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CardShark Content - Wenhao Xia (5/4/2004)

Continuing with my Darksteel set review, I will now be looking through the white cards in Darksteel. I will be reviewing the white cards from Pteron Ghost
Pteron Ghost
Pteron GhostSet: Darksteel
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Spirit
Rarity:
C
Number:
10
Artist:
Edward P. Beard Jr.
Power:
1
Toughness:
1
Text:
Flying. Sacrifice Pteron Ghost: Regenerate target artifact.
- Turn the Table. Once again, each card will receive a constructed rating as well as a limited rating. Ratings range from 1-5, with 1 being the worst and 5 being the best. Keep in mind that these are my opinions only and my opinions may not be the best. You are free to judge the cards on your own. Now let’s get started…

Pteron Ghost
Pteron Ghost
Pteron GhostSet: Darksteel
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Spirit
Rarity:
C
Number:
10
Artist:
Edward P. Beard Jr.
Power:
1
Toughness:
1
Text:
Flying. Sacrifice Pteron Ghost: Regenerate target artifact.

Constructed - 1
Limited - 3.5

I don’t see a future for Pteron Ghost
Pteron Ghost
Pteron GhostSet: Darksteel
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Spirit
Rarity:
C
Number:
10
Artist:
Edward P. Beard Jr.
Power:
1
Toughness:
1
Text:
Flying. Sacrifice Pteron Ghost: Regenerate target artifact.
in a constructed environment. Its ability is way too narrow and it cost too much for its power toughness ratio to be any good. Bottom line is that it won’t be used.

Looking at this card, it is clear that this card is created for limited environment. It’s very splashable with only one white casting cost and it has evasion also. This card is incredibly solid in limited (Any card with evasion is very good in limited as the ground tends to get stalemated really fast). The ghost’s second ability can also come in handy if you happen to have some good artifact that you’d like to save from a shatter or the numerous amount of other artifact destruction that’s out there. But even if you don’t use its second ability, being a flying creature you usually want to use this if you can have some sort of pumping equipment. I would cut this if I don’t have any equipment to pump it and I don’t have any good artifact that I would like to save. (This situation happens very rarely) The lesson here is to use this card most of the times but don’t just blindly add this in your deck as it does suffer from a low power toughness ratio.

Pulses of the Field
Constructed - 3
Limited - 3

An interesting pulse indeed. I see quite a clear use for this pulse, and it’s to be used in slow building combo or control decks to permanently keep your life high. But even with that use, this is quite a dangerous card to rely heavily on as once the damage is too much, this card will be pretty useless. I usually don’t recommend life gain for constructed and I’m not doing it now, but I see the potential in this card. I personally would use this is a sideboard against the random burn decks that always shows up in a tournament, and use a more reliable wrath of god against creature decks.

In limited this card is still mediocre and not too good as you can not often control your situation in limited. If you are forced into defense early into the game then this will often save you, but if you go on offense or if you’re forced into defense later into the game, this won’t be that good. I would use this card if you just can’t seem to build up a solid deck (This is rare though, so it won’t happen often) as it has a lot of surprise value and will often save yourself for at least a turn. I would definitely play a solid creature or a solid removal or answer than this, but use this is you just drafted a pile of crap or you opened up nothing in case of sealed.

Purge
Purge
PurgeSet: Darksteel
Cost:
2
Color:
White
Type:
Instant
Rarity:
U
Number:
12
Artist:
Pete Venters
Text:
Destroy target artifact creature or black creature. It can't be regenerated.

Constructed - 2
Limited - 3.5

This card is quite funny, especially it’s flavor text, I like it… Anyway, I don’t really see a good use of this card in constructed except maybe as a sideboard card for white against affinity, but even then, it’s not really a great sideboard card. I, once again, prefer the much more reliable wrath of god even though it cost two more. I don’t see a future for this card even though it’s funny.

In limited though, this is much better. Its ability is most often used to destroy an artifact creature, but don’t forget that it can take out black creatures also. In a way, it’s like an electrostatic bolt, being able to take out all artifact creatures and a few others. Though it is not as good as the bolt since it can’t take care of any creature. I would definitely play with this card if I get, but I would out a solid creature over this and of course, solid removal is definitely over this.

Ritual of Restoration
Ritual of Restoration
Ritual of RestorationSet: Darksteel
Cost:
1
Color:
White
Type:
Sorcery
Rarity:
C
Number:
13
Artist:
Matt Cavotta
Text:
Return target artifact card from your graveyard to your hand.

Constructed - 1
Limited - 1.5

This can’t be used in constructed at all as it’s just not very effective. Raise dead have never been played and this will suffer the same fate.

In limited, this card still can’t be played but is a bit better if you have some really bomb artifact and nothing else. The bottom line is though, that I would never play with this card unless I’m in some extremely strange circumstances.

Soulscour
Soulscour
SoulscourSet: Darksteel
Cost:
10
Color:
White
Type:
Sorcery
Rarity:
R
Number:
14
Artist:
Kev Walter
Text:
Destroy all nonartifact permanents.

Constructed - 1
Limited - 1

This card has an incredibly powerful effect. It will usually wipe out more stuff than decree of annihilation. We can treat this as a decree of annihilation without the cycling part. And for that reason, it’s not playable at all. It simply cost way too much, add that to the three white mana requirement and we have an almost useless card in constructed or limited environment.

This card can be used though, I like to use it casual play if I play my intensive mana producing deck that uses quite a lot of artifact. One of my favorite things to do is to wipe the board clean; it feels so good to do that…

Steelshaper Apprentice
Steelshaper Apprentice
Steelshaper ApprenticeSet: Darksteel
Cost:
4
Color:
White
Type:
Creature
Sub Type:
Human Soldier
Rarity:
R
Number:
15
Artist:
Tim Hildebrandt
Power:
1
Toughness:
3
Text:
W, T, Return Steelshaper Apprentice to owner's hand: Search your library for an equipment card reveal it and put it into your hand. Then shuffle your library.

Constructed - 1
Limited - 3

This card is too slowly, way too slow, to be used in constructed. Not only will you have to recast this every time you use it, but you’ll have to cast the equipment as well and you’ll have to wait for it to lose summoning sickness. It the end, it just doesn’t match speed with either affinity or goblins.

In limited, this card can be interesting. First of all though, you have to be in heavy white to use this as it does cost two white. But if you have good equipment, you’ll usually want to use this card as you can usually stall for a pretty long time in limited. Then again, it does kind of defeat the purpose of attacking and killing your opponent… I see the use for this card in mid mage when everything is locked up and you need some boost to get you through and one of your equipment will provide that. In the end though, I would play this if I have good equipment, but I will always take a solid creature or removal over this card. I would probably even take an unsolid removal over this card, cards like purge are even better in my opinion.

Stir the Pride
Stir the Pride
Stir the PrideSet: Darksteel
Cost:
5
Color:
White
Type:
Instant
Rarity:
U
Number:
16
Artist:
Matt Cavotta
Text:
Choose one Creatures you control get +2 / +2 until end of turn; or until end of turn creatures you control gain. Entwine 1W (Choose both if you pay the entwine cost)

Constructed - 2
Limited - 5

I don’t see a future for this card in constructed. It’s like an overrun, except not as powerful and does not give trample. Plus, in constructed, you’ll rarely have too many creatures on the board as that it simply asking for a wrath of god. I can see this card getting used in white weenie but I don’t believe that it’s any good. I haven’t tested it, but I think I’m right.

