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CardShark Content - Matt Lotti (1/30/2004)

Well, here I am again, sitting at a computer terminal, staring Microsoft Word in the face, and preparing to reflect back on the past weekend. Just a few days back, I wrote about my experiences at the Darksteel Pre-release over the weekend, and all the various adventures it took to get there. It was a cold day, a hungry day (almost no place to eat, and a stubborn refusal to pay $5.75 for a cheeseburger), and a day where personal victories were in short order. But still, my spirits were kept high, as they usually are, by the mere fact that an entire new wave of possibilities was sweeping across the Magic world, as always at pre-releases. Yes, we all know how the low K rating doesn't effect one's status as readily as a Qualifier or Regionals would, but since when is that a bad thing? I had some great games, regardless of the fact that I lost a few of em'. That wasn't important. That wasn't memorable. Now, dropping the Platinum Angel
Platinum Angel
Platinum AngelSet: Mirrodin
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Angel
Rarity:
R
Number:
228
Artist:
Brom
Power:
4
Toughness:
4
Text:
Flying You can't lose the game and your opponents can't win the game.
and handing her a Sword of Fire and Ice
Sword of Fire and Ice
Sword of Fire and IceSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
148
Artist:
Mark Zug
Text:
Equip 2 Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, you may draw a card and have it deal 2 damage to target creature.
after seeing my foe ready his War Boar for a lethal attack? That was memorable. Sure, the angel was Shatter
Shatter
ShatterSet: Revised Edition
Cost:
2
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Amy Weber
Text:
Shatter destroys target artifact.
ed soon after, but who cares? The sheer look on the other guy's face was more than worth the loss (anyone who's played Ms. Platinum at these events knows what I'm talking about). And that's the fun element of pre-releases, right there. We're not only getting to play with a whole new set of cards, we're getting to have fun with them, too. Perhaps that's what makes them so appealing: good times, and some sweet new toys to smash face with. And because I've already talked a bit about the good times, let's get on with the toys.

So, last time I covered some of the more basic mechanical aspects of Darksteel, namely two of the major set themes (Modular X and Indestructibility
Indestructibility
IndestructibilitySet: Magic 2010
Color:
White
Type:
Enchantment
Sub Type:
Aura
Rarity:
R
Number:
17
Artist:
Darrell Riche
Text:
Enchant permanentEnchanted permanent is indestructible. (Effects that say "destroy" don't destroy that permanent. An indestructible creature can't be destroyed by damage.)
) and talked about one the new set cycles, the Affinity golems (Razor golem pic still rulez). I got into some detail on the specifics of each group, discussing limited capabilities, bomb-factors, and over-all whether or not these were solid choices. Because the knowledge and experience I had surrounding these cards were from my pre-release duels as opposed to the Darksteel spoiler, I did not include all the cards from each mechanic, but the ones I learned from and were interested in. This time around, I'll get more in-depth at the newly-introduced cycles of the new set, as well as some of the new equipment available to deck out your creature in the latest high-tech killing-fashion. For equipment, in particular, there is an entirely new type of weaponry to consider; ´´throwing´´ equipments, for times when that peaky elf just won't run willingly into your Bonesplitter
Bonesplitter
BonesplitterSet: Mirrodin
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
146
Artist:
Darrell Riche
Text:
Equipped creature gets +2/+0. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
ed-Glaivemaster face first (stupid elf). But enough of that summary for now, and let's get to the frikkin' cards!


The Pulse Cycle
-Looking way back to the days of Exodus, we had a cycle of wizard cards, one for each color, that could sling fairly-powerful built-in affects at your sorry opponent, though only under the right circumstances. These creatures, all titled ´´Keepers of the (Insert general theme attributed to stuff pertaining to each color)´´, could use their powers only if the opponents was already at an advantage. In other words, the Keeper of the Flame
Keeper of the Flame
Keeper of the FlameSet: Exodus
Cost:
2
Color:
Red
Type:
Creature
Sub Type:
Wizard
Rarity:
U
Number:
85
Artist:
Terese Nielsen
Power:
1
Toughness:
2
Text:
R, T: Keeper of the Flame deals 2 damage to target opponent. Use this ability only if that opponent has more life than you.
could only shoot your foe for 2 damage if he already was at a higher life total than you.
The Pulse cards all keep in with that theme, but tweak the system around to allow you for a possible benefit rather than a disadvantage if such conditions were met. To put it simply, if after a Pulse spell is cast, the other guy is still ahead of you in whatever aspect the spell affected (life, creatures, cards, etc.), then that spell finds it's way back to your hand, never knowing what that graveyard will ever look like. Naturally, this can make for some pretty powerful effects, given the right situation. As all the Pulse cards are rare, you won’t see them as often as the other cycles of Darksteel, but trust me, their rarity is based on their power, and each possesses a good amount of that. Dirt cheap to cast, too.

1.) Pulse of the Fields
Pulse of the Fields
Pulse of the FieldsSet: Darksteel
Cost:
3
Color:
White
Type:
Instant
Rarity:
R
Number:
11
Artist:
Paolo Parente
Text:
You gain 4 life. Then if an opponent has more life than you return Pulse of the Fields to its owner's hand.
-
Instant (R)
You gain 4 life. Then, if an opponent has more life than you, return Pulse of the Fields
Pulse of the Fields
Pulse of the FieldsSet: Darksteel
Cost:
3
Color:
White
Type:
Instant
Rarity:
R
Number:
11
Artist:
Paolo Parente
Text:
You gain 4 life. Then if an opponent has more life than you return Pulse of the Fields to its owner's hand.
to its owner's hand.
11/165

-Ah, lifegain. Why do people hate you so much? Even I can remember feeling that this card was weak after a first glance, but as of late, lifegain has been getting smarter. What appears to be rather simple ´´gain 4 life´´ spell is actually just a mask for the inherent, and likely reusable, shield this card provides you. Just think about how good Sun Droplet
Sun Droplet
Sun DropletSet: Mirrodin
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
U
Number:
249
Artist:
Tim Hildebrandt
Text:
Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each player's upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
is in limited, regenerating your life point by point, turn by turn. In a way, this is a larger-scale Sun Droplet
Sun Droplet
Sun DropletSet: Mirrodin
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
U
Number:
249
Artist:
Tim Hildebrandt
Text:
Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each player's upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
, regenerating your life, and sticking around to do it again if necessary. Being an instant, it can come into play right as damage stacks up, soaking up a solid four points of death. But the real genius in this card is the fact that the life gain isn't this huge incredible number. We're not sitting atop a Tower of Eons
Tower of Eons
Tower of EonsSet: Mirrodin
Cost:
4
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
266
Artist:
John Avon
Text:
8, T: You gain 10 life.
here, folks. We might, actually still be taking a point or two of damage every turn, but that's the point. This pulse isn’t meant to recover our life in one swoop, but buffer it each turn against attack. In that way, it's almost damage prevention rather than life-gain, and who doesn’t like reusable damage-prevention. The few points of damage that may squeeze through ensure that this card will return to our hands, ready for the next attack, and that we'll have some more time to set up defenses. And when we have a solid wall built up, well then, the final four life will just be a nice Christmas bonus. Deceptive little spell.

2.) Pulse of the Grid
Pulse of the Grid
Pulse of the GridSet: Darksteel
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
R
Number:
29
Artist:
Wayne England
Text:
Draw two cards then discard a card from your hand. Then if an opponent has more cards in hand than you return Pulse of the Grid to owner's hand. Before lessons and laboratories there was intuition.
-
Instant (R)
Draw two cards, then discard a card from your hand. Then, if an opponent has more cards in hand than you, return Pulse of the Grid
Pulse of the Grid
Pulse of the GridSet: Darksteel
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
R
Number:
29
Artist:
Wayne England
Text:
Draw two cards then discard a card from your hand. Then if an opponent has more cards in hand than you return Pulse of the Grid to owner's hand. Before lessons and laboratories there was intuition.
to owner's hand.
Before lessons and laboratories, there was intuition.
Illus. Wayne England
29/165

-Blue mages must be drooling all over their key boards at the sight of this engine. The power in this card obviously lies in its ability to let someone mill through their deck and refill their resources, further ensuring victory. Seeing as your standard affinity deck tends to totally empty its hand in the blink of an eye, the possibility of getting this card back once its made its presence known to all is high. The cost is also affordable enough to usually allow a mage to cast it turn by turn. Hell, why need the mana when most of your stuff's gonna be free anyways? Frogmite
Frogmite
FrogmiteSet: Mirrodin
Cost:
4
Color:
Colorless
Type:
Artifact Creature
Rarity:
C
Number:
172
Artist:
Terese Nielsen
Text:
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
s don't really care how they get into play, do they? But that's Affinity. In terms of limited strategy, the power of card-drawing is still held in high regard, especially if that card-drawing tends to be at instant speed. This allows a blue mage to refill his hand right at the end of your turn, so when he untaps, he's got all that land fresh for the tapping.

3.) Pulse of the Dross
Pulse of the Dross
Pulse of the DrossSet: Darksteel
Cost:
3
Color:
Black
Type:
Sorcery
Rarity:
R
Number:
50
Artist:
Paolo Parente
Text:
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you return Pulse of the Dross to its owner's hand.
-
Sorcery (R)
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross
Pulse of the Dross
Pulse of the DrossSet: Darksteel
Cost:
3
Color:
Black
Type:
Sorcery
Rarity:
R
Number:
50
Artist:
Paolo Parente
Text:
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you return Pulse of the Dross to its owner's hand.
to its owner's hand.
Before tyrants or torturers, there was evil.
Illus. Paolo Parente
50/165

-While the black pulse is more difficult to reuse, seeing as you are not only the one who controls the variable, but that you're actually bringing it down, the effect of the Dross pulse is still good. While getting rid of what you need to get the card back (your opponent's cards) makes this spell far more short-lived than its counterparts, even a few uses will have a large effect on your opponent's chances. Cards equal possibilities, after all. As a sorcery, the Pulse of the Dross
Pulse of the Dross
Pulse of the DrossSet: Darksteel
Cost:
3
Color:
Black
Type:
Sorcery
Rarity:
R
Number:
50
Artist:
Paolo Parente
Text:
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you return Pulse of the Dross to its owner's hand.
won't hit as hard as an instant, striking early during upkeep or before an opponent's turn ends, but it makes up for this by being the only pulse card that gives its caster options. Forcing someone to reveal three cards, nearly half of a full hand, will usually yield something I'm sure a black mage would like to never see play. If the card's effect simply forced a discard of your opponent's choice, it wouldn't be nearly as strong. It's the pseudo-Coercion
Coercion
CoercionSet: Classic Sixth Edition
Cost:
3
Color:
Black
Type:
Sorcery
Rarity:
C
Number:
119
Artist:
DiTerlizzi
Text:
Look at target opponent's hand and choose a card from it. That player discards that card.
effect that makes this card so evil.

