be efficient?"

	
Lightkeeper of Emeria	3w
Creature - Angel 	Uncommon
Multikicker W
Flying
When Lightkeeper of Emeria enters the battlefield you gain 2 life for each time it was kicked.
2/4
GUT value: 4.5t + 1a
Big butt flyer in limited, with the added bonus of being completely fucking annoying as a late-game topdeck. Mono-white
drafters no longer need to waste time with Landbind Ritual! Mid-high limited pick, higher the whiter your deck is.


Loam Lion	w
Creature - Cat 	Uncommon
Loam Lion gets +1/+2 as long as you control a Forest.
1/1
GUT value: 1t + (2t)a
It took long enough for them to print this. High limited pick if you're in white/green. Pretty much guaranteed to see play 
in standard and extended zoo decks.

	
Marsh Threader	1w
Creature - Kor Scout 	Common
Swampwalk
2/1
GUT Value: 2.5t
However highly you draft Cliff Threader, draft this guy roughly the same. In sealed, play this guy over Cliff Threader if
you need to choose, cause everyone loves black in sealed...probably because Maro forced us to, what with the "OMG TWILIGHT
FTW!!!!111ONE!!!!" design philosophy in Zendikar. 

	
Marshal's Anthem	2ww
Enchantment 	Rare
Multikicker 1W
Creatures you control get +1+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, 
where X is equal to the number of times Marshal's Anthem was kicked.
GUT Value: (1.5x)t + 5a where X is the number of creatures you control
This card is interesting, because it becomes extraordinarily mana effecient the more you kick it, but it also requires
more mana to do so than you ever may get. Unkicked, it's not very good. Kicked once it's good. Kicked twice or more, 
it's pretty ridiculous. Very nice limited card because you can probably expect to kick it once creating a HUGE shift
in momentum. In constructed, I don't think I'd play this unless I could feel sure I would have a chance to kick it
twice. I really like the card and it will be huge for casual and EDH, but I just fear it won't fit into constructed
decks. 


Perimeter Captain	w
Creature - Human Soldier 	Uncommon
Defender
Whenever a creature you control with defender blocks, you may gain 2 life.
0/4
GUT Value: 1a + Xt where X is the value of the largest creature it can block each turn.
Very playable in limited. I'd say it's at least as good as Kraken Hatchling, but in all honesty I've attacked
with a Kraken Hatchling more times than I can count. White's an aggressive colour in Zendikar limited and has
a better 3 mana defender so this isn't great for decks in heavy white, but it's still good in a slower U/W 
deck. 


Refraction Trap		3w
Instant - Trap 	Uncommon
If an opponent cast a red instant or sorcery spell this turn, you may pay W rather than pay Refraction Trap's mana cost.
Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control. Refraction Trap deals 
that much damage to target creature or player.
GUT Value: 2.25
Very high pick for limited. Allows lots of 2 for 1 trades (Potentially crippling their mana consumption!), which is something
you can't really rate highly enough in limited. It's a little expensive for what it does, but still well worth it. As for
constructed, this could never replace the much more efficient Harm's Way.

	
Rest for the Weary	1w
Instant 	Common
You gain 4 life.
Landfall - If you had a land enter the battlefield under your control this turn, you gain 8 life instead.
GUT Value: 2 + 2a
Zendikar limited is fast enough where this will definitely see play, though not a high pick. Hell, it could even see 
play in Jacerator or similar control decks instead of or alongside Sunspring Expedition. I also expect this to be very 
popular among casual players who insist on being "that guy" and winning with Test of Endurance. In fact, on a similar note, I 
expect a tier 2 deck to emerge that uses this and Sunspring Expedition to win with Felidar Sovereign. 
	
	
Ruin Ghost	1w
Creature - Spirit 	Uncommon
W, T: Exile target land you control, then return it to the battlefield under your control.
1/1
GUT Value: 1t + 1.5a
I really feel this this creature should fly. That being said, it's an excellent card for limited. I was going to say that how
high you pick it should depend on how much landfall you have in your deck, but I need to correct myself. This is a first pick 
uncommon. It triggers an additional landfall. It triggers landfall on your opponent's turn. It can fix mana. It 
allows you to recur effects from all those CIPT (ETBT?) lands that exist in both Zendikar AND Worldwake. This baby does it all.
If only it was worth doing any of it in constructed.


Stoneforge Mystic	1w
Creature - Kor Artificer 	Rare
When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, and put it into your 
hand. If you do, shuffle your library.
1W, T: You may put an Equipment card from your hand onto the battlefield.
1/2
GUT Value: 1.5 + 1.5t + 1a
I can't figure out what to make of this card. If you have equipment in draft it's worth playing just to fetch them to your hand,
but otherwise it's pretty meh. The activated ability is borderline useless because dropping an equipment an instant speed
doesn't help as you can only equip at sorcery speed, and with the notable exceptions of Sword of Fire and Ice and Sword of
Light and Shadow, there really aren't any playable equipment that cost more than 2 to cast so it's not even a discount. I 
expect it will still have a niche casual market because there are people that have a hard on for bad equipment and the 
instant speed of dropping the equipment IS relevant when dropping the third piece of the Kaldra set, but otherwise this
is just not a good card. Should've been uncommon.

	
Talus Paladin	3w
Creature - Human Knight Ally 	Rare
Whenever Talus Paladin or another Ally enters the battlefield under your control, you may have Allies you control gain lifelink 
until end of turn and you may put a +1/+1 counter on Talus Paladin.
2/3
GUT Value: 3t + (.5x)a + (1.5t)a' where X is the amount of lifelink damage done this turn
Glad to see white got a bomb rare ally instead of a barely playable rare ally this time around. Efficient body, growable, and
lifelink make this guy great in an ally deck. Worst case scenario is you don't play any more ally's and he's just a 3/4 for 4,
which is a fair cost. I don't even know what, if anything, to make of allies for constructed post rotation, but this guy will
be a hot commodity for all the casual ally decks out there.


Terra Eternal	2w
Enchantment 	Rare
All lands are indestructible.
GUT Value: 0
What I love about this card is that it can't be played in Jund, which is the one deck that might actually want it in
constructed. Trash in limited, trash for constructed unless they suddenly design to reprint Geddon, and since it's symmetrical
I'm having a really hard time figuring out if there's even any Johnny applications to this thing. I guess the bright side
is that I finally have a non-counterspell answer to my friend who doesn't understand that Desolation Angel in multiplayer
games is considered bad form. Also potentially useful if 12manlands.dec becomes viable.


Veteran's Reflexes	w
Instant 	Common
Target creature gets +1/+1 until end of turn. Untap that creature.
GUT Value: 2
Cute combat trick for limited, but there are so many better ones. Playable if you can't get any better tricks or
removal, but not a high pick. 


Blue (23/23) 
AEther Tradewinds	2u
Instant 	Common
Return target permanent you control and target permanent you don't control to their owner's hand.
GUT Value: 0 (Confused? It's 3-3, which obviously equals 0. However, the real value in this card comes from what you
choose to bounce, as it hinders their mana consumption and while it hinders yours, you can consume more mana than if
you had not bounced your own permanent depending on CIP triggers)
Alright, seriously, does blue really need this many bounce spells? Is Boomerang the new Counterspell or something? 
This is a fine card for limited, but whether you play it or not is a judgment call. If you have a lot of landfall 
it's good for bouncing a land and triggering them again. A lot of allies? Same deal. If not, stick with Into the Roil. 