In limited, this is a bomb card. It will usually win you the game in one swoop. With stir the Pride, you can often simply attack with all of your creatures and win. And if you play an entwined Stir the Pride
Stir the Pride
Stir the PrideSet: Darksteel
Cost:
5
Color:
White
Type:
Instant
Rarity:
U
Number:
16
Artist:
Matt Cavotta
Text:
Choose one Creatures you control get +2 / +2 until end of turn; or until end of turn creatures you control gain. Entwine 1W (Choose both if you pay the entwine cost)
, you’ll probably not worry about life for the rest of the game. And game enders like this is first pick among a pack and you’ll definitely want this one even you’re not in white as it only cost one white to play unentwined. In the end, just is just a great card.

Test of Faith
Test of Faith
Test of FaithSet: Darksteel
Cost:
2
Color:
White
Type:
Instant
Rarity:
U
Number:
17
Artist:
Vance Kovacs
Text:
Prevent the next 3 damage that would be dealt to target creature this turn and put a +1 / +1 counter on that creature for each 1 damage prevented this way.

Constructed - 1
Limited - 1

To tell you the truth, this is one of few cards that I didn’t test at all. It just doesn’t spark an interest in me. I will go with the assumption here that damage prevention has always been bad is not getting better. I see a lot of two for ones when some one uses this card and I don’t see it getting used in any decks.

In limited, I believe this is a bit better but not by much. It’s the pumping ability that you want and not the damage prevention one. So you’ll have to rely on your opponent’s creature being big so it’ll deal enough damage to pump this creature for 3. And from my point of view, that’s not really a good thing to depend on. In the end, I don’t believe this card should be used at all. If anyone finds any really good uses for this card please inform me, but I believe that I’m right.

Turn the Tables
Turn the Tables
Turn the TablesSet: Darksteel
Cost:
5
Color:
White
Type:
Instant
Rarity:
R
Number:
18
Artist:
Christopher Moeller
Text:
All combat damage that would deal to you this turn is dealt to target attacking creature instead.

Constructed - 1
Limited - 3.5

In every set, there’s a rare that’s simply bad. And I’m thinking this set’s bad rare will have to be turn the tables. It just doesn’t do enough and once again damage prevention is useless.

In limited, this is a good card, and, like purge, is a situational removal. It will usually stop you from one attack and kill one of your opponent’s creatures. And that, in limited, is quite good. This will completely foil an alpha strike and will turn the tables on your opponent if they think they can kill with one or two swoop. (I was actually not thinking about it, and only saw the pun when I reread it. Pretty strange…) I would take this card early but not too early and I would once again take a solid removal or creature over this.

That concludes my review for white. In the end, I don’t see a lot of new additions in constructed for whites (The angel will have to wait is my guess…) but I see white gaining a lot of power in limited play. With solid creatures such as Loxodon Mystic
Loxodon Mystic
Loxodon MysticSet: Darksteel
Cost:
5
Color:
White
Type:
Creature
Sub Type:
Elephant Cleric
Rarity:
C
Number:
7
Artist:
Ed Beard
Power:
3
Toughness:
3
Text:
W, T: Tap target creature.
and Leonin Battlemage
Leonin Battlemage
Leonin BattlemageSet: Darksteel
Cost:
4
Color:
White
Type:
Creature
Sub Type:
Cat Wizard
Rarity:
U
Number:
5
Artist:
Stephen Tappin
Power:
2
Toughness:
3
Text:
T: Target creature gets +1/+1 until end of turn. Whenever you play a spell untap Leonin Battlemage.
and game enders such as Stir the Pride
Stir the Pride
Stir the PrideSet: Darksteel
Cost:
5
Color:
White
Type:
Instant
Rarity:
U
Number:
16
Artist:
Matt Cavotta
Text:
Choose one Creatures you control get +2 / +2 until end of turn; or until end of turn creatures you control gain. Entwine 1W (Choose both if you pay the entwine cost)
, white now has an arsenal of good cards to use. It still lacks removal that’s prominent in red, black, and green, and evasion that’s very prominent in blue. It still functions best with equipment, but hasn’t really gotten anything new except more creatures and equipment. Next time, I’ll be going into the artifacts of Darksteel.


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