4.) Pulse of the Forge
Pulse of the Forge
Pulse of the ForgeSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
R
Number:
66
Artist:
Paolo Parente
Text:
Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you return Pulse of the Forge to its owner's hand.
-
Instant (R)
Pulse of the Forge
Pulse of the Forge
Pulse of the ForgeSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
R
Number:
66
Artist:
Paolo Parente
Text:
Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you return Pulse of the Forge to its owner's hand.
deals 4 damage to target player. Then if that player has more life than you, return Pulse of the Forge
Pulse of the Forge
Pulse of the ForgeSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
R
Number:
66
Artist:
Paolo Parente
Text:
Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you return Pulse of the Forge to its owner's hand.
to its owner's hand.
Before wars or weapons, there was anger.
Illus. Paolo Parente
66/165

-This is just that nice punch to the face of the guy who thinks he has the upper hand. ´´Hmm, you got more life….BURN!´´ While red burn is most often taken at a disadvantage upon an inability to target creatures, this pulse's nature of going straight to throat doesn't take away from its power. As a cheap and instant card, one has little trouble finding the right time to sling damage over to the other guy, and in a race condition, this is a card that will being that finish line all the closer to your opponent. The Grim Reap
Reap
ReapSet: Tempest
Cost:
2
Color:
Green
Type:
Instant
Rarity:
U
Artist:
Ron Chironna
Text:
Return any number of target cards from your graveyard to your hand. You cannot choose more cards than the number of black permanents target opponent controls.
er's waiting there eagerly. Considering you have mana burn available to lower life that one point necessary in order to keep the spell after casting, and seeing as how red mages really don't give a damn about their own life total anyways, and you have a spell that will barbecue with the best of em'. Shooting this firework right after your foe's combat phase leaves you with another shot during your turn, followed by your own attack. Casting this thing merely twice ensures a painful 8 damage to the other guy, and that's a lot.

5.) Pulse of the Tangle
Pulse of the Tangle
Pulse of the TangleSet: Darksteel
Cost:
3
Color:
Green
Type:
Sorcery
Rarity:
R
Number:
80
Artist:
Wayne England
Text:
Put a 3/3 Green Beast token into play. Then if target opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.
-
Sorcery (R)
Put a 3/3 Green Beast
Beast
BeastSet: Garruk vs. Liliana
Cost:
0
Color:
Colorless
Type:
Creature
Sub Type:
Beast
Rarity:
C
Number:
1
Artist:
John Donahue
Power:
4
Toughness:
4
token into play. Then if target opponent controls more creatures than you, return Pulse of the Tangle
Pulse of the Tangle
Pulse of the TangleSet: Darksteel
Cost:
3
Color:
Green
Type:
Sorcery
Rarity:
R
Number:
80
Artist:
Wayne England
Text:
Put a 3/3 Green Beast token into play. Then if target opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.
to its owner's hand.
80/165

-Oh man, the elephants are back. No, not the loxodon, foo', I'm talking about the dread Call o' the Herd, a card that, back in the days of Odyssey, you could bet your arse you'd be running into by turn three so long as a tree grew amongst your opponent's mana. Much like that card, the Pulse of the Tangle
Pulse of the Tangle
Pulse of the TangleSet: Darksteel
Cost:
3
Color:
Green
Type:
Sorcery
Rarity:
R
Number:
80
Artist:
Wayne England
Text:
Put a 3/3 Green Beast token into play. Then if target opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.
grants you a 3/3 beater at for the dead low cost of three mana, and also shares the Call's re-playability. However, with the Call, it was a definite re-play, though only once. The pulse offers multiple plays, provided the army of the other side of the board is large enough. The thing which prevents the pulse from totally dominating like the Call did, though, is that it doesn't run at instant speed. That means no mid combat or end of turn elephants, or in this case, beasts. While that does tone the card down a bit, one still can't ignore the fact this thing is card advantage on a stick. In this small-creature environment, a 3/3 is more than solid. This card provides you with a stinkin' assembly line of em', but the one thing to remember is, no matter how good business is, it won't keep running if you make it to the top. Although, as with the red pulse, if you only get, say, 2 uses out of this card, is has still pulled its weight. First pick? Yeah. Are all of them first picks? Pretty much.


Echoing Spells

-This cycle shouldn’t take us too long to wade through, seeing as how all the echoing cards are pretty much straightforward, though like every cycle, each have their own specific possibilities and applications. Each of these cards is a common, so they’ll be everywhere around the draft table. And while their ability to fork themselves may not come into hand all that often in the Limited scene, in Type 2 play, where multiple copies of each card are standard fair, these increase in power. Take a look:

1.) Echoing Truth
Echoing Truth
Echoing TruthSet: Darksteel
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
C
Number:
21
Artist:
Greg Staples
Text:
Return target non-land permanent and all permanents that share a name with it to owner's hands.
-
Instant (C)
Return target non-land permanent and all permanents that share a name with it to owner's hands.
21/165

-Instant and affordable bounce, especially in this set, is something blue could definitely use more of. This card can save one of your own guy, or temporarily rid your opponent of one of his men for a time period. While the coping-aspect of this card won’t often activate, this card is solid enough bounce on its own to make up for that. That’s something that holds true for each of these cards; while their forking tendencies won’t often spring up, they are still perfectly usable on their own. Keep in mind though, this’ll sweep the board of all those annoying Soldier and Insect tokens, as well as any other token set that may pose a threat. They won’t be coming back, either.