Calcite Snapper		1uu
Creature - Turtle 	Common
Shroud
Landfall - Whenever a land enters the battlefield under your control, you
may switch Calcite Snapper’s power and toughness until end of turn.
1/4
GUT Value: 4.5t
Fuck you, Convertible Turtle. When it was first mentioned back in October, this card was the subject of serious
hype and speculation. The end result is a far cry from the hype. It's better than a Horned Turtle in limited, I'll
give it that much. I want it to be good. I really do. I want to say that a 4 power shroud creature is playable
in a constructed control deck, but it has no evasion and 1 toughness. I'm trying to find something nice to say,
but no luck.

	
Dispel	u
Instant 	Common
Counter target instant spell.
GUT Value: 3
This is an entirely metagame dependent card. It's extremely efficient for what it does when you cast it, but
will you actually be able to cast it? In limited, chances are actually very high that yes you can. I saw people
try to use Spell Syphon quite a bit in limited, but it always kinda sucked cause they wouldn't have cause to play
it until late game when the extra 2 mana wasn't an issue. In constructed, Negate is just better. Slightly less efficient,
but a dead card far less frequently.

	
Enclave Elite	2u
Creature - Merfolk Soldier 	Common
Multikicker 1U
Islandwalk
Enclave Elite enters the battlefield with a +1/+1 counter on it for each time it was kicked.
2/2
GUT Value: 2.5t + (1.5t)a
Basically, just take whatever I said about Apex Hawks and repeat it, except downplay it a little cause Islandwalk isn't
nearly as good as flying.


Goliath Sphinx      5uu
Creature - Sphinx 	Rare
Flying
8/7
GUT Value: 9t
If you can get to 7 mana in limited this guy is gonna be a pain to deal with, but don't we deserve better than a flying
Vizzerdrix? Haven't we paid our dues?


Halimar Excavator	1u
Creature - Human Wizard Ally 	Common
Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player puts the top X cards of his
 or her library into his or her graveyard, where X is the number of Allies you control.
1/3
GUT Value: 2.5t + (.375x)a where X is the number of allies you control.
I'm a big fan of milling, and this guy is very powerful if yuo have the allies to support it. Not as consistent as Hedron Crab,
but much more explosive potential. A constructed mill deck using this guy, the Jwari Shapeshifter, Clone?, and Hedron Crab
may actually have a chance.


Horizon Drake		1uu
Creature - Drake 	Uncommon
Flying, protection from lands
3/1
GUT Value: 4t
Three power flying for 3 is fine, especially in limited. Protection from lands is a nice bonus if your opponent has one of
the new manlands or is using Zendikons, but I'd play it for it's damage dealing power rather than it's protection ability.
Depending on how popular the manlands become in constructed (Which should be very), this guy may be worth playing in 
blue decks. There would need to be a HUGE metagame shift for something like this to be playable, but maybe after Shards 
rotates out and we can stop having to worry about Jund.

	
Jace, the Mind Sculptor		2uu
Planeswalker - Jace 	Mythic Rare
[+2]: Look at the top card of target player’s library. You may put that card on the bottom of that player’s library.
[0]: Draw three cards, then put two cards from your hand on top of your library in any order.
[-1]: Return target creature to its owner’s hand.
[-12]: Exile all cards from target player’s library, then that player shuffles his or her hand into his or her library.
3
GUT Value: 1.5 + 2a + 3.5a' + 1a'' + [.375(x-y) + y - 3]a''' where X is the number of cards in target player's library and
Y is the number of cards in that player's hand. (Note that the mana consumption is higher the more cards are in their hand,
but the fewer cards are in their hand the easier it is for you to win the game).
I think that this is honestly the best planeswalker to date. It gives you an enormous amount of control over both the
battlefield and what each player draws (Read: control over both player's mana consumption). The ultimate ability on
just about every planeswalker is an "I win" ability, but this is probably the coolest one. There is an enormous amount
of hype surrounding this guy and an equally enormous price tag, but I have to say that you will not be disappointed. 
Also, the fact that the 0 ability is legit Brainstorm is completely win.

	
Jwari Shapeshifter	1u
Creature - Shapeshifter Ally 	Rare
You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield.
0/0
GUT Value: X where X is the value of the copied creature
Choose an ally in on the battlefield. Now go read whatever I wrote about that one. It's a restrictive clone for less
mana. Dunno what really needs to be said.


Mysteries of the Deep	4u
Instant 	Common
Draw two cards.
Landfall - If you had a land enter the battlefield under your control this turn, draw three cards instead.
GUT Value: 3.5 + 1.5a
What I like about this card is that it's versatile. It can either be a worse Concentrate OR a worse Inspiraion!
Choose your own adventure!

Permafrost Trap	2uu
Instant - Trap 	Uncommon
If an opponent had a green creature enter the battlefield under his or her control this turn, you may pay U rather than pay 
Permafrost Trap's mana cost.
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. 
GUT Value: 3 + x where x is the combined value of the target creatures
Very efficient spell, especially at its trap cost (So long as you aren't tapping down Mon's Goblin Raiders). 
Being an instant also means that, when played on your opponents turn, you are locking down 2 creatures for two turns. High
pick for limited, and has constructed potential. You may be thinking "People said that about Sleep and they were wrong,
dumbass! Didn't you learn anything?" Well sleep was a 4 mana, sorcery speed fog. This leaves your mana open for other
hijinks if need be, and can be a double fog, depending on what you each have in play. Definitely worth testing with.
	

Quest for Ula's Temple	u
Enchantment 	Rare
At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it 
and put a quest counter on Quest for Ula’s Temple.
At the beginning of each end step, if there are three or more quest counters on Quest for Ula’s Temple, you may put a Kraken, 
Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.
GUT Value: 4a
For the mana cost of a single U, this is extremely efficient if you can activate it, especially if you can activate it
multiple times. The big questions that leaves, of course is: will you actually get 3 counters on it, and will you have
one of the said creatures time in hand to activate it once it's online? In limited, the answer is a clear yes and no. In
constructed on the other hand...well, the answer is pretty much the same. You can build around this if you like, but
it will be far too fragile. 

	
Sejiri Merfolk	1u
Creature - Merfolk Soldier 	Uncommon
As long as you control a Plains, Sejiri Merfolk has first strike and lifelink.
2/1
GUT Value: 1.5t + (1.5t)a
Very meh without a plans, pretty strong with one, especially in limited. If you're in U/W, I'd take this guy
pretty highly in a draft. If fish becomes a viable standard archetype again, this guy is totally there.


Selective Memory	3u
Sorcery 	Rare
Search your library for any number of nonland cards and exile them.
GUT Value: 0
As the GUT Value shows, this card doesn't actually do anything by itself. That said, Johnny already has some 
funky ideas for extended involving this, Treasure Hunt, and Seismic Assault. That doesn't really seem fast 
enough to met, but I'm sure he'll think of something better. Now if only they'd reprint Mana Severence...
	
	
Spell Contortion	2u
Instant 	Uncommon
Multikicker 1U
Counter target spell unless its
controller pays 2. Draw a card for
each time Spell Contortion was
kicked.
GUT Value: 2.5 + 1.5a
This card is total shit. Don't let anyone tell you otherwise. 

	
Surrakar Banisher	4u
Creature - Surrakar 	Common
When Surrakar Banisher enters the battlefield, you may return target tapped creature to its owner’s hand.
3/3
GUT Value: 4t + 1.5a
Playable in limited, but it really, really bothers me that it can only return tapped creatures. Considering Man-O-War,
and Aethersnipe, would it really have been pushing the power level that much to let it bounce anything? It makes me
angry, but I'll still be glad to have it in draft.


