CardShark Content -
Micah Bleich
(6/5/2001)
This article will breakdown all of the gold cards from Apocalypse. The categories that the cards are placed in are:
Very Playable (VP): Obviously good, and usable in any deck of the appropriate colors.
Semi Playable (SP): Cards that have potential that I just cannot see right now, or that need decks built
around them.
Very Little Playability (VLP): Doesn't mean the card isn't used. These are just cards that don't jump out at you right away, or are tremendously overcosted.
Here are my reviews of each card based on hundreds of playtesting games, as well as professional opinions.
Black/White
Gerrard's Verdict, Rating: VP
I don't know what was going through the minds of Wizards R&D, but it had to be along the lines of ´´Hey! I know! Let's reprint broken cards, but we'll make them 2 colors!´´ Say hello to the new Hymn to Tourach.
Vindicate, Rating: VP
There is so much hype around this card that if I said it wasn't good I would be hanged for treason. Seriously though, it is definitely a solid card, replacing enchantment, artifact, and land removal all in one card (creeping mold anyone?), and can in most cases be used for creature removal. I would still want a card that didn't let creatures regenerate in addition to this though.
Death Grasp, Rating: VP
B/W Drain Life? Perhaps, it has its advantages over its older counterpart. It's only disadvantage is that it is multicolored which is not that huge of a problem, seeing as how mostly you won't want to cast this until mid-game anyway. (Note: 3 mana to kill a bird, while not a bargain, useful to stop the speed necessary for a 3rd turn blastoderm)
Soul Link, Rating: SP
New from Wotc Spirit Link Plus! Get yours today! Well, not exactly. This card costs 2 more mana than a spirit link, 2 colors, all for a second ability which isn't all that useful. The card is decent but not spectacular. Try the obvious combos (Thrasing Wumpus) for some fun.
Putrid Warrior, Rating: SP
Very nice card. If it were BB it would be amazing in Suicide Black decks, because Black doesn't get many good Bears (2/2 for 2 mana). However, because white tends to be a better control oriented strategy (although, watch out for W/B weenie, where these guys will really shine along with the Lynx) this guy does not live up to his full potential in the current T2. (Note: he's basically a 3/2 for 2 mana in suicide decks)
Night / Day, Rating: VLP
Ugh. Sure it has its uses, and it pretty decent in limited, I just don't see much merit in this card. The -1/-1 Affect is available in much better options, and the +1/+1 option could be good if it was only W to play instead of 2W. For 3 mana, just cast Glorious Anthem.
Martyr's Tomb, Rating: VLP
Please tell me there is a combo I'm missing with this card. It can be used to save a creature from burn (prevent that last lethal point), or allow your scuta to kill a Blastoderm and live, but that's about all I see it being good for.
White/Red:
Goblin Legionnaire, Rating: VP
Apparently Mogg Fanatics really like white mana. It gets them all worked up in a frenzy, and basically doubles their abilities. Unfortunately, it requires R or W to sacrifice him, so you may not want to play him 2nd turn, but at worst he's a Bear.
Captain's Maneuver, Rating: VP
Mind games and throwing off your opponent's math are always good things. Many may argue that it is expensive, but it doesn't have to be. For 3 mana it can save an Idol from Urza's Rage, for 4 it can stop Shock from doing anything more than killing something of its controller. Later on in the game when you have plenty of mana available it can turn an opponents Fat Moti or Spiritmonger into their worst nightmare. It also cannot be overlooked that it can also be used to win a damage race.
Order / Chaos, Rating: VP
This card is definitely a solid card in T2, especially with Mr. Spiritmonger making an appearance, however, it is more than that in Limited. If you open this card in sealed you should most likely at least splash red, and it is a possible first pick in booster draft. It is rare that an uncommon can be such a bomb, and for that reason this card should be much appreciated in limited.
Squee's Embrace, Rating: SP
This card overcomes the main drawback that prevents creature enchantments from being played, and that's card advantage. If the creature is killed you only lose 1 card to your opponents 1, a fair trade. The only problem is that it's only bonus is +2/+2. While this isn't a bad boost for 2 mana isn't anywhere near game breaking, and let's not forget that the creature can be killed in response to this spell being played on it.
Powerstone Minefield, Rating: SP
The Minefield looks like it may have interesting uses in W/R control decks that use Protection from Red or White creatures for the win. The problems are that at least 2 minefields are needed to hold of most of the mid-late game creatures, and not enough for many, and at 4cc may be too slow to stop the early game rush of a beatdown deck. Perhaps this is best as a sideboar card against Skies.
Goblin Trenches, Rating: SP
This card is best used as a quick recovery from a Wrath of God, or as a way to create many small creatures for an early onrush. It is not very versatile, but then again how many beatdown decks need to be? Look for this in conjunction with the Legionnaire and Squee's Embrace in swarm decks.