2.) Echoing Decay
Echoing Decay
Echoing DecaySet: Darksteel
Cost:
2
Color:
Black
Type:
Instant
Rarity:
C
Number:
41
Artist:
Greg Staples
Text:
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
-
Instant (C)
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
Illus. Greg Staples
41/164

-Like the blue echoing spell, Decay can send an entire token army packin’, never to return. Well, I guess so long as those tokens aren’t Beast
Beast
BeastSet: Garruk vs. Liliana
Cost:
0
Color:
Colorless
Type:
Creature
Sub Type:
Beast
Rarity:
C
Number:
1
Artist:
John Donahue
Power:
4
Toughness:
4
s or Angels. Still, I’m sure you all aren’t mourning over the lowered token-dominating power of this card. An instant and cheap to cast Enfeeblement
Enfeeblement
EnfeeblementSet: Classic Sixth Edition
Cost:
2
Color:
Black
Type:
Enchant Creature
Rarity:
C
Number:
125
Artist:
John Bolton
Text:
Enchanted creature gets -2/-2.
-effect is still excellent, even more in this smaller-creature block. Even if the spell itself is unable to get rid of a demon or fangren by itself, though, the instant effect still allows for a nice pre/mid/post-combat rotting. After losing all that weight, the fangren doesn’t seem all that imposing anymore, does he? This card proves most helpful to its color when looking to the Nim’s lack of defensive power. As the echo reduces power along with toughness, your zombies can munch down on those Tel-Jilad Archers without worry to their own safety.

3.) Echoing Courage
Echoing Courage
Echoing CourageSet: Darksteel
Cost:
2
Color:
Green
Type:
Instant
Rarity:
C
Number:
74
Artist:
Greg Staples
Text:
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
-
Instant (C)
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
´´A single seed unleashes a flurry of growth.´´
Illus. Greg Staples
74/165

-The antithesis of the black/blue Echoing spells, Echoing Courage
Echoing Courage
Echoing CourageSet: Darksteel
Cost:
2
Color:
Green
Type:
Instant
Rarity:
C
Number:
74
Artist:
Greg Staples
Text:
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
would love to hit a soldier or insect token, only to spread like wildfire onto its kin. This thing would combine to great effect with Decree of Justice
Decree of Justice
Decree of JusticeSet: Scourge
Cost:
5
Color:
White
Type:
Sorcery
Rarity:
R
Number:
8
Artist:
Adam Rex
Text:
Put X 4/4 white Angel creature tokens with flying into play.
Cycling 2W
When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play.
or One Dozen Eyes
One Dozen Eyes
One Dozen EyesSet: Mirrodin
Cost:
6
Color:
Green
Type:
Sorcery
Rarity:
U
Number:
126
Artist:
Darrell Riche
Text:
Choose one - Put a 5/5 green Beast creature token into play; or put five 1/1 green Insect creature tokens into play. Entwine GGG (Choose both if you pay the entwine cost.)
, tripling the power of each little dude you create. Attack with a load of soldiers, wait for some blocks, cast this thing, and watch the life points crumble and fall. Wizards seems like it’s pushing for a White/Green lifegain style deck, what with the release of Ageless Entity
Ageless Entity
Ageless EntitySet: Darksteel
Cost:
5
Color:
Green
Type:
Creature
Sub Type:
Elemental
Rarity:
R
Number:
73
Artist:
Jeff Miracola
Power:
4
Toughness:
4
Text:
Whenever you gain life, put that many +1/+1 counters on Ageless Entity.
and the Well of Lost Dreams
Well of Lost Dreams
Well of Lost DreamsSet: Darksteel
Cost:
4
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
159
Artist:
Jeff Miracola
Text:
Whenever you gain life, you may pay X, where X is equal to or less than the amount of life you gain. If you do, draw X cards.
. In that setting, there are plenty of opportunities to throw down some tokens. A simple Raise the Alarm
Raise the Alarm
Raise the AlarmSet: Mirrodin
Cost:
2
Color:
White
Type:
Instant
Rarity:
C
Number:
16
Artist:
John Matson
Text:
Put two 1/1 white Soldier creature tokens into play.
will provide dual 3/3 bodies for a turn, and that’s not bad at all. This would also be a great card to combine with Spawning Pit
Spawning Pit
Spawning PitSet: Darksteel
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
U
Number:
141
Artist:
Tony Szczudlo
Text:
Sacrifice a creature: Put a charge counter on Spawning Pit. 1, Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play.
.

4.) Echoing Calm
Echoing Calm
Echoing CalmSet: Darksteel
Cost:
2
Color:
White
Type:
Instant
Rarity:
C
Number:
2
Artist:
Greg Staples
Text:
Destroy target enchantment and all other enchantments with the same name as that enchantment.
-
Instant (C)
Destroy target enchantment and all other enchantments with the same name as that enchantment.
Illus. Greg Staples
2/165

-While enchantments aren’t exactly the type of card you often see come down in multiples, and we all know Demystify
Demystify
DemystifySet: Onslaught
Cost:
1
Color:
White
Type:
Instant
Rarity:
C
Number:
24
Artist:
Christopher Rush
Text:
Destroy target enchantment.
is better as far as enchantment removal (which isn’t saying a lot, I guess), this won’t make any huge appearances in T2. That may change though, depending on what enchantments appear in the future. That said, it’ll still cheaply take down Astral Slide
Astral Slide
Astral SlideSet: Onslaught
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
U
Number:
4
Artist:
Ron Spears
Text:
Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn.
, Lightning Rift
Lightning Rift
Lightning RiftSet: Onslaught
Cost:
2
Color:
Red
Type:
Enchantment
Rarity:
U
Number:
217
Artist:
Eric Peterson
Text:
Whenever a player cycles a card, you may pay 1. If you do, Lightning Rift deals 2 damage to target creature or player.
, Arrest
Arrest
ArrestSet: Mercadian Masques
Cost:
3
Color:
White
Type:
Enchant Creature
Rarity:
U
Number:
4
Artist:
Dan Frazier
Text:
Enchanted creature can't attack or block, and its activated abilities can't be played.
, and any number of pesky enchantments at a cheap price. Also, seeing as how Mirrodin limited white doesn’t hold any targeted enchantment killers outside of Altar’s Light, an uncommon, this echoing spell still holds up. It may not be great, but it’s still reasonable, like all the echoing cards.

5.) Echoing Ruin
Echoing Ruin
Echoing RuinSet: Darksteel
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
59
Artist:
Greg Staples
Text:
Destroy target artifact and all other artifacts with the same name as that artifact.
-
Sorcery (C)
Destroy target artifact and all other artifacts with the same name as that artifact.
´´A single misstep unleashes an avalanche of ruin.´´
Illus. Greg Staples
59/165

-Hey, who wouldn’t want another Shatter
Shatter
ShatterSet: Revised Edition
Cost:
2
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Amy Weber
Text:
Shatter destroys target artifact.
when half the block is mechanical? Though a sorcery, the cheap Echoing Ruin
Echoing Ruin
Echoing RuinSet: Darksteel
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
59
Artist:
Greg Staples
Text:
Destroy target artifact and all other artifacts with the same name as that artifact.
still takes out artifacts at the low cost of two mana, making it reliable in and of itself, already. Looking at affinity, and we see many applications. The Ruin can nuke multiple Seats of Synod, Frogmite
Frogmite
FrogmiteSet: Mirrodin
Cost:
4
Color:
Colorless
Type:
Artifact Creature
Rarity:
C
Number:
172
Artist:
Terese Nielsen
Text:
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
s, and Enforcers. And with each of those artifacts reduced to scrap, that Broodstar
Broodstar
BroodstarSet: Mirrodin
Cost:
10
Color:
Blue
Type:
Creature
Sub Type:
Beast
Rarity:
R
Number:
31
Artist:
Glen Angus
Power:
*
Toughness:
*
Text:
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control.
loses weight. Affinity thrives on the same copies of multitudes of artifacts, and the removal of one can spark the removal of quite a few.


The Equipment of Darksteel

-There’s no doubt about it, equipments have drastically altered the way the limited game is played. I mean, their universal appeal, power-enhancements, and the fact that if their wielder dies, they won’t, has made this artifact sub-type an extremely popular choice for many. And we all know just how happy those Leonin and Spikeshots get when we stick pointy objects in their hands, don’t we? Well, the Darksteel set introduces us to a whole new armory of quality equipments, adding onto not only the power, but also the versatility of the armor and weapons available too us. Many of the new equipments utilize abilities certain colors have never experienced before. When was the last time an elf got to force a discard, or a white mage was able to make one of his men unblockable? Also, this set presents another type of equipments that can be unattached from their wielders and sent across the field at the bull’s-eyed head of some unfortunate soul. Dubbed “throwing equipments”, these cards can be purposely removed from the creature that wields them and used to target an opposing creature or player. After the equipment has been thrown, it can be picked up again, dusted off, and handed readily to another soldier eager to practice their javelin skills. The entire tournament was flowing with equipment cards, and judging from what I’ve used and had used against me from this set, Equipment seems to be evolving from a trend into a staple. I mean, just imagine a tiny little mana myr hoisting up a Warhammer, three times its size, getting ready to bash some huge beast upside the head? That’s just satisfaction, pure and simple, flavorwise and functionwise. That’s what makes equipment last. Let’s talk about some of the great hardware I discovered on my adventures last weekend:


1.) Sword of Light and Shadow
Sword of Light and Shadow
Sword of Light and ShadowSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
149
Artist:
Mark Zug
Text:
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip 2
-
Artifact (R)
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Illus. Mark Zug
149/165

-How sweet is that? If there’s any card which carries as much flavor as it does potential on the playing field, it’s this one, well, this one and its brother, but we’ll get to him in a sec. This blade is cheap to cast, fairly cheap to equip, and will give whoever is lucky enough to pick it some some major utility. For one, the wielder is now shielded from two of the top removal colors, barring the damage-flinging of red. Soul Nova
Soul Nova
Soul NovaSet: Mirrodin
Cost:
5
Color:
White
Type:
Instant
Rarity:
U
Number:
25
Artist:
Keith Garletts
Text:
Remove target attacking creature and all Equipment attached to it from the game.
, Terror
Terror
TerrorSet: Revised Edition
Cost:
2
Color:
Black
Type:
Instant
Rarity:
C
Artist:
Ron Spencer
Text:
Buries target creature. Cannot target black creatures or artifact creatures.
, and Betrayal
Betrayal
BetrayalSet: Visions
Cost:
1
Color:
Blue
Type:
Enchant Creature
Rarity:
C
Artist:
Gary Leach
Text:
Play only on a creature an opponent controls.If enchanted creature becomes tapped, draw a card.
are no longer a problem. The sword also grants its wielder a solid +2/+2 boost, so we’re at least getting a 3/3 beater here, folks. But the goodness does not end there, cause’ this is a Swiss army knife with all the nifty little accessories. Equipped men also receive the card’s two attributed color abilities. On the light side of the force, we get a nice little lifegain bonus, provided the equipped creature gets past the opponent’s defenses. His life goes down, yours goes up. Nice. The real kick of this card, though, comes in the shadow power, an effect also triggered through striking an opponent, that will throw a Raise Dead
Raise Dead
Raise DeadSet: Revised Edition
Cost:
1
Color:
Black
Type:
Sorcery
Rarity:
C
Artist:
Jeff A. Menges
Text:
Bring one creature from your graveyard to your hand.
card out of nowhere and onto the stack for you. As you could’ve probably guessed, this is huge card advantage, and can easily swing the game in your favor. This sword is first pick material, as it will turn any creature into a major threat. Give it to something with evasion, and your foe’s got a problem. Got any Modulars? Maybe an atog? Hell, got creatures? Well then, can I interest you in a Sword? This is an excellent card, as is…

2.) Sword of Fire and Ice
Sword of Fire and Ice
Sword of Fire and IceSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
148
Artist:
Mark Zug
Text:
Equip 2 Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, you may draw a card and have it deal 2 damage to target creature.
-
Artifact (R)
Equip
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, you may draw a card and have it deal 2 damage to target creature.
148/165

-Yes, the second of the two elemental swords, and in most cases, it’s actually more powerful. While there’s certainly nothing wrong with a gain in life and resurrecting fallen comrades, the power to increase your draws, on top of throwing Shock
Shock
ShockSet: Classic Sixth Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Number:
206
Artist:
Randy Gallegos
Text:
Shock deals 2 damage to target creature or player.
s around for free, is double the card advantage. We still get the low cost and equip settings, as well as the strong power/toughness boost. Along with that, the equipped creature is now safe from red targeted damage and blue bounce. However, while the protection and strength elements of this card make it powerful in its own right, it is the abilities that excel this card into the bomb category, along with Light/Shadow. I was lucky enough to crack this piece, and once it found its way onto my Neurok Spy
Neurok Spy
Neurok SpySet: Mirrodin
Cost:
3
Color:
Blue
Type:
Creature
Sub Type:
Human Rogue
Rarity:
C
Number:
44
Artist:
Daren Bader
Power:
2
Toughness:
2
Text:
Neurok Spy is unblockable as long as defending player controls an artifact.
, it performed wonderfully, providing me with draws crucial to the swing of the game, while simultaneously zapping opposing threats. When there was nothing of value to shock, I simple sent the damage to the dome, for a total of 6 damage from the single spy, and that was just in one game. May I also mention how well these go with a Whispersilk Cloak
Whispersilk Cloak
Whispersilk CloakSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
160
Artist:
Luca Zontini
Text:
Equipped creature is unblockable and can't be the target of spells or abilities. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
? Both Elemental Swords are excellent cards, and will prove their worth once they hit play. I know it will never happen, but the Timmy in me yearns to see the day where I equip both on a single Cub and just watch the sweet, sweet chaos occur. These are first picks, all the way. I actually saw many elemental swords at the event, and everyone seemed to love both of them. Great equipment, guys.

3.) Vulshok Morningstar
Vulshok Morningstar
Vulshok MorningstarSet: Darksteel
Cost:
2
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
157
Artist:
David Martin
Text:
Equipped Creature gets +2/+2 Equip 2
-
Artifact - Equipment (C)
Equipped Creature gets +2/+2
Equip
157/165

-Very much in the vein of my favorite equipment, Bonesplitter
Bonesplitter
BonesplitterSet: Mirrodin
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
146
Artist:
Darrell Riche
Text:
Equipped creature gets +2/+0. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
, the Morningstar offers the same power bonus, while also upping the toughness of the wielder for an extra price of 2 mana. If there’s anything the tourney taught me, it’s that it’s a price worth paying. While, in sheer terms of speed, the Morningstar can’t touch the reliable axe, the all-around protection of the equipped means a more solid attack. Yes, in most all cases, power take precedence over toughness, but we all want to keep our men alive. The Morningstar is still very cheap, both to cast and equip, and provides the backup for the power it grants. It’s slower, but safer. A solid weapon; basic, yet powerful. A common, it will, like the Bonesplitter
Bonesplitter
BonesplitterSet: Mirrodin
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
146
Artist:
Darrell Riche
Text:
Equipped creature gets +2/+0. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
, emerge quite often in draft to add muscle to your grip over the game.

4.) Skullclamp
Skullclamp
SkullclampSet: Darksteel
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
U
Number:
140
Artist:
Luca Zontini
Text:
Equipped creature gets +1/-1. Whenever equipped creature is put in a graveyard from play, draw two cards. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
-
Artifact - Equipment (U)
Equipped creature gets +1/-1.
Whenever equipped creature is put in a graveyard from play, draw two cards.
Equip ( : Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Illus. Luca Zontini
140/165

-The golden equipment of the set, the Skull Clamp is up there with even the mighty Loxodon Warhammer
Loxodon Warhammer
Loxodon WarhammerSet: Mirrodin
Cost:
3
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
U
Number:
201
Artist:
Jeremy Jarvis
Text:
Equipped creature gets +3/+0, has trample, and has 'Whenever this creature deals damage, you gain that much life.' Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
in terms of when you should take it; the moment you see it. It may not smash into your foe’s life total, but this is still pure power. The incredible card advantage, or even the mere threat of card advantage, puts you in a major swing for the game, either increasing hand size, or holding back attacks. If the cards are direly needed, the decrease in toughness can assure that one of your myrs will not go to waste. Also, an increase in power means that this card even carries an offensive combat element to it, so that Skyhunter becomes more dangerous both in and out of death. Add that onto the fact that it’s an uncommon, and that it couldn’t possibly be any cheaper without being broken, and we have a weapon that’ll reach it even the territory of Type 1, I dare say. This card, mark my words, will dominate the draft table. At the pre-release, this card was huge. When Darksteel becomes legal in T2, this card will be huge.