Thada Adel, Acquisitor	1uu
Legendary Creature - Merfolk Rogue 	Rare
Islandwalk
Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile
it. Then that player shuffles his or her library. Until end of turn, you may play that card.
2/2
GUT: 3.5t + 3.5a
If your opponent is playing both blue and artifacts, this is a great card. For limited it's playable basically as an evasive
bear that will occasionally grab an equipment. Competitive constructive couldn't be bothered with this, but this will
find a home in many EDH decks, frequently as a general. Just remember that this is Grinning Totem, not Acquire! You 
must still pay the mana cost for the card you exile from their deck!

	
Tideforce Elemental	2u
Creature - Elemental 	Uncommon
U, T: You may tap or untap another target creature.
Landfall - Whenever a land enters the battlefield under your control, you may untap Tideforce Elemental.
2/1
GUT Value: 1.5t + 1.5a + 1.5a'
Very strong in limited just as a control creature. In constructed, well...less so. However! Tideforce Elemental + 
Ruin Ghost + Amulet of Vigor + Azorius chancery = Infinite landfall triggers! (Also, bounce all your land). That
is an extremely inefficient combo, that does very little, so why not add a second Amulet of Vigor for infinite
blue and white mana? Fine, don't combo with it. Just use it as a slightly better Puppeteer, Captain Boring.	


Treasure Hunt	1u
Sorcery 	Common
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this 
way into your hand.
GUT Value: 1.5 + 1.5x where X is the number of lands revealed. 
Decent card draw spell in limited where your deck is like half land to begin with so it's got a good chance of being
at least a cheaper Counsel of the Soratami, but in constructed it's strictly a Johnny card. 


Twitch	2u
Instant 	Common
You may tap or untap target artifact, creature, or land.
Draw a card.
GUT Value: 3
Mediocre cantripping trick. I draft a lot of Tempest on MTGO and this rarely makes the cut in blue decks. Then again, blue
was much stronger in Tempest than Zendikar so there were better options, but Tempest was also a format more condusive to 
such a card being considered good. Either way, it's a reprint so we all know what effect it will have on constructed play.
(If you don't know the answer is none)
	
	
Vapor Snare	4u
Enchantment - Aura 	Uncommon
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner's hand.
GUT Value: 5t
Mind Control + guaranteed landfall every turn? This is absolutely a first pick. If you already have Living Tsunami, I'd
probably play this instead because it steals your opponent's mana consumption, and it won't leave you locked on 4 mana, 
something that frequently happens with Living Tsunami and often winds up being a deciding factor in the game.
	

Voyager Drake	3u
Creature - Drake 	Uncommon
Multikicker U
Flying
When Voyager Drake enters the battlefield, up to X target creatures gain flying until end of turn, where X is the 
number of times Voyager Drake was kicked.
3/3
GUT Value: 4.5t + .5a
If nothing else, it's a Phantom Monster which is fine in limited. The kicker is a nice little touch, but you're already in
blue so it's unlikely to matter. 

	
Wind Zendikon	u
Enchantment - Aura 	Common
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
GUT Value: 2t + 1a
In essense, a 2/2 flying, haste for 2. Quick damage in a fast limited format is good, but the effective loss of one
of your lands means it will see as much constructed play as Spindrift Drake.


Black (24/24) 
Abyssal Persecutor	2bb
Creature - Demon 	Mythic Rare
Flying, trample
You can’t win the game and your opponents can’t lose the game.
6/6
GUT Value: 8.5t
Remember when Juzam Djinn was too good? Well he was reprinted in Time Spiral with the added bonus of being a sliver hoser,
and he saw NO play except on block sideboards to stop slivers. Apparently, R&D has decided that if Juzam Djinn isn't 
good enough to see play, there needs to be a giant creature with a drawback for 2BB that is. They succeeded, big time. I 
wouldn't play this guy in limited cause too much can go wrong, particularly your inability to win the game, but in constructed
this thing is devastating. It's a hefty drawback, but it's one that barely requires building around because you should
obviously be running removal anyway. This guy is going to get real ugly for your opponent, real fast. I know there's a
lot of both hype and hate surrounding this guy just like there was with Lotus Cobra, but I think this guy is well worth the
hype. Simply put, it's a must-answer threat for only 4 mana. Only a bad opponent will allow this thing to sit on the board
under the assumption that you can't kill it yourself. There are wacky situations you'll get in where the drawback actually
costs you a game, but simply put: this card is hyper efficient. I'm talking Baneslayer Angel efficient, except a turn sooner.


Agadeem Occultist	2b
Creature - Human Shaman Ally 	Rare
T: Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost 
is less than or equal to the number of Allies you control.
0/2
GUT Value: 0 + 4a 
Many allies are better the more of them you have. This ally is only good with more. By himself, he is nearly worthless. 
However, with even one other ally in play there's a good chance that you can start recurring guys. That means you can
either build up a stronger board or just use him to recursively chump block something, whatever you need. Too fragile for
constructed, but definitely a first pick if you're running black allies. 
	

Anowon, the Ruin Sage	3bb
Legendary Creature - Vampire Shaman 	Rare
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
4/3
GUT Value: 4t + (2.5x)t - (2.5y)t where X is the number of opponents who controlled a non-Vampire creature at the beginning
of your upkeep and Y is the number of players on your team (Including you) who controlled a non-Vampire at the beginning of 
your upkeep.
In limited, it's a bomb. Potentially an edict every turn, worst case an Innocent Blood. In constructed, it's very
unlikely that this will replace Malakir Bloodwitch, and there isn't room for both. 


Bloodhusk Ritualist	2b
Creature - Vampire Shaman 	Uncommon
Multikicker B
When Bloodhusk Ritualist enters the battlefield, target opponent discards a card for each time it was kicked.
2/2
GUT Value: 2.5t + 1.5a
I really like this guy for limited; he's like Mind Sludge on a bear. The same is true for constructed, but in constructed
there's a better chance you'll need them to discard more cards and that 2 colourless in the cost could prove problematic.

	
Bojuka Brigand		1b
Creature - Human Warrior Ally 	Common
Bojuka Brigand can't block.
Whenever Bojuka Brigand or another Ally creature enters the battlefield under your control, you may put a +1/+1 counter on 
Bojuka Brigand.
1/1
GUT Value: 1 + (1.5t)a
It's just like Oran Rief Survivalist, but worse! Nice for black to have a common, aggressive ally, however. Much like
every ally, when you take him depends on how heavy you are in allies. Not a chance for constructed.


Brink of Disaster	2bb
Enchantment - Aura  	Common
Enchant creature or land
When enchanted permanent becomes tapped, destroy it.
GUT Value: 0 + 5a
With all the removal black already has from Zendikar, why would you ever bother with such a bad soft removal spell?


Butcher of Malakir	5bb
Creature - Vampire Warrior 	Rare
Flying
Whenever Butcher of Malakir or another creature you control is put into a graveyard from the battlefield, each opponent 
sacrifices a creature.
5/4
GUT Value: 6t + (2.5x)a where X is the number of opponents.
I'm really hesitant to call anything over 7 mana a bomb in limited since you may never see 7 mana, but this guy is
very strong if he hits the battlefield. I don't expend it to see much tournament play, but a 5/4 flying Gravepact
will always have a home with the casual crowd.

	
Caustic Crawler		3bb
Creature - Insect 	Uncommon
Landfall - Whenever a land enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.
4/3
GUT Value: 5t + .83a
In a format where creatures are so small, this guy is fantastic. It's a bit slow, but repeatable removal is always at a 
premium in limited. 

	
Corrupted Zendikon	1b
Enchantment - Aura 	Common
Enchant land
Enchanted land is a 3/3 black Ooze creature. It's still a land.
When enchanted land is put into a graveyard, return that card to its owner's hand.
GUT Value: 3t
Just echo my thoughts on the blue Zendikon here. This one is even better in limited though. Think: School or Paranha, but better.	



Dead Reckoning	1bb
Sorcery 	Common
You may put target creature card from your graveyard on top of your library.
If you do, Dead Reckoning deals damage equal to that card's power to target creature.
GUT Value: 1.5 + x where X is the creature's power. 
I can't help but describe this card as "cute". Depending on how your graveyard looks, it's spot removal + Reclaim. Not a bad
combination to be sure, but it would be much nicer if the card went to your hand. Still, a very high pick in limited.


Death's Shadow		b
Creature - Avatar 	Rare
Death’s Shadow gets -X/-X, where X is your life total.
13/13
GUT Value: 13t - Xt where X is your life total. (If the result is negative, the value is zero. If your life total is negative, 
then the value, much like the creature's power, becomes higher than 13.)
I don't know what to think of this card. I really like it, but I don't know how useful it's actually going to be. I think this
has the potential to be huge, but I wouldn't be surprised if it's a bulk rare either (Though that seems unlikely). 	


Jagwasp Swarm	3b
Creature - Insect 	Common
Flying
3/2
GUT Value: 4.5t
Just read whatever I said about Snapping Drake in my M10 review, it's the same fucking thing.


Kalastria Highborn	bb
Creature - Vampire Shaman 	Rare
Whenever Kalastria Highborn or another Vampire you control is put into a graveyard from the battlefield, you may pay B. If you do, 
target player loses 2 life and you gain 2 life.
2/2
GUT Value: 2.5t + 3a
I expect this to be triggering quite a bit, which makes this card extremely strong. I'd say this is both a high pick in limited
if you have a lot of vampires in the first 2 packs as well as having a home in the constructed Vampire decks.


Mire's Toll	b
Sorcery 	Common
Target player reveals a card from his or her hand for each Swamp you control. Choose one of those cards. That player discards that card.
GUT Value: 1.5
I think this is just flat out worse than Blackmail, and I'm pretty sure that saw very little play. 
	

Nemesis Trap	4bb
Instant - Trap 	Uncommon
If a white creature is attacking you, you may pay BB rather than pay Nemesis Trap's mana cost.
Exile target creature, then put a token that is a copy of that creature onto the battlefield. Exile it at the beginning of the next 
end step.
GUT Value: 4 + X where X is the value of target creature.
I always loved Broken Visage, but it was never quick good enough to play. This, however, is. The card is surprisingly versatile as
well. You can kill 2 creatures with it. You can kill a creature during their end step and then swing with the token on their turn
(Though never for the trap cost). You can...alright, it's not that versatile, but "kill 2 creatures" and "fling target creature
at its controller" are 2 pretty good effects. If nothing else, this is guaranteed to see sideboard play. I'd say it's good enough
to pay the full 6 mana for though and run it in the main deck.


Pulse Tracker	b
Creature - Vampire Rogue 	Common
Whenever Pulse Tracker attacks, each opponent loses 1 life.
1/1
GUT Value: 1t + 1a
Not overly exciting, but alright for limited. I prefer Blood Seeker, though. 


Quag Vampires	b
Creature - Vampire Rogue 	Common
Multikicker 1B
Swampwalk
Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1/1
GUT Value: 1t + (1.5t)a
If you want a 1 drop vampire, play one of the others. If you want a swampwalker, play Bog Tatters. I'd rather
a 4/2 Swampwalker for 4B than a 3/3 Swampwalker for 2BBB. 

	
Quest for the Nihil Stone	b
Enchantment 	Rare
Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone.
At the beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or 
more quest counters on it, you may have that player lose 5 life.
GUT Value: 5.5a
If you get this thing active and can keep your opponent's hand down, it's out of control how efficient this card is. Also 
note that if a single card makes an opponent discard 2 cards, it gets 2 quest counters. Getting this thing online should be 
no problem if that's your goal, the question is can you get them to 0 cards and keep them there. It's certainly worth 
looking into...but not in a draft.

	
Ruthless Cullblade	1b
Creature - Vampire Warrior 	Common
Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.
2/1
GUT Value: 1.5t + (3t)a
Another perfectly playable limited vampire. I'd take this about as high as I take Guul Draz Vampire.


Scrib Nibblers		2b
Creature - Rat 	Uncommon
T: Exile the top card of target player's library. If it's a land card, you gain 1 life.
Landfall - Whenever a land enters the battlefield under your control, you may untap Scrib Nibblers.
1/1
GUT Value: 1t + .775a + 1.5a'
This guy is really expensive for what he does. Unless you already have a lot of strong blue mill cards, 
don't waste your time with this guy.


Shoreline Salvager	3b
Creature - Surrakar 	Uncommon
When Shoreline Salvager deals combat damage to a player, if you control an Island, draw a card.
3/3
GUT Value: 4t + 1.5a
Mediocre but playable without an island, decent card with. 

	
Smother		1b
Instant 	Uncommon
Destroy target creature with converted mana cost 3 or less. It can't be regenerated.
GUT Value: 4
Good card is good. This is a known commodity, and one that I'm pleased to see back.


Tomb Hex	2b
Instant 	Common
Target creature gets -2/-2 until end of turn.
Landfall - If a land entered the battlefield under your control this turn, that creature gets -4/-4 until end of 
turn instead.
GUT Value: 1 + 3a
Another "I didn't get any of the good removal" spell. Either it's an overcosted Disfigure or it's sorcery speed removal. 
You'd be better off taking the next card, although it's uncommon so you'll see more of these.
	

Urge to Feed	bb
Instant 	Uncommon
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put 
a +1/+1 counter on each of those Vampires.
GUT Value: 2.5 + (1.5t)x where X is the number of vampires you tap.
I'd be perfectly happy just playing this like a Last Gasp, but the ability to pump all my little vampires is just gravy. 
What's even better is that you tap the vampires on resolution, although I'm not sure how frequently that's going to make a huge 
difference. High limited pick, very high if you have a lot of 1/1 vampires. Speaking of which, thank God black is done. I'm 
fucking sick of vampires.


Red (24/24) 
Akoum Battlesinger	1r
Creature - Human Berserker Ally 	Common
Haste
Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you 
control get +1/+0 until end of turn.
1/1
GUT Value: 1 + 1.5a
Red doesn't seem to get legitimate grow allies for cheap, which is probably for the best. I think I'd be happier with
Highland Berserker, but still playable in limited allies.


Bazaar Trader	1r
Creature - Goblin 	Rare
T: Target player gains control of target artifact, creature or land that you control.
1/1
GUT Value: 1 + 3.5a
I love this card. In fact, I've already designed a multiplayer deck using this card. Will this see constructed
play? Probably not. Is it nice for us crazy casual players to have another Donate effect? Absolutely.


Bull Rush	r
Instant 	Common
Target creature gets +2/+0 until end of turn.
GUT Value: .5
Every time I glance at the card name I think it says "Ball Rush". Anyway, this card is pretty much crap. It's no 
Vampire's Bite, it's no Slaughty Cry...it's pretty much nothing.

	
Chain Reaction	2rr
Sorcery 	Rare
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
GUT Value: X + 3 where X is the number of creatures on the battlefield.
Cards like this make me wish I worked for R&D. This is practically a red Wrath of God, except it makes total 
sense for this card to exist. Also, it's only practically a red Wrath of God. Sometimes it's an expensive Pyroclasm.
I'm not sure that this has a constructed home or that it ever will, but it's worth keeping an eye on because it
has a lot of potential. Also, there should be one in every EDH deck with red in it, because in that format it IS Wrath
of God. (Fine, fine, Day of Judgment).


