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CardShark Content - Michael Chan (4/3/2005)

In almost every Magic the Gathering set, there has been at least one or more sets of cards that basically are the same in cost and type, just different color. I am going to compare these sets of cards and decide which one is best and it’s up to you to agree with me.

This topic may be unclear at first but let me give you an example: the Shoals. They all follow the same principle but which one is best? (BOK)

Shining Shoal
Shining Shoal
Shining ShoalSet: Betrayers of Kamigawa
Cost:
3
Color:
White
Type:
Instant
Sub Type:
Arcane
Rarity:
R
Number:
21
Artist:
Ben Thompson
Text:
You may remove a white card with converted mana cost X in your hand from the game rather than pay Shining Shoal's mana cost. The next X damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead.
: This card is probably the worst of the shoals. Why? I’m sure most of you can tell but here it is. This card prevents damage from only ONE source meaning you can’t let a bunch of attackers go through and stop it all like fog. Also, what high mana costing white cards can you think of that you wouldn’t mind loosing? If you had it, you’d probably want to keep it (Akroma, Jareth, etc.)

Disrupting Shoal
Disrupting Shoal
Disrupting ShoalSet: Betrayers of Kamigawa
Cost:
3
Color:
Blue
Type:
Instant
Sub Type:
Arcane
Rarity:
R
Number:
33
Artist:
Scott M. Fischer
Text:
You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost. Counter target spell if its converted mana cost is X.
: This is next in line from worst to least. The only problem with this card is you need an exact duplicate of the other cards casting cost. That might be hard to match up and it is also unlikely you have one unless it’s an early game 2 mana costing card.

Nourishing Shoal
Nourishing Shoal
Nourishing ShoalSet: Betrayers of Kamigawa
Cost:
3
Color:
Green
Type:
Instant
Sub Type:
Arcane
Rarity:
R
Number:
137
Artist:
Greg Staples
Text:
You may remove a green card with converted mana cost X in your hand from the game rather than pay Nourishing Shoal's mana cost. You gain X life.
: This card is smack dab in the middle in my opinion. It is a pretty good card as all the shoals are and in my opinion ranks well above Disrupting Shoal
Disrupting Shoal
Disrupting ShoalSet: Betrayers of Kamigawa
Cost:
3
Color:
Blue
Type:
Instant
Sub Type:
Arcane
Rarity:
R
Number:
33
Artist:
Scott M. Fischer
Text:
You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost. Counter target spell if its converted mana cost is X.
. First off, there are a lot of high costing green cards such as a Baloth. I’m sure you won’t mind dumping one of them for 7 to 9 life.

Blazing Shoal
Blazing Shoal
Blazing ShoalSet: Betrayers of Kamigawa
Cost:
3
Color:
Red
Type:
Instant
Sub Type:
Arcane
Rarity:
R
Number:
96
Artist:
Glen Angus
Text:
You may remove a red card with converted mana cost X in your hand from the game rather than pay Blazing Shoal's mana cost. Target creature gets +X/+0 until end of turn.
: This card is great. It is an excellent early finishing card when your opponent doesn’t expect it (much like the ol’ Hatred
Hatred
HatredSet: Exodus
Cost:
5
Color:
Black
Type:
Instant
Rarity:
R
Number:
64
Artist:
Brom
Text:
Pay X life: Target creature gets +X/+0 until end of turn.
). The only thing keeping this card below Sicken
Sicken
SickenSet: Urza's Saga
Cost:
1
Color:
Black
Type:
Enchant Creature
Rarity:
C
Number:
156
Artist:
Heather Hudson
Text:
Enchanted creature gets -1/-1.Cycling 2 (You may pay 2 and discard this card from your hand to draw a card. Play this ability as an instant.)
ing is the fact that most red decks are goblin or burn. There aren’t too many high costing red cards that you would want to use. Most are fast cards. This may be the only shoal you would think of playing for its normal cost. Other than that, it’s a great card and I’m sure you can get around its down fall.

Sicken
Sicken
SickenSet: Urza's Saga
Cost:
1
Color:
Black
Type:
Enchant Creature
Rarity:
C
Number:
156
Artist:
Heather Hudson
Text:
Enchanted creature gets -1/-1.Cycling 2 (You may pay 2 and discard this card from your hand to draw a card. Play this ability as an instant.)
aW5nIFNob2Fs: This is the best in my opinion (might be bias because I run black). There are large amounts of black cards that are high costing that you wouldn’t mind loosing much like green. It’s a nice kill spell because it only costs you 2 cards from your hand and most likely no mana. Only slight downfall (but not enough to push it THAT far down) is that you end up over killing a lot, not that that’s a problem.

WOW that was long and to go through every set like that? The rest will be slight quotes.
The Myojins (COK)
Red: 5th : 10 mana for an Armageddon
Armageddon
ArmageddonSet: Revised Edition
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
R
Artist:
Jesper Myrfors
Text:
All lands in play are destroyed.
and a 7/4? Eh… not bad but not really worth it.
Black: 4th : 8 mana: Slightly more manageable. Discard hand = use Crosis or something
Blue: 3rd: I’m surprised blue ranked this high but… 10 mana for possibly A LOT of cards. Ratio is good in most cases but not likely to need that much, may end up discarding.
White: 2nd: Well, 8 for Wrath of God
Wrath of God
Wrath of GodSet: Revised Edition
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
R
Artist:
Quinton Hoover
Text:
All creatures in play are buried.
+ 4/6… not bad but if you have but better if you stick with Wrath of God
Wrath of God
Wrath of GodSet: Revised Edition
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
R
Artist:
Quinton Hoover
Text:
All creatures in play are buried.
or Mageta, the Lion.
Green: 1st: I know it sounds really noob when I say that green is best because it puts cards in your hand into play. How ever, 9 mana for an 8/8 isn’t that when it brings all of its little friends along.
OVER ALL: the Myojins aren’t incredible but are not bad in a 5 color deck with majority green.