5.) Leonin Bola
Leonin Bola
Leonin BolaSet: Darksteel
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
127
Artist:
Chris Moeller
Text:
Equipped creature has T Unattach Leonin Bola: Tap target creature. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
-
Artifact - Equipment (C)
Equipped creature has ´´ , Unattach Leonin Bola
Leonin Bola
Leonin BolaSet: Darksteel
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
127
Artist:
Chris Moeller
Text:
Equipped creature has T Unattach Leonin Bola: Tap target creature. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
: Tap target creature.´´
Equip ( : Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Illus. Chris Moeller
127/165

-The first of the throwing equipments, the bola essential turns anything into a Master Decoy
Master Decoy
Master DecoySet: Tempest
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Soldier
Rarity:
C
Artist:
Phil Foglio
Power:
1
Toughness:
2
Text:
W, T: Tap target creature.
, just without the white investment. Being dirt cheap and common, you will often find this card being flung at your most prized attacker, or at your most pivotal blocker, or both, so be sure to grab it before they can. Don’t underrate this weapon, for it can shut down armies very quickly. Using solider tokens and myr, I was able to tap my opponent’s entire army using 1 Leonin Bola
Leonin Bola
Leonin BolaSet: Darksteel
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
127
Artist:
Chris Moeller
Text:
Equipped creature has T Unattach Leonin Bola: Tap target creature. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
, allowing my brute creatures strike unhindered. The investment cost me a grand total of about 4 mana, plus the tapping of a few 1/1’s. Not too pricey for the win, hmm? Both offensively and defensively, this card is a solid choice.

6.) Heartseeker
Heartseeker
HeartseekerSet: Darksteel
Cost:
4
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
R
Number:
124
Artist:
Michael Sutfin
Text:
Equipped creature gets +2/+1 and has T Unattach Heartseeker: Destroy target creature. Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
-
Artifact - Equipment (R)
Equipped creature gets +2/+1 and has ´´ , Unattach Heartseeker
Heartseeker
HeartseekerSet: Darksteel
Cost:
4
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
R
Number:
124
Artist:
Michael Sutfin
Text:
Equipped creature gets +2/+1 and has T Unattach Heartseeker: Destroy target creature. Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
: Destroy target creature.´´
Equip ( : Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
Illus. Michael Sutfin
124/165

-An intriguing choice of weaponry, made especially tempting by that “Now I’m Visara” ability. I’ve heard many people knock this card for its expensive equip cost, but seriously here, folks, how much do we expect reusable and universal creature kill to cost? The fact if, for 5 mana and the tap of a myr, we get to kill a creature of our choice, every turn. There are times when the investment is worth it, and I think this is one of those times. I mean heck, it even grants the wielder a power and toughness boost, not that you’ll be attacking anyways, unless on a Den Guard. Even so, whoever picks up this weapon is basically hoisting up a sniper rifle, and your opponent’s best guy is in the cross-hairs. It may take some time to reload, but the weapon will always hit its mark.


Legends
-Before finishing up, I thought I’d just provide a little commentary on some of the legendary cards and characters from this new set. There’s just something appealing and special about using legendary cards in a game, and one cannot deny the fun only a ridiculously overcosted legend can bring. Well, Darksteel’s legends are pretty well costed, for their powers, and I was fortunate enough to encounter all three last weekend, giving me ample material to write about. While I already covered the Shield of Kaldra
Shield of Kaldra
Shield of KaldraSet: Darksteel
Cost:
4
Color:
Colorless
Type:
Legendary Artifact
Sub Type:
Equipment
Rarity:
R
Number:
139
Artist:
Donato Giancola
Text:
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra are indestructible. Equipped creature is indestructible. Equip 4
in my first installment, there’s still the two creatures Memnarch
Memnarch
MemnarchSet: Darksteel
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Wizard Legend
Rarity:
R
Number:
129
Artist:
Carl Critchlow
Power:
4
Toughness:
5
Text:
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.)
and Slobad, Goblin Tinkerer
Slobad, Goblin Tinkerer
Slobad, Goblin TinkererSet: Darksteel
Cost:
2
Color:
Red
Type:
Creature
Sub Type:
Goblin Artificer Legend
Rarity:
R
Number:
69
Artist:
Kev Walker
Power:
1
Toughness:
2
Text:
Sacrifice an artifact: Target artifact becomes indestructible until end of turn.
to talk about.

1.) Slobad, Goblin Tinkerer
Slobad, Goblin Tinkerer
Slobad, Goblin TinkererSet: Darksteel
Cost:
2
Color:
Red
Type:
Creature
Sub Type:
Goblin Artificer Legend
Rarity:
R
Number:
69
Artist:
Kev Walker
Power:
1
Toughness:
2
Text:
Sacrifice an artifact: Target artifact becomes indestructible until end of turn.
-
Creature - Goblin Artificer Legend (R)
Sacrifice
Sacrifice
SacrificeSet: Revised Edition
Cost:
1
Color:
Black
Type:
Instant
Rarity:
U
Artist:
Dan Frazier
Text:
Sacrifice one of your creatures to add to your mana pool a number of black mana equal to that creature's casting cost.
an artifact: Target artifact becomes indestructible until end of turn.
´´I used to joke that he had been exiled for being too smart. Now I know why he never laughed.´´
- Glissa Sunseeker
Glissa Sunseeker
Glissa SunseekerSet: Mirrodin
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Elf Legend
Rarity:
R
Number:
120
Artist:
Brom
Power:
3
Toughness:
2
Text:
First strike T: Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool.

1/2
Illus. Kev Walker
69/165

-My buddy got this card, and was able to use it to great advantage over the weekend, trading myr and artifact lands to provide protection for both important mechanical blockers and to protect key artifacts from Shatter
Shatter
ShatterSet: Revised Edition
Cost:
2
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Amy Weber
Text:
Shatter destroys target artifact.
and the like. While the sheer number of artifacts in the Mirrodin block limited usually provides more than enough fodder for the goblin to work with to protect your more prized cards, when placed in a deck where Slobad’s advantage can be taken advantage of, this goblin can give one quite an edge. Think about the Spawning Pit
Spawning Pit
Spawning PitSet: Darksteel
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
U
Number:
141
Artist:
Tony Szczudlo
Text:
Sacrifice a creature: Put a charge counter on Spawning Pit. 1, Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play.
. Each spawn sac to Slobad not only provides your Clockwork Dragon
Clockwork Dragon
Clockwork DragonSet: Mirrodin
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Dragon
Rarity:
R
Number:
155
Artist:
Arnie Swekel
Power:
0
Toughness:
0
Text:
Flying Clockwork Dragon comes into play with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. 3: Put a +1/+1 counter on Clockwork Dragon.
indestructibility, abut also adds 50% of another spawn token to the pit. I dunno if I’d say he was a no-brainer first pick, but he’s still cheap and has good utility. He’s not the man for combat, but red’s other goblins are more than capable of filling in that role.

2.) Memnarch
Memnarch
MemnarchSet: Darksteel
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Wizard Legend
Rarity:
R
Number:
129
Artist:
Carl Critchlow
Power:
4
Toughness:
5
Text:
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.)
-
Artifact Creature - Wizard Legend (R)
: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.)
: Gain control of target artifact. (This effect doesn't end at end of turn.)
´´In the blur between metal and flesh, Memnarch
Memnarch
MemnarchSet: Darksteel
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Wizard Legend
Rarity:
R
Number:
129
Artist:
Carl Critchlow
Power:
4
Toughness:
5
Text:
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.)
found madness.´´
4/5
Illus. Carl Critchlow
129/165

-The big, bad villain of the Mirrodin storyline, and the one in control of all the myr, Memnarch
Memnarch
MemnarchSet: Darksteel
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Wizard Legend
Rarity:
R
Number:
129
Artist:
Carl Critchlow
Power:
4
Toughness:
5
Text:
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.)
’s card does his literary persona justice. He’s a control freak, through and through. Yes, at a cost of seven, he’s not coming down to the game early, though along with myr and Vedalken Engineer
Vedalken Engineer
Vedalken EngineerSet: Darksteel
Cost:
2
Color:
Blue
Type:
Creature
Sub Type:
Vedalken Artificer
Rarity:
C
Number:
35
Artist:
Lars Grant-West
Power:
1
Toughness:
1
Text:
T: Add 2 mana of any color to your mana pool. This mana may only be spent on artifacts and activated abilities of artifacts.
, he gets there quicker than you’d think. And once he’s in play, he’s is thoroughly in control. Considering he has stats that could fell a Fangren Hunter
Fangren Hunter
Fangren HunterSet: Mirrodin
Cost:
5
Color:
Green
Type:
Creature
Sub Type:
Beast
Rarity:
C
Number:
119
Artist:
Darrell Riche
Power:
4
Toughness:
4
Text:
Trample
, and that his abilities do not require tapping, he’s a good choice for combat. While in combat, he can remain totally untouched, once his abilities come in effect. His power to steal any artifact permanently applies to half the Mirrodin/Darksteel cards available, and costs just as much as the original Control Magic
Control Magic
Control MagicSet: Revised Edition
Cost:
4
Color:
Blue
Type:
Enchant Creature
Rarity:
U
Artist:
Dameon Willich
Text:
You control target creature until enchantment is discarded or game ends. If target creature is already tapped it stays tapped until you can untap it. If destroyed, target creature is put in its owner's graveyard.
, actually less, if you count the replacement of a blue mana with a generic. And what do we do if the man we’d like to work for us isn’t mechanical? We make him see the light, that’s what. For an extra cost of three, Memnarch
Memnarch
MemnarchSet: Darksteel
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Wizard Legend
Rarity:
R
Number:
129
Artist:
Carl Critchlow
Power:
4
Toughness:
5
Text:
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.)
modifies any permanent into an artifact, leaving it open to steal. That basically means that, for seven mana, anything on the board is yours to keep. Every turn. If you’re left having any doubts to the ridiculous power of this bomb, then let me tell you, my opponent’s own Skyhunter Patrol
Skyhunter Patrol
Skyhunter PatrolSet: Mirrodin
Cost:
4
Color:
White
Type:
Creature
Sub Type:
Cat Knight
Rarity:
C
Number:
22
Artist:
Matt Cavotta
Power:
2
Toughness:
3
Text:
Flying, first strike
brought about his demise….with his own Warhammer equipped on it and an extra boost from that Scimitar I stole, too.


-Well, that was my Darksteel Pre-release experience. Although the day proved pretty exhausting, it was a fun tournament, all in all. I guess in a way, the journey made the experience all the more memorable. Darksteel looks to be an interesting and powerful set, and I left the Bayside Expo Center with the impression that it complemented Mirrodin very nicely. I can’t really say what the future really holds for the set, though, so we’ll have to wait and see what unfolds once it hits stores. If the Pre-release was any indication, though, Darksteel will make the game even more interesting, flavorful, and most importantly, fun. Thanks for reading, and never forget to enjoy the look on the other guy’s face when you drop that Memnarch
Memnarch
MemnarchSet: Darksteel
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Wizard Legend
Rarity:
R
Number:
129
Artist:
Carl Critchlow
Power:
4
Toughness:
5
Text:
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.)
or Heartseeker
Heartseeker
HeartseekerSet: Darksteel
Cost:
4
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
R
Number:
124
Artist:
Michael Sutfin
Text:
Equipped creature gets +2/+1 and has T Unattach Heartseeker: Destroy target creature. Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)
. Until next time, happy hunting.


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