Claws of Valakut	1rr
Enchantment - Aura 	Common
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike. 
GUT Value: (1.5 + x)t where x is the number of mountains you control
Not quite as good as Armored Ascension, but still a huge bomb in limited. It's a shame it doesn't help protect the creature,
but dropping this turn 5 on a Bladetusk Boar can be pretty devastating. I'd say a very high pick if you've forced mono-red,
like a 7th or 8th pick if you're in two colours.

	
Comet Storm	xrr
Instant 	Mythic Rare
Multikicker 1 (You may pay an additional 1 any number of times as you cast this spell.)
Choose target creature or player, then choose another target creature or player for each time Comet Storm was kicked. Comet 
Storm then deals X damage to each of them.
GUT Value: x + 1 + (x + 1)a
This is another card I absolutely adore, and I'm surprised it's getting no love at all. Maybe I've Twincast a Searing Wind
one two many times, but I think this card can be absolutely game over in a long game or un casual/EDH. Worst case scenario
it's a Volcanic Geyser. Then again, I don't recall Volcanic Geyser seeing any tournament play.
	

Cosi's Ravager Servant	3r
Creature - Elemental 	Common
Landfall - Whenever a land enters the battlefield under your control, you may have Cosi's Ravager Servant deal 1 damage to 
target player.
2/2
GUT Value: 2.5t + .5a
Pretty inefficient. 23rd card at best.

	
Crusher Zendikon	2r
Enchantment - Aura 	Common
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
GUT Value: 4t	
A 4 power haste, trample for 4 isn't all that bad for limited, especially since it gets you another landfall trigger
once it dies (And it will). Decent mid-level pick.

	
Cunning Sparkmage	2r
Creature - Human Shaman 	Uncommon
Haste
T: Cunning Sparkmage deals 1 damage to target creature or player.
0/1
GUT Value: 0 + .5a
Tim is always good in limited. Tim with haste is even better. Tim with haste in a format of very small creatures
is even better. I think you get where I'm going with this.


Deathforge Shaman	4r
Creature - Ogre Shaman 	Uncommon
Multikicker R
When Deathforge Shaman enters the battlefield, it deals damage to target player equal to twice the number of times it was kicked.
4/3
GUT Value: 5t + 1a
Chances are you won't have the mana to kick it very much, but if you do this guy can be game over in limited.


Dragonmaster Outcast	r
Creature - Human Shaman 	Mythic Rare
At the beginning of your upkeep, if you control six or more lands, put a 5/5 red Dragon creature token with flying onto the 
battlefield.
1/1
GUT Value: 1t + (7t)a
Talk about efficient! If you get this guy to start triggering it is absolutely game over. Huge bomb, and will replace
Scute Mob in any deck Scute Mob is currently in. Sure it's harder to trigger than the mob, but the payoff is MUCH greater.

	
Goblin Roughrider	2r
Creature - Goblin Knight 	Common
3/2
GUT Value: 3.5
Limited fodder is playable.


Grotag Thrasher	4r
Creature - Lizard 	Common
Whenever Grotag Goblin Thrasher attacks, target creature can't block this turn.
3/3
GUT Value: 4t + 1a
Limited fodder is playable. And unexciting.

	
Kazuul, Tyrant of the Cliffs	3rr
Legendary Creature - Ogre Warrior 	Rare
Whenever a creature under an opponent's control attacks you, put a 3/3 red Ogre creature token onto the battlefield unless 
that creature's controller pays 3.
5/4
GUT Value: 6t + (4t)a
Absolute bomb in limited, pretty much worthless in constructed until people start playing mono-red control.


Mordant Dragon	3rrr
Creature - Dragon 	Rare
Flying
1R: Mordant Dragon gets +1+0 until end of turn.
Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to a creature that player controls.
5/5
GUT Value: 7t + .5a + Xa' where x is the damage dealt to that player.
More limited bomb rares that will never see competitive play. Fun for EDH though.


Quest for the Goblin Lord	r
Enchantment 	Uncommon
Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.
As long as Quest for the Goblin Lord has five or more counters on it, creatures you control get +2/+0.
GUT Value: (3.5t)a
Goblins have better lords. Ones that are creatures that don't require you to jump through so many hoops. (They also have
worse lords, like Goblin Shrine!)

	
Ricochet Trap	3r
Instant - Trap 	Uncommon
If an opponent cast a blue spell this turn, you may pay R rather than pay Ricochet Trap’s mana cost.
Change the target of target spell with a single target.
GUT Value: 4
I think this should theoretically see approximately as much play as Gutteral Response did. Slightly less since it can't be played 
with green mana. Since we live in an almost counter free standard, I doubt that will be the case until rotation (If ever). Has
the potential to be game changing in limited, but too situational for my taste.


Roiling Terrain	2rr
Sorcery 	Common
Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.
GUT Value: 3.5 + .5x where X is the number of lands in that player's graveyard.
Bad land destruction is bad. And that's fine. Land destruction is the worst deck archetype ever created, because it doesn't
even give you the illusion you can fight back like permission based control does.


Rumbling Aftershocks	4r
Enchantment 	Uncommon
Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to target creature or player equal to the number 
of times that spell was kicked.
GUT Value: (.5x)a where x is the number of times that spell was kicked.
Severely overcosted. Unplayable outside of some crazy casual deck.
	

Searing Blaze	rr
Instant 	Common
Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall - If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 
damage to that creature instead.
GUT Value: 1.5 + 1.5a
Amazing card for burn decks. The only drawback is that you can't play it if they have no creatures, but whatever. First pick common 
in limited, and guaranteed to see play in standard and probably extended. 
	
	
Skitter of Lizards	r
Creature - Lizard 	Common
Multikicker 1R (You may pay an additional 1R any number of times as you cast this spell.)
Haste
Skitter of Lizards enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1/1
GUT Value: 1.5t + (1.5t)a
Limited fodder. Yawn.  

	
Slavering Nulls		1r
Creature - Goblin Zombie 	Uncommon
Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card.
2/1
GUT Value: 1.5t + 1.5a
More limited fodder. Maybe, just MAYBE this might see constructed play since it's a 2 mana source of recursive discard, but I
find that rather unlikely. Who knows though, maybe my texting will show some sort of "Quest for the Blightning" deck to be
absolutely ridiculous. 


Stone Idol Trap		5r
Instant - Trap 	Rare
Stone Idol Trap costs 1 less to cast for each attacking creature.
Put a 6/12 colorless Construct artifact creature token with trample onto the battlefield. Exile it at the beginning of your next 
end step.
GUT Value: 12.5
Pitfall Trap + Ball Lightning on the same card, easily cast at 3r. I've seen a lot of hate for this card, but it really is
quite good. 

	
Tuktuk Scrapper		3r
Creature - Goblin Artificer Ally 	Uncommon
Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. 
If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage equal to the number of Allies you control to that 
artifact's controller.
2/2
GUT Value: 2.5t + (1.5 + .5x)a where X is the number of allies you control
Hard to say for limited. In Zendikar it wouldn't have been very good, but there are a lot more limited playable artifacts in 
Worldwake so I'm gonna say it's probably playable, but like a 7th or 8th pick. 


Green (24/24) 
Arbor Elf	g
Creature - Elf Druid 	Common
T: Untap target Forest.
1/1
GUT Value: 1t + 1.5a
Because every set needs Llanowar Elves. Shame it can't untap any land like Ley Druid, but then it wouldn't only cost G.

	
Avenger of Zendikar	5gg
Creature - Elemental 	Mythic Rare
When Avenger of Zendikar enters the battlefield, put a 0/1 green Plant creature token onto the battlefield for each land 
you control.
Landfall - Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature 
you control.
5/5
GUT Value: 6t + (1.5xt)a where X is the number of plants you control. 
Coming to a bulk rare sale near you! Cute card for casual decks, but seeing as it's just an overcosted 5/5 until you
have at least 8 land, I think I'll pass.

	
Bestial Menace	3gg
Sorcery 	Uncommon
Put a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token onto the battlefield.
GUT Value: 1t + 2.5t + 4t
Great card for limited, and might even have a place in constructed as well. I'd say this is another first pick uncommon for
limited. And hey, snakes!


Canopy Cover	1g
Enchantment - Aura 	Uncommon
Enchant creature
Enchanted creature can't be blocked except by creatures with flying and/or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
GUT Value: 3t
Decent enchantment, but it's still just an enchantment and there's a lot of flying and reach in this block anyway so the
risk of getting no real effect out of this card is too great.
	
	
Explore		1g
Sorcery 	Common
You may play an additional land this turn.
Draw a card.
GUT Value: 2.33
Hey look, it's a green Time Walk! Maybe not quite, but it's halfway there. This thing could easily have been an uncommon,
or realistically even a rare, but it's a good thing it's a common for the sake of limited landfall schenanigans. The
GUT value makes me feel like I'm really overselling this card, but it's honestly very awesome. 
	

Feral Contest	3g
Sorcery 	Common
Put a +1/+1 counter on target creature you control. Another target creature must block it this turn if able.
GUT Value: 1.5t + 1
If you're mono green and want some 4 mana, restricted, sorcery speed removal, this is the card for you!


Gnarlid Pack	1g
Creature - Beast 	Common
Multikicker 1G (You may pay an additional 1G any number of times as you cast this spell.)
Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked.
2/2
GUT Value: 2.5t + (1.5t)a
It's just like Kavu Titan! Well, it's just like Kavu Titan in that it's worth playing in limited but will probably
just be a bear on turn two rather than being kicked. Perfectly fine card though.


Grappler Spider		1g
Creature - Spider 	Common
Reach
2/1
GUT Value: 2.5t
Call me old fashioned, but I prefer my spiders to have more than 1 toughness. Trades with the black Snapping Drake though,
so that's something. All this limited fodder is making me lose my fucking mind.

	
Graypelt Hunter		3g
Creature - Human Warrior Ally? 	Common
Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on 
Graypelt Hunter.
2/2
GUT Value: 3t + (1.5t)a
As if green didn't already have enough decent allies for limited. Growable War Mammoth = good times.


Groundswell	g
Instant 	Common
Target creature gets +2/+2 until end of turn.
Landfall - If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn 
instead.
GUT Value: 1 + 1a
Considering how playable Might of Old Krosa was, I'd say this is pretty damn good since you can still use it as a trick to get
the +4/+4. 
	
	
Harabaz Druid	1g
Creature - Human Druid Ally 	Rare
T: Add X mana of any one color to your mana pool, where X is the number of Allies you control.
0/1
GUT Value: xa where x is the number of allies you control.
At worst, it's a worst Utopia tree...which is a pretty bad place to be. At best, it'll be the heart and soul of some annoying
tier 2 combo deck. Nice casual card though.

	
Joraga Warcaller	g
Creature - Elf Warrior 	Rare
Multikicker 1G
Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.
1/1
GUT Value: 1t + (1.5xt)a where x is the number of elf creatures you control (including the warcaller)
It'll probably come down for 5 mana every time, but that's still a huge effect in an elf deck. Thank God this was
the release card, because casual elf players will love this. May have a place in standard as well, but not at the moment.


Leatherback Baloth	ggg
Creature - Beast 	Uncommon
4/5
GUT Value: 6t
It's just like Wholly Thoctar, except much, much easier to cast! Well, it's a 5 turn clock instead of a 4 turn clock, but it
also dodges kicked Burst Lightning. Great for limited and should be great for constructed as well. 


Nature's Claim	g
Instant 	Common
Destroy target artifact or enchantment. Its controller gains 4 life.
GUT Value: .5
In limited just play Mold Shambler or even Relic Crush. In constructed just play Naturalize or even Mold Shambler.


Omnath, Locus of Mana	    2g
Legendary Creature - Elemental 	Mythic Rare
Green mana doesn’t empty from your mana pool as phases and steps end.
Omnath, Locus of Mana gets +1/+1 for each green mana in your mana pool.
1/1
GUT Value: (5.5 + 1.5x)t where X is the amount of green mana in your mana pool
I don't know what to make of this card. It can get huge, but at the same time do I really want mana sitting in my 
pool instead of casting spells? This is certainly a huge bomb in limited because it gets huge fast and comes down early
and it's all the rage as a new EDH general, but will it make a splash in constructed? I've gotta say yes. 

	
Quest for Renewal	1g
Enchantment 	Uncommon
Whenever a creature under your control taps, you may put a quest counter on Quest for Renewal.
As long as Quest for Renewal has four or more quest counters on it, untap all creatures you control during each other 
player's untap step.
GUT Value: 1.5a
This card was made more complicated than it needed to be because it's green, not white. This is just Serra's Blessing.
Would you play Serra's Blessing? I wouldn't in constructed, probably as a 23rd card in limited.
	

Slingbow Trap	3g
Instant - Trap 	Uncommon
If a black creature with flying is attacking, you may pay {G} rather than pay Slingbow Trap's mana cost.
Destroy target attacking creature with flying.
GUT Value: 4
Decent removal in limited, especially if you didn't get any Oran-Rief Recluses. Word on the street is this will see 
constructed play to take down Baneslayers, and I'll add that it will see constructed play to take down AbyssalPersecuters. 


Snapping Creeper	2g
Creature - Plant 	Common
Landfall - Whenever a land enters the battlefield under your control, Snapping Creeper gains vigilance until end of turn.
2/3
GUT Value: 3t + .5a
Limited fodder. Soooo much limited fodder. But hey, it's a plant! You know, if you're playing that 7 mana mythic plant lord.


Strength of the Tajuru	xgg
Instant 	Rare
Multikicker 1(You may pay an additional 1 any number of times as you cast this spell.)
Choose target creature, then choose another target creature for each time Strength of the Tajuru was kicked. Put X +1/+1 
counters on each of them.
GUT Value: (1.5x)t + (1.5xt)a
It's just like Comet Storm, except not mythic! Ridiculous bomb, but far less likely to see constructed play (Read: not a 
chance). Another great casual card, but I prefer Comet Storm since I'd rather watch the world burn. 

	
Summit Apes	3g
Creature - Ape 	Uncommon
As long as you control a Mountain Summit Apes can't be blocked except by two or more creatures.
5/2
GUT Value: 4t + (1.5t)a
Limited fodder. Decent, but a low pick.

	
Terastodon	6gg
Creature - Elephant 	Rare
When Terastodon enters the battlefield, destroy up to three target noncreature permanents. For each permanent put into a graveyard 
this way, it's controller puts a 3/3 green Elephant creature token onto the battlefield.
9/9
GUT Value: 9t +/- (5 - 4t)a  (Activated ability is + if targetting an opponent's permanent and - if targetting your own)
If you hit 8 mana, this thing is just rididiculous. A 9/9 creature is enough to deal with without also getting 3 3/3 guys as
well. Sure you'll wind up losing 3 of your own lands most likely, but for 18/18 worth of creatures, that's well worth the cost.
I would love this as an "all in" reanimate target, but we're lacking in good reanimate effects, and if we had good ones like
Reanimate or Exhume, we probably would only have 1 or 2 permanents to blow up...you know, cause 15/15 worth of creatures on
turn 1 or 2 isn't enough. Maybe this will see play in older formats as a reanimate target, but definitely will see casual play.