Red/Blue
Prophetic Bolt, Rating: VP
This card is basically Lightning Blast and Impulse minus 1 mana. While Lightning blast is not a spectacular card, impulse is, and the lowered cost makes the burn more efficient, not to mention it allows for card advantage. Look for this is U/R control, or CounterBurn.
Minotaur Illusionist, Rating: VP
A solid creature, easily playable in U/R decks. Untargetability is always a good thing, and the fact that the Minotaur can trade with a larger creature, or kill a smaller one makes the card even better.
Quicksilver Dagger, Rating: VP
This card is a powerhouse in limited. It can also be quite useful in constructed, putting your opponent on a VERY SLOW clock while generating card advantage. Another benefit is that as soon as it hits play it replaces itself and does one damage (assuming the creature is not currently summoning sick). This helps with the problem of card disadvantage that plagues creature enchantments. However, it still depends on a creature being in play is bad. Here's a thought: combine is with a minotaur illusionist and things become bad for your opponent.
Fire / Ice, Rating: VP
While the Ice side of this card is less than stellar the Fire side more than makes up for it. Two damage for 2cc is already a pretty good deal as an instant, but add in the fact that you can split up the damage makes for good card advantage against Fires and Skies. Also, because it only requires one red mana, it is easily splashable, and can act like a Simoon in non green decks.
Suffocating Blast, Rating: VP
At first look the blast looks absolutely amazing. It appears to be pure card advantage. Is it like 1 spell for 1 spell and a creature? Not exactly. You MUST have 2 targets in order to cast the spell. This means that if your opponent does not have a creature in play you cannot use the blast as a counter, allowing for nasty spells to slip through your counter wall. Also, if your opponent does have a creature they can opt not to play any other spells until you deal with it. This allows them to get damage through and make the blasts in your hand a dead card. Even though it sounds like I am bashing this card you'll
notice that it is in the Very playable section. This is because just about any U/R deck will want to use these, but maybe not 4.
Razorfin Hunter, Rating: SP
According to early information about Apocalypse this guy was said to be a 2/2. If he was he would be downright amazing. Don't get me wrong he is still good. The Hunter has the ability to trade with any of the other opposing color bears (block and ping), and can pick off little creatures. What intrigues me more than the creature itself though is that Wizards R&D was actually willing to leave a card cycle incomplete (An 2/2 for 2cc for each opposing color pair).
Squee's Revenge, Rating: VLP
If you pick 2 or 3 and win all the flips Squee's Revenge can be good, broken even, but it is never a good idea to rely on a card based on luck. Simple as that!
Blue/Green
Mystic Snake, Rating: VP
One of the most anticipated cards in Apocalypse. The snake can be used to counter and board advantage, or as a 2/2 instant creature. Either way the Snake means trouble for your opponent often times stopping their best creature and adding to the beats.
Gaea's Skyfolk, Rating: VP
A 2/2 for 2 mana with FLYING? Wow. This guy is amazing. He often swings for 8 or more damage before an opponent can find an answer. And in limited this guy is a
powerhouse with the potential to win a game with just a confound or gaea's might as backup.
Temporal Spring, Rating: VP
This card should be an Instant. It could then compare with widely used recoil. While it still would not be as good as recoil because your oppoenent would always draw right back into their threat it would be a very strong card. As of right now it is very solid temporary removal without card disadvantage. It can remove a Worship for that last point of damage, or a Nether Spirit to get an attack through, and the options just go on and on.
Aether Mutation, Rating: SP
While this card does have a very powerful ability it is also often times useless against a creatureless deck. Also, this card is slightly overcosted because of the potential it has if a high casting cost creature is in play. In order for this card to be a staple it would have to be an instant or 2 mana cheaper.
Yavimaya Embrace, Rating: VLP
Quite simply put this card can be a game winner...but first you have to manage to cast it!
Illusion / Reality, Rating: VLP
This is the worst of the split cards from Apocalypse. The main benefit of split cards is their versatility. This card has very little. Illusion/Reality is just expensive artifact removal that can save a creature from a banish effect.
Jungle Barrier, Rating: VLP
There is little point in using this card. The Jungle Barrier is basically Wall of blossoms +2/+2 for 1U. The reason the Wall of Blossoms was good was because you could play it as a quick blocker without losing card advantage. If this were 1GU and a 1/6, or GU 0/6, it would be amazing, but for now, just use glacial wall.
Green/Black
Consume Strength, Rating: VP
This is a strong card with much potential. It can slow down an opponent while speeding you up, and most of the time netting you card advantage. Tempo advantage is very important to G/B beats which looks to be like one of the most popular T2 deck archetypes that will come out of Apocalypse.
SