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CardShark Content - Marcus Anderson (2/12/2001)

You are probably wondering about the statement ´´Power Common´´. Is this an oxymoron? You will have to trust me on this one - there are some commons that you want in every deck. They will mean card advantage, time advantage, and control to you and your game.

For clarification, these cards are mostly for mono colored common decks. They will span all sets and mostly focus around general-purpose, non-theme aggressive decks. For example, Dandan is an excellent creature for blue. For the cost of UU, you get a 4/1 fish that attacks if their opponents control an island. With your black-bordered Phantasmal Terrain from Mercadian Masques, Tidal Warrior from Stronghold, or Kukemssa Serpent from Tempest, you should have no problem making them have an island for your Unstable-Mutated Dandan (7/4)! You can see that Dandan deserves some attention, but only in a speedy fish deck. These cards listed below will be the ones that should appear in most every common deck.

WHITE
Empyrial Armor is the ultimate Maro-skin enchantment that changes the game. Your creature can go from weenie to fattie for WW1! I debated with someone about how ´´good´´ the card was in a type 2 tourney a few years ago. I claimed that the card was a high risk due to the spot removal and I swayed away from it. The player replied, ´´yeah, but if they don't take care of it, it's GAME!´´ Point well taken. Any card that can turn a 1/1 into a 6/6 on turn three is pretty good in my book. Empyrial is a game-breaker with non-tapping white creatures or artifacts (Yotian Soldier and Femeref Knight come to mind).

Order of Leitbur (otherwise known as ´´an order of lite beer´´) is one of the most amazing common creatures. For WW, you get a 2/1 with possible first strike ability and built-in pumping action! This is the card that starts out strong and gets stronger throughout the game. Don't cycle that land away; you will love it when your opponent does the math to figure out how big and fat your creature can get. You usually can earn a winning attack or two late game while blocking in the early game. Finally, this card is the MAIN reason that black decks need to have Serrated Arrows in the main deck!

Soul Warden is the king of all weenie creatures in the common world. Very few common decks have less than eight creatures. Therefore, the life gain can be tremendous! Besides, who cares if your opponent doesn't have any creatures? You will probably be playing with HORDES of white creatures. The life gain can turn into time advantage as you set up your forces. With rebels, white weenie, and Maro-skin decks for white, this creature is a confident choice.

RUNNERS UP: Creatures that tap other creatures are good. Master Decoy is one of my favorites. Enchantments can also do the same thing (Pacifism and Shackles) and render your opponent's forces useless.

GREEN
Rancor is the best. Hands down - no debate - no contest! This was THE draft card from Urza's Legacy. Remember in booster draft when you got passed an awesome Legacy rare in the second pick? It's probably because Rancor was the first pick. Just go through the rancor test: think of a crappy common creature. Got it? Now, imagine that card with rancor on it! Much better. This card has the ´´Empyrial Armor´´ factor going for it! It makes crappy creatures playable. Maybe the creatures won't be Maro big, but this is a threat that comes back to your hand when the creature goes away. The pain keeps coming to your opponent.

Blastoderm is an easy choice. You can't put Rancor on it, but you don't really need to. Very few common creatures can stand up to its beating. You are sure to get some kills from it, as fifteen to the head doesn't make many mages happy. It is a fattie for four, and is sure to cause everyone (expect the next creature in my list) some hassles.

River Boa is the nightmare match for many decks. For only G1, it is a 2/1, island walking, and regenerating creature. Blocking? Not a problem! It can get rid of white weenies and goblins without ever going to the graveyard. It is the Ultimate defense from an indestructable creature. Side note: for the newer players, River Boa was common in Visions (black border too)!

RUNNERS UP: Cards that pump are always useful. Giant Growth, Invigorate, Briar Shield and Seal of Strength are my top four. Land Grant is another great utility card. I always run four of them in place of four forests. Who cares if my opponent can see my hand? I am going to smash him anyway. Lastly, many players swear by the Rogue Elephant. The 3/3 creature for one green (and sacrificing a land) is a MEAN way to start the game. However, I have trouble recommending it for the first evil red card on my list of Power commons.

RED
Lightning Bolt is cheap, always useful, and KILLS ROGUE ELEPHANT! To be honest, those aren't the only three reasons why I like this card. It can be a great finish to a player or creature. The card was removed from fifth edition because the card was ´´under-costed´´. We saw the same fate with Incinerate in sixth edition. No matter how you use it, Lightning Bolt is a power burn card.

Fireblast is the Lightning Bolt's older cousin. Not too many people pay the RR4 casting cost. Sacrificing lands never seemed a problem when playing a Sligh deck or goblin deck. This card makes people worry when their life totals eight and the red mage has a hand full of cards and a pile of mountains. Burn, burn, burn!

Mogg Fanatic is extremely good for its casting cost. It's a 1/1 for one red, it can get some early hits, and it can always be used on the player or other worthy target (see Soul Warden). With sixth edition rules, the goblin got even stronger! For example: ´´I'll block with the Mogg fanatic. Damage on the stack. Then, I will sacrifice it to do a point to the creature (or you).´´ Amazing. In some burn decks which contain highly efficient burn-to-cost spells, the Mogg Fanatic is the solo creature. Clear the path, burn everything else away, and get them within fire distance.

RUNNERS UP: Kindle, Shock, and Rolling Thunder are great for good burning. In the category, ´´best surprise for your opponent´´ would be Blood Lust. Turning a goblin into a 5/1 on turn two is a beating. In addition, a Blood Lust can get rid of that pesky Blastoderm as long as you have a creature. I can't forget my favorite combo of all time with commons. Goblin and Goblin Grenade! Boom!

Stay tuned for the next installment when I go over blue, black, artifact, gold and land commons!


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