The Bringers (Fifth Dawn)
Green: 3/3 creature every turn is nice but nothing compared to the others.
Blue: 3 cards + per turn definitely brings more than a 3/3 creature but isn’t great.
Red: Great card. Sad to say its 3rd. A creature from your opponent is good and most likely is higher than a 3/3.
White: 1 Artifact may be slightly limited but is incredibly combo-licous.
Black: VAMPIRIC TUTORS FOR EVER!!!!!
Over all: Excellent set, especially for the card set it came with

Pulses (Dark steel)
Blue: I’ve seen much better ratio cards although you most likely will be able to customize your hand at its slow drawing rate.
Black: Black mail owns this card but you get it back and better ratio than Blues…
White: Little bad for ratio but can restore you to proper health if you haven’t been attacking.
Red: Just give you more options than the white one (creature or player vs. only player)
Green: 3 for a 3/3? Pretty good ratio and its good if your opponent runs any deck based on one creature (goblins, myrs, etc.)
Over all: They were all not too great. Oh well, this was an artifact block.

Decree’s (Scour
Scour
ScourSet: Urza's Destiny
Cost:
4
Color:
White
Type:
Instant
Rarity:
U
Number:
18
Artist:
Eric Peterson
Text:
Remove target enchantment from the game. Search its controller's graveyard, hand, and library for all copies of that card and remove them from the game. That player then shuffles his or her library.
ge)
Red: Only one that benefits your opponent in a way. Plus, random outcome.
Blue: Here and on was hard grading. Most think this ratio from mana to counters is bad but don’t forget you can bounce it back and play it again.
Black: Destroy all and a POWERFUL drawing tool, the drawing is probably better than the killing.
Green: Excellent card if you’re running a new insect token based deck or if you play it with decree of justice.
White: Incredible ratio one you have a lot of mana. The cycle ability works great with the Green one.
Over all: High costing but nice. Good if you play slow games (doubt that though).

Wishes (Judgment)
Black: If you needed it that bad for half your life, it would be in your deck. Don’t use this, id definitely would prefer a tutor card.
White: OK, not incredible. Works nicely if you could win from an enchantment that could win for you (Test of endurance, Battle of Wits
Battle of Wits
Battle of WitsSet: Odyssey
Cost:
5
Color:
Blue
Type:
Enchantment
Rarity:
R
Number:
69
Artist:
Mark Brill
Text:
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
, ETC.)
Red: For its cost, it’s nice but not too many sorcery’s you really want.
Blue: Good to quickly get a counter or something.
Green: Great if you’re running low on mana for its cost. Creature is less likely to need. Works really well if you’re running a multi color deck.
Over All: This was really hard to rate but I did my best… They all pretty good.

SomethingVolvers (Apocalypse
Apocalypse
ApocalypseSet: Tempest
Cost:
5
Color:
Red
Type:
Sorcery
Rarity:
R
Artist:
L. A. Williams
Text:
Remove all permanents from the game. Discard your hand.
)
White: It is somewhat fast unfortunately, one of the abilities is black which kills it cause the black ability sucks with first strike.
Green: This one also has the black ability but luckily has a good other one: flying
Blue: It’s nice but its trample ability (which has nice color match up I might add) is a bit weak on a low power creature.
Black: Suffers from same thing green did but is slightly stronger and has gain life (which is one of the better abilities)
Red: Really strange looking but it has the 2 better abilities in my opinion.
Over All: INCREBILIBY HARD TO RATE. They go good in a multi color deck though

Avatars (prophecy)
White: It’s nice but at 3 life, your dead most likely and it won’t protect you too long.
Blue: Good in a black discard / blue deck cause easy to get out. However, looses a lot in a solo blue deck because you bouncing cards back.
Green: Good, easy to get out and nice ability. Just can’t compare with red or black
Red: Easiest to get out cause of the lands. Flying helps to strike strong with its other ability.
Black: Too cheap, easy to get out and way to powerful. If it lost its kill ability it would still rank high; fear is enough.
Over all: all real great and easy to use in the right deck.

Winds (prophecy)
White: They really didn’t like white when they made Prophecy
Prophecy
ProphecySet: Homelands
Cost:
1
Color:
White
Type:
Sorcery
Rarity:
C
Artist:
Christopher Rush
Text:
Reveal the top card of target opponent's library to all players. If it is a land, gain 1 life. That opponent then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep.
: White is meant to GAIN MORE THAN 20, most likely well above 50!
Red: 10 damage… nice but not good ratio.
Green: Man, 3 more creatures than your opponent and you most-likely will win
Blue: Kill the key cards of your opponent’s deck.
Black: My friends hate me cause of this. Too powerful, although must be late game to play
Over all: very good, great combos in store with from imprinting.

Sigh, I could continue but that would be boring. Hope this is useful to you people who were not insightful enough to see this or need to pick a color.


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