Vastwood Animist	2g
Creature - Elf Shaman Ally 	Uncommon
T: Target land becomes a X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.
1/1
GUT Value: 1t + (x - 1)a where X is the number of allies you control.
Same thing I say about every ally. If you have a lot of them, it's good. If you don't, it's crap. (Well, some of them are good
on their own, but not this one)


Vastwood Zendikon	4g
Enchantment - Aura 	Common
Enchant land
Enchanted land is a 6/4 green Elemental creature. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
GUT Value: 6t 
The cheaper zendikons are decent, but we have so many baloths that what do we possibly want with a Craw Wurm?

	
Wolfbriar Elemental	2gg
Creature - Elemental 	Rare
Multikicker G
When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it 
was kicked.
4/4
GUT Value: 5t + (2.5t)a
Efficient on its own, and amazing when kicked. Bomb in limited, probably has constructed potential as well either in 
Eldrazi Green or some new midrange deck.


Multicolour (2/2) 
Novablast Wurm	3ggww
Creature - Wurm 	Mythic Rare
Whenever Novablast Wurm attacks, destroy all other creatures.
7/7
GUT Value: 7.5t + 5a
This guy is surprisingly inefficient for what he does. It's a nice, splashy effect, but it's far too slow to be useful in
constructed, and while it's a bomb if it hits in limited, that's a really prohibitive mana cost. He seems to be all the
rage amongst EDH players though.


Wrexial, the Risen Deep		3uub
Legendary Creature - Kraken 	Mythic Rare
Islandwalk, swampwalk
Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that 
player's graveyard without paying its mana cost. If that card would be put into a graveyard this turn, exile it instead.
5/8
GUT Value: 9t + 5a
See, the wurm has a nice, splashy effect to make it mythic, but this guy is actually good. Evasive, difficult to kill 
creature with 5 power, evasion, and a really strong triggered ability. This guy is definitely worth playing in 
limited even if only as an enormous, undercosted creature (Though the odds of it not being unblocked AND them not
having any instants or sorceries for you to recur are really, really small.)


Artifact (11/11) 
Amulet of Vigor		1
Artifact 	Rare
Whenever a permanent enters the battlefield tapped and under your control, untap it.
GUT Value: 1.5a
I love this card, which speaks to my Johnny-ness. When I first saw Captain Black hinting at this, I really expected
it to be symmetrical, so I'm thrilled that it is not. Pretty much useless in limited, but I love this for EDH and
I imagine there'll be some tier 2 combo deck involving it. Seems to have potential in a mana ramp deck, but I'd
need to do a lot of testing both with and without it to make a final decision.

	
Basilisk Collar		1
Artifact - Equipment 	Rare
Equipped creature has deathtouch and lifelink.
Equip 2
GUT Value: (5t)a
This is a really, really strong equipment. Total bomb in limited. It feels like it should be an uncommon to me, probably
because of Gorgon Flail, but I think lifelink has the ability to be much more game changing than +1/+1 to a single 
creature. As a fan of limited I'm glad this won't show up at uncommon, but as a consumer I'll be pissed opening this
as my rare because as amazing as it is for limited, it just isn't good enough for standard. 
	
	
Everflowing Chalice	0
Artifact 	Uncommon
Multikicker 2
Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.
T: Add 1 to your mana pool for each charge counter on Everflowing Chalice.
GUT Value: (2t)a
I have to disagree with Flores, cause I don't think this will see constructed play. It will see serious EDH play and
I expect to get a nice stack of foil ones to place next to my stack of foil Reliquary Towers for EDH deck building, 
but that's because EDH is a format where you can reliably get to 8 mana to kick this 4 times and actually NEED
that 12 mana each turn. I like the design, but the problem with this card for constructed is that it's perfectly
costed, which is to say it is worth exactly what you paid. That's great and all, but Spike wants cards that are
worth more than he paid, like Thran Dynamo. The only hope this card could possibly have is that it's the ONLY
efficient artifact mana in standard. Sadly, Wizards failed to make good on the promise of good blue cards so 
there's not a whole lot of need for this. Rotation may bring us a whole new story, of course. 


Hammer of Ruin		2
Artifact - Equipment 	Uncommon
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, you may destroy target equipment that player controls.
Equip 2
GUT Value: (1t)a + 1.5a'
Bonesplitter for twice the cost? Hot fucking damn, how could I NOT love this card! It does have that extra
ability though, so it's your choice: an inefficient Boneslayer or a less effective Manriki-Gusari. There are
enough playable equipment in Zendikar at common where this is still worth playing in limited, but this card
just irritates me to no end.


Hedron Rover	4
Artifact Creature - Construct 	Common
Landfall - Whenever a land enters the battlefield under your control, Hedron Rover gets +2/+2 until end of turn.
2/2
GUT Value: 2.5t + 1a
You will draft this just as highly and play it just as frequently as Hedron Scrabbler...probably more frequently,
because if I'm stuck playing one of these guys I'm probably forcing mono-black and trying to fill out my deck, so
I'm sure I'm all set with the low end of my curve already.


Kitesail	1
Artifact - Equipment 	Common
Equipped creature gets +1/+0 and flying.
Equip 2
GUT Value: (2.5t)a
Excellent limited equipment. I want to say that this is as good as Trusty Machete, but the machete is a first pick
uncommon so I'm a little hesitant since they didn't make this uncommon. Then again, they printed Skullclamp, so what
does R&D really understand about equipment cards?	

	
Lodestone Golem		4
Artifact Creature - Golem 	Rare
Nonartifact spells cost 1 more to cast.
5/3
GUT Value: 7.5t
Interest card to be sure. Has a chance in eternal formats because while Juggernaut stopped being playable, the
static ability on this guy may be enough to make the 5/3 artifact for 4 worthwhile again. Currently rubbish in
standard, but we'll talk about that a little more soon.

	
Pilgrim's Eye	3
Artifact Creature - Thopter 	Common
Flying
When Pilgrim's Eye enters the battlefield, search your library for a basic land, reveal it, and put it into your hand. 
Then shuffle your library.
1/1
GUT Value: 1.5t + 2
Expensive for a 1/1 flyer, but perfectly fine for limited help you hit your land drops. The inefficient body makes it not 
nearly as good as Borderland Ranger, but not a 23rd card either. (


Razor Boomerang		3
Artifact - Equipment 	Uncommon
Equipped creature has "T, Unattach Razor Boomerang: Razor Boomerang deals 1 damage to target creature or player. Return 
Razor Boomerang to its owner's hand".
Equip 2
GUT Value: -2.5a
If you actually need me to tell you how bad this card is then you shouldn't be playing Magic.
	
	
Seer's Sundial		4
Artifact 	Rare
Landfall - Whenever a land enters the battlefield under your control, you may pay 2. If you do, draw a card.
GUT Value: 1.5a
The 4 mana cost is somewhat steep, but 2 colourless to draw a card is perfectly fair (Since there's no half mana outside
of Inhinged). Of course, it's slow and can't be used until your 5th land, so this is best left in EDH decks, if
anywhere.	

	
Walking Atlas	2
Creature - Construct 	Common
T: You may put a land card from your hand onto the battlefield.
1/1
GUT Value: 1t + .83a
Instant speed landfall triggers and mana ramp are both great, but not nearly as good as Ruin Ghost because Ruin Ghost
gets you landfall every turn, this does not. Will probably only accel you once if at all in a game, but at least it lets
you attack with landfall guys and make your opponent have to guess if you have a land or not, but I'd rather just
play better cards. Playable as a 23rd card.


Land (14/14) 
Bojuka Bog
Land 	Common
Bojuka Bog enters the battlefield tapped.
T: Add B to your mana pool.
When Bojuka Bog enters the battlefield, exile all cards from target player’s graveyard.
GUT Value: -1
Maybe useful for EDH? The Crypt ability will rarely matter in limited, and every constructed format has better options. 	
	

Celestial Colonnade	
Land 	Rare
Celestial Colonnade enters the battlefield tapped.
T: Add W or U to your mana pool.
3WU: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. 
It’s still a land.
GUT Value: 6a - 1
Now this is what I'm talking about! Nice to see powerful manlands, especially since they're dual lands. This is a perfect
win condition for U/W control, if people actually start playing real control and not mill. 	

	
Creeping Tar Pits	
Land 	Rare
Creeping Tar Pits enters the battlefield tapped.
T: Add U or B to your mana pool.
1UB: Until end of turn, Creeping Tar Pits becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
GUT Value: 4.5a - 1
Another nice control oriented land, but this one's a bit more fragile. These lands are all good, but this isn't my favourite.
Also, not my least favourite.


Dread Statuary
Land 	Uncommon
T: Add 1 to your mana pool
4: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It’s still a land.
GUT Value: 3.5a
Despite being so vanilla, I actually really like this land. Combine with Celestial Colonnade and Terra Eternal to be really
annoying! 

	
Eye of Ugin	
Legendary Land 	Mythic Rare
Colorless Eldrazi spells cost 2 less to cast.
7, T: Search your library for a colorless creature card, reveal it and put it in your hand. Then shuffle your library.
GUT Value: 4a + 3a' - 1 (Note that a refers to each time a colorless Eldrazi spell is cast, and as such any player may consume mana
from this ability, not just you)
I'll tell you how good this card is when Rise of the Eldrazi comes out. Anyone who thinks they know is a liar. 

	
Halimar Depths	
Land 	Common
Halimar Depths enters the battlefield tapped.
T: Add U to your mana pool.
When Halimar Depths enters the battlefield, look at top three cards of your library and put them back in any order.
GUT Value: 0
I would probably play this over Soaring Seacliffs in limited, and it may be worth playing in a standard control deck. 
I'll probably toss one in every blue EDH deck as well in case I don't draw SDT.


Khalni Garden	
Land 	Common
Khalni Garden enters the battlefield tapped.
When Khalni Garden enters the battlefield, put a 0/1 green Plant creature token onto the battlefield.
T: Add G to your mana pool.
GUT Value: -1
Chances are I'd be happy with an untapped land than a chump blocker. 
	
	
Lavaclaw Reaches	
Land 	Rare
Lavaclaw Reaches enters the battlefield tapped.
T: Add B or R to your mana pool.
1BR: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "X: This creature gets +X/+0 until 
end of turn." It’s still a land.
GUT Value: 1.5a + xa' - 1
Manlands = good. Dunno how many times I have to say it. 

	
Quicksand	
Land 	Uncommon
T: Add 1 to your mana pool.
T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.
GUT Value: 0 - .25a
I love this card and still have fond memories of it from Mirage block PTQ's, but times have changed and sadly it will be about as
good now as it proved to be when it was reprinted in 10th. 
	

Raging Ravine	
Land 	Rare
Raging Ravine enters the battlefield tapped.
T: Add R or G to your mana pool.
2RG: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, 
put a +1/+1 counter on it." It’s still a land.
GUT Value: [3 + 1.5xa']a + 1.5a' - 1 Where x is the number of +1/+1 counters on Raging Ravine when you animate it
Efficient, gets big fast, and most importantly is the first manland to become more powerful from being activated multiple
times in a turn. 

	
Sejiri Steppe	
Land 	Common
Sejiri Steppe enters the battlefield tapped.
When Sejiri Steppe enters the battlefield, you may have target creature gain protection from the color of your choice until 
end of turn.
T: Add W to your mana pool.
GUT Value: .5
Combos very well with Ruin Ghost to make your guys dodge spot removal. Decent limited card, and that's it.
	
	
Smoldering Spires	
Land 	Common
Smoldering Spires enters the battlefield tapped.
When Smoldering Spires enters the battlefield, target creature can't block until end of turn.
T: Add R to your mana pool.
GUT Value: 0
I'll stick with mountains and Goblin Shortcutters as much as possible.


Stirring Wildwood	
Land 	Rare
Stirring Wildwood enters the battlefield tapped.
T: Add G or W to your mana pool.
1GW: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.
GUT Value: 5a - 1
This is my least favourite of the manlands because it's so boring, but it's also the most efficient so it's sure to see play.


Tectonic Edge
Land 	Uncommon
T: Add 1 to your mana pool.
1, T: Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.
GUT Value: 0  (Maybe that's why Strip Mine saw print. It seems so fair!)
Wasteland is the closest we'll ever get to Strip Mine again, and I think this is the closest we'll ever get to Wasteland again.
Good card (Not great, good) and just one more way for me to stop all those fucking Gaea's Cradles in EDH. Not a high pick
in limited by any means, but if you wind up with one it's worth playing in case your opponent stalls one four lands.	


Overall Opinion of Worldwake

I am sad to say that I'm not thrilled with this set overall. Every set has a lot of limited fodder, but it feels like even many of the rares in this set are limited fodder. Also, I'm sick of the linear designs of allies and vampires. Give me something creative to do with these cards instead of just building two decks for me, especially since one of them is tier 1 and the other is jank. That being said, there are still a lot of cards in this set that I'm excited about, which I'm sure you could tell from reading my review. Most notably are probably the new manlands and Chain Reaction. I don't know why, but I can't get enough of that card. Drafting should be a lot of fun, and Worldwake can't come soon enough because thanks to MTGO I'm almost triple Zen drafted out. The set feels like it was designed more for the kitchen table than the pro tour, and while that's a design policy I can normally get behind, for some reason I don't feel like it entirely panned out. At the same time, I can see that other people, particularly more Timmy leaning people, will probably get an intense amount of enjoyment out of the set. Overall though, I am sad to say that I expect the drop from Zendikar to Worldwake to equal that of Lorwyn to Morningtide. But who knows, as good a judge as I normally am of cards before the prerelease, and I'm from infallible (Baneslayer Angel comes to mind. Man did I underrate that card).

GUT Reactions

Having done these set reviews for years now, it was interesting including the mana consumption formulas for all the cards. While most of it was exactly what I expected (Seemingly good cards are undercosted, limited fodder is fairly costed, and seemingly bad cards are overcosted), it gave me a chance to take a second look at cards I would not have thought much about otherwise. Omnath comes to mind in this regard, although I'm not sure if his value is inflated because Upwelling is the only benchmark we have for his static ability, or if Upwelling is an accurate assessment of what that ability should be worth. It's also interesting when writing my initial reaction to see how any concept of card advantage I had is built into the mana consumption model, and how it affected what I felt were the best cards in the set. It's an interesting theory, and I'm extremely curious for people's feedback on the matter (Probably moreso than my for feedback on the actual review itself!) so be sure to e-mail me or hit me up on Twitter.

Top Ten Constructed Cards of Worldwake

Here are, in no particular order, my list of the top 10 cards of Worldwake.

1. Marshal's Anthem
2. Jace, the Mind Sculptor
3. Lodestone Golem
4. Stone Idol Trap
5. Omnath, Locus of Mana
6. Abyssal Persecutor
7. Searing Blaze
8. Loam Lion
9. Manlands (All 6)
10. Explore
I'm pleased to say that despite my overall opinion initially being negative, I had a little trouble trimming this list to only 10 cards (And it's really 15, I'm cheating), having to remove things like Leatherback Baloth and Dragonmaster Outcast which will certainly see play. Sometimes when you're knee deep in limited fodder, you forget that there are so many good cards around you.

dr_jeebus@sydlexia.com

I only think in the form of crunching numbers

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