Wednesday, September 18, 2013
Theros Full Spoiler Breakdown - Red and Green
Ok I will quit procrastinating. I got sidetracked today by putting together my newest brew, which you can find in the post before this one. But I'm getting there with getting these last colors out there and my opinions on them. So let's dig right in and start with the Red Mythics and Rares.
First up we have the God of the Forge. This is said to be the best card in the set, and you can see why. EVERY time a creature enters the field under your control, you get to deal 2 damage to the face of your opponent. Not to spoil the fun for this card, but this matches up so perfectly with Akroan Crusader
it's scary. That and Young Pyromancer
will be a good matchup for the RDW decks out there. You can cast a Dynacharge
on all your Heroic dudes, and you are gaining 2 tokens, both of which trigger this God, dealing 4 to your opponent's face at a minimum. I would say that kicks major butt. RDW is going to be hard to deal with when this combo gets going. Another one that matches up well with this is Ogre Battledriver
,which in turn gives those tokens you just created Haste and a handy +2/+0 to swing in with. Just ridiculous. But on to something else.
Our other Red Mythic, pro White, which is nasty in its own rights. So for 5, you get a 4/4 with Flying and Haste. Then for 7, it becomes a 7/7 flyer that could deal some nasty damage. You'd better hope that you don't have a full hand when that Monstrosity trigger goes off. That could indeed be a game ender.
To deal with this, you almost need a counter or an instant removal card. Yuck. Another winner for those RDW decks, and one I hope I don't come up against.
I hate it. But not because it's bad. Because it's good. Say goodbye to your little tokens, say goodbye to your weenies, say goodbye to anything that doesn't have regenerate. In my colors, I would hope I had a Golgari Charm
laying around to regen everything I had out. If not, this could really put a hurting on your deck.
I see this getting used and abused a bunch.
Sacrifice 3 lands? I'm not so sure I understand the motive behind that. I mean, if you win the roll and go first, I guess you could play this, have a Satyr Hedonist
out there, and then turn 5 blast out the Monstrosity ability and hit the opponent hard and have your 7/8 Swallower on the field to wreak havoc with them and you at 1-2 mana each, which doesn't leave them much room to recover. But still, that seems like a not-so-smart way to go to me. But hey, those aren't my colors, so I'm not so sure I'm the one to talk to on this one.
Sooo . . . I am lost. Next card.
What is the deal with sacking lands??? Why would you want to do that? WHY!!
I get the creatures you control have Haste, I really do. But WHY would you sack your own land?? Isn't that hurting you in the long run? How many times can you sack your own land to create a token before you have no more land??
Okay, this one makes sense. When targeted by a spell, deal 2 damage to something, even straight at your opponent. In combo with some of the aforementioned cards, this fits very well into the Heroic strategy.
I don't however, get how this made Rare over the best common in Theros. Akroan Crusader.
The Minotaur Tribal leader. Gives all your horned bullheaded guys a boost. And Trample. Word. I like Minotaurs. I see a tribal deck happening around this guy.
So a Giant who has a place in a Human deck? If only it was a Human Giant and not just a Giant I could see this Titan being a tribal leader himself. Still, with some Human Soldier tokens out there, 1 to the face could be pretty nasty.
Well, that's it for Red. Overall, some good stuff in there. But extremely underwhelming in my opinion. They got their bomb Mythics, and a couple good Rares in there. I for one am happy with that. Red has dominated MTG for quite a while now. It's about time they limited the power a bit. Time for them to play a little slower and not be able to win turn 4. Which in my humble opinion is what I think WOTC is going for. A more mid-range meta game. And with all the LG out there right now, even with the bombs Red is going to have to work HARD to get early game wins.
On to the Green cards!!
Well, she gives creatures Trample. Not herself, but all your other guys. And the +2/+2 for 4. Not all that exiting.
I guess the 6/6 for 4 isn't bad, and Green isn't one that's hard to get the devotion in. I dunno, I'm just not overly impressed. And watch, I'll have 3 of her the first week of the Theros release.
I'm honestly not sure what to think of this Hydra. I mean the flavor and intent are freakin cool. I'm just not so sure of it's Monstrosity ability. Probably one of the most strangely worded abilities they could come up with.
I mean, here's the deal. I'd play him just because he is aggressive as hell. A 5/5 for 4, yep, that's good. And then if you need a mana dump or need to get rid of some tokens in a hurry. He's got your back with a low mana cost Monstrosity. You can rid yourself of some pesky tokens and swing for some nasty damage. All in all, good deal. I wouldn't be disappointed to pull this.
She's good in her own rights. I actually would have picked Green if not for her being the Seeded Rare you are guaranteed in your intro pack. I'm just not a fan of the lands becoming creatures and becoming subject to removal mid-game for a turn. Not for me.
I'm not sure how this will be used, but I kind of hope to see someone try to use it.
Another 5 CMC 6/6. And next turn if you hit that mana drop you can make him a 9/9. Okay, I can see that. BUT I don't like the conditionality (I may have just made that word up) of this card. It's Monstrous ability is to destroy a creature with Flying?
Seems to me that this will be someone's sideboard card of choice against a mid-game flyer.
YES!!!! I love it, love it, love it. Power in the Forest ladies and gents. A 4/2 for 3!! And it can be FLASHED for a pump of 4/2 to another guy. Oh man, it doesn't get much better than that folks.
This little mean Satyr is going to be used to death.
It's good. Oh yes, its good. Deathtouch bestower of goodness. I want it for my deck, I just don't have a slot figured out right now. It just has SO many uses. I could go on and on.
I will say that I see this getting used in a top 8 deck.
Non-counterable mana dump. Pro blue. Someone doesn't like control decks. He is the Anti-Control creature and is going to see constructed so much his many heads are going to spin.
I like it, and he goes in swinging with that Haste as well. This is a good investment.
Okay, so you just don't cast him until you have 3 creatures on the field, or a Bow, or whatever. He's got some potential to be nasty.
I can get behind it. I see it being useful. Won't make constructed, but it's decent limited.
Probably my favorite Green card in a long time. Mana-fixing that can't be burned and destroyed easily. And you can defend with it.
I plan on using it. A lot.
And that's all for Green folks. I covered all 5. Tomorrow is the multi-colored stuff and there are some doozies in there.
As always. Thanks a bunch for reading. And look forward to your opinions!
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