A First Look at Dark Ascension Spoilers – By Marlon Egolf

(Reminder: See all the new cards as they’re revealed on DraftMagic.com’s Dark Ascension Visual Spoiler!) Hello everyone. Now that we’re all getting sick of triple Innistrad, Dark Ascension cards have...

(Reminder: See all the new cards as they’re revealed on DraftMagic.com’s Dark Ascension Visual Spoiler!)

Hello everyone.

Now that we’re all getting sick of triple Innistrad, Dark Ascension cards have finally started popping up on various websites, giving us a glimpse of what the next few months of draft magic (see what I did there) will be like. As usual, the first handful of cards spoiled are a mix of powerful mythics, new keywords, and interesting and unusually designed spells. What I’m going to do is discuss why “You’re a Mean One, Mister Grinch” is considered a Christmas Song. It’s irrelevant  that the song is from a movie about Christmas; all it does is talk shit about the stupid Grinch these new cards and what impact they might have on the format.

BEFORE YOU START READING

Please comment on this article. I want to write much more often then I currently do, but the only way I know that my articles are being enjoyed/appreciated is from reader feedback. Thanks.

Also, I’ll be perfectly honest – I’m a comment whore. Every time I post a video or article I check back every 30 minutes or so to see if there have been any more comments posted. I crave article comments like a vegetarian vampire craves V8. So comment on this article, god dammit.

Strangleroot Geist

 

 

 

 

 

 

 

 

 

 

Undying seems like an insane keyword, and one that has some sick potential. Persist creatures were excellent in limited even though they came back smaller. Now not only do you get the original guy, but you get him back even bigger! Plus, one of the biggest drawbacks with persist is that it sucks against effects that use -1/-1 counters. Undying has no such problems, as your opponent is obviously not going to want to put a +1/+1 counter on your guy before they kill it.

Since undying is such a potentially annoying mechanic, most of the cards that have it will be designed very carefully. I wouldn’t be surprised to see a four mana 2/2 with undying, just as a base common in some color. This particular card, the Geist, seems like a very strong limited card to me. As a turn two play, not only does it instantly bash, but your opponent isn’t even going to want to trade with it. Why would you trade your Walking Corpse for this guy when he just comes right as a 3/2? I imagine this guy will be a reasonably high pick based, although I could be wrong, since he doesn’t really fit into any known archetype other than “attack you with my guys”.

I will admit, undying makes me a bit nervous. There is a ton of potential here, and Wizards tend to like  to push the envelope these days. Persist was never a problem; sure, Kitchen Finks were everywhere, but they were just awesome, not oppressive. However, persist was back before mythic rares, and with mythics there is always the chance for the developers to throw caution into the wind and create something ridiculous just because they can. There is a lot of potential for abuse here, I just hope that they don’t get too carried away, because this could be a really great mechanic.

Thraben Doomsayer

 

 

 

 

 

 

 

 

 

 

Now we transition from a cool mechanic to a terrible one. It’s not so much the ability itself that’s bad; it’s the name of it – Fateful Hour.

First of all, that’s an awful name for a keyword. Just off the top of my head, they could have name it something like “redemption” or “reprieve”, and I’m sure if you thought about it for more than five seconds that you would be able to think of a much better name than fateful hour. I’m not at all ashamed that I play Magic, but terms like “the battlefield”, “planeswalker points”, and now “Fateful Hour” definitely push me in the direction of shame. There’s a limit to how much of a basement dwelling mouth-breather I want to sound like.

Secondly, the keyword Fateful Hour is not even a real keyword. Keywords for mechanics are supposed to explain what the card does, not make the explanation longer. When I tell you that a card has flying, trample, infect, dredge, soulshift, exalted, or most any other mechanic that makes sense, it gives you an idea of what the card does. The worst offender is the Eventide mechanic “Chroma”. Chroma is an example of how an unnecessary keyword actually makes the explanation of what a card does longer than it would be otherwise. Consider this exchange:

Player 1: I’ll pay six mana and cast a Speckled-Throated Burrowing Five-Toed Yak

Player 2: What does that card do?

P1: It’s a 1/1 with Chroma

P2: That doesn’t tell me anything other than it’s power and toughness. What does the card actually do?

P1: “Whenever your opponent casts a Treefolk spell, put X 0/1 Ferret Soldier tokens into play, where X is the number of hybrid mana symbols in the spells flavor text”.

P2: Get out of my house and never come back

The dialog could have been shortened significantly if Player 1 had just said what the card did, and didn’t feel the need to mention that it has chroma, which doesn’t even mean anything. Fateful hour is along those same lines. It offers no explanation of what the card actually does, other than it gets better when you are almost dead. Natural Spring is also better when you’re almost dead. Should that card have its own keyword?

From what I can see, the only reason they would need to have fateful hour listed as a keyword is so people who want to build a terrible deck with fateful hour cards can type it into a gatherer search and it makes their deck building slightly easier. I’m all for easy, but are you really going to build a deck that only functions correctly when you are at five life? Come on, don’t be a stupid jerk who sucks and is dumb.

Ray of Revelation

 

 

 

 

 

 

 

 

 

 

Ray of Revelation is a reprint from Judgment, and isn’t really anything special to begin with. The reason I’m mentioning it is because it might actually be a very key card in Block Constructed. With the printing of the new Burning Vengeance-type card (which I will get to later) as well as the Vengeance itself, Ray of Revelation is going to be a powerful weapon for players to fight that strategy with. Mark my words, children, mark my words.

Soul Seizer

 

 

 

 

 

 

 

 

 

 

This is a very well designed card, and potentially a very powerful one. Although Soul Seizer is almost strictly worse than a Mind Control, effects like this tend to create moments of tension, like when your opponent panics because they can’t block your one-power, five mana flier. This card is definitely good, but I’m not exactly sure how high I would pick it. There are so many creatures that stonewall it, and you can even throw something  like a Dead Weight on it and effectively neutralize the Seizer. Even so. I imagine that I will be first picking this a number of times based on potential alone. Soul Seizer is yet another reason to main deck those Urgent Exorcisms.

Zombie Apocalypse

 

 

 

 

 

 

 

 

 

 

Now THIS is an interesting card. Off the top of my head, I can’t think of a card that has such a dramatic range of how good it can be. Zombie ‘Poc can  be a one-side Twilight’s Call/Plague Wind, or it can do literally nothing at all. While the potential for insanity is clearly there, this is going to be a tough one to build around, mainly because it relies so heavily on what deck your opponent is playing. As of the time I’m writing this, there hasn’t been many zombies spoiled yet for Dark Ascension, and lets face it, it is really difficult to put together a viable zombie tribal deck in triple Innistrad. Plus, you have no guarantee that anything significant will even occur when you cast Zombie ‘Poc. Is it worth paying six mana to get back a Walking Corpse and destroy your opponent’s Hamlet Captain?

Still, we haven’t seen much of the set yet, and indications are that zombies are going to be heavily pushed as a tribe. My prediction for this card is that it will be first or second picked for a while at the beginning of the format, and then once people get let down by it a few times it will start to go much later.

Seacrest of the Dead

 

 

 

 

 

 

 

 

 

 

This is basically Burning Vengeance’s calmer, bluer cousin. It looks like a cool card to build around, but it is definitely worse than the Vengeance. Burning Vengeance is usually going have an impact on the game after only one or two uses. To get value out of Secrets you are going to need to be able to trigger it much more frequently, otherwise you just have a really slow Divination. Like Burning Vengeance, there will be times when this card tables out of your opening pack, and there will also be times when you say “fuck it” and just first pick Secrets and try to build around it.

Curse of Thirst

 

 

 

 

 

 

 

 

 

 

We’re going to try a visualization exercise:

Visualize your opponent playing a Curse of Oblivion.

Visualize your opponent playing another Curse of Oblivion.

Visualize your opponent playing a Curse of Thirst.

Now picture yourself not being able to kill them fast enough.

Picture yourself dying to this card.

Now visualize yourself throwing your computer out the window in a murderous rage.

Visualize drinking bleach.

Everwolf

 

 

 

 

 

 

 

 

 

 

I’ll translate the text for you non-Germans out there

Intimidate

Other Wolf and Werewolf creatures you control get +1/+1.

Werewolf creatures you control that aren’t Humans can’t transform.

This guys seems really, really good. Everwolf is this sets Imperious Perfect; an uncommon tribal “lord” powerful enough that no one would complain if it was a rare. I imagine that there will be a few times that you pick him highly and you get completely cut on werewolves, but the upside is huge. Probably a first or second pick, and definitely worth forcing the tribe.

Thalia, Guardian of Thraben

 

 

 

 

 

 

 

 

 

 

This is not a card that I thought would ever get printed. I’m sure some of you remember Glowrider, and how it was just a bit too expensive to be playable. It turns out, all you need to do is take a mana off the casting cost (and arbitrarily add first strike as well) and the card becomes amazing. Out of all the cards spoiled so far, Thalia is going to have the biggest influence on constructed formats, especially when you consider all of Magic’s formats. She is going to be an instant player in Vintage, a key card in Legacy, and she might even make a splash in Modern. The Thorn of Amethyst ability is very powerful, and having first strike means that she can actually battle with other creatures, as opposed to just sitting there most of the time the way Gaddok Teag and Meddling Mage tend to do.

While I don’t think Thalia is an unreasonable card to print, I find it interesting to see this ability on a creature at the same converted mana cost as the original artifact (Thorn). Designing hundreds of new cards each year is a tough job, and it’s logical for designers to take inspiration from past cards. As more and more sets come out I’m sure we’ll see other cards in the same mold as Thaila. Even something like this:

 

 

 

 

 

 

 

 

 

 

Chalice of Life/Chalice of Death

 

 

 

 

 

 

 

While this is certainly not a good card, and under most conditions it is very unplayable, Chalice can actually be a surprisingly viable win condition for decks with one or more Gnaw to the Bone. Of course, since you draft the Dark Ascension pack first, you’re not going to know how many Gnaws you’ll end up with, but the Chalice should go around very late, so pick one up if your deck seems to be leaning in a graveyard-based direction.

Sorin, Lord of Innistrad

 

 

 

 

 

 

 

 

 

 

It should be no secret that I hate planeswalkers as a card type, and that I think introducing them into Magic was the single worst thing to ever happen to the game (in terms of game play, obviously not in terms of getting money from small children), but I’m going to let my own personal opinions fall by the wayside for this guy and review him semi-objectively.

This incarnation of Sorin is in many ways very similar  to Elspeth, Knight-Errant. The +1 ability is almost exactly the same, except the token is better, and it accomplishes what a planeswalker needs most of all in order to be successful – the ability to protect itself. Other than Jace Beleren, who is really only good against control decks, any planeswalker that has been more than just a niche card in constructed has had the ability to kill or put a roadblock in front of opposing creatures. Sorin has that aspect covered. Like Elspeth, the second ability is also offensive, albeit in a very different way. Elspeth’s Angelic Blessing was not only powerful, but was another way to advance her in loyalty. Since Sorin’s is a -2, you are basically giving up any chance of reaching his ultimate, and commiting yourself to being aggressive with his +1.

The ultimate ability is the big prize on Sorin. Unlike Elspeth, who’s ultimate was often an  afterthought, getting off Sorin’s -6 with the full three targets will be the main reason to play this card. The idea here is to use the +1 ability to protect Sorin long enough so that the ultimate fires off and you win. Seems fine in theory, but in application I’m not so sure.

Sorin is getting a ton of hype right now, and is pre-selling somewhere around $60. While I’m not even close to being an expert in standard (I haven’t played a match in a year and a half), I just don’t see where Sorin fits in right now. It’s not that he doesn’t have a deck, since he could probably be squeezed into Solar Flare, but what deck is he good against? Illusions doesn’t care about a 1/1 lifelink, and should easily be able to take out Sorin in one attack step, assuming you can even resolve him in the first place. Mono red laughs at Sorin, and the token can’t even block Stormblood Berserker. Wolf Run tramples or flies over to kill him. Tempered Steel swarms around him. Mirran Crusader… black vampire token… yeah. What about Geist of Saint Traft and his happy little angel token? I guess Sorin could be fine in the mirror, but is the mirror even good these day? I’ve hardly seen any lists with Forbidden Alchemy and Sun Titan in the several “Decks of the Week” lists that I’ve looked at.

I think the hype for this guy is way to overblown right now, possibly as a result of his similarities with Elspeth, also possibly because the card itself just looks like a Boss. Maybe there will be a new archetype created where he excels, but for now I wouldn’t let myself get too carried away.

Obviously he’s awesome in limited, but you know that already.

 In summary:

The spoiler season has only just begun, and there will be plenty more card to go over down the line. For now we have some very powerful cards spoiled as well as a potentially metagame defining keyword. Seems like a good start.

Thanks for reading,
Egolf

About Marlon Egolf (merl2pearl)

Marlon is notable for being one of the site’s most profilic drafters, with an MTGO account that seems to never turn off. ‘Merl2Pearl’ makes it a regular habit to stomp his way through 8-4s, often showing off unique plays worth keeping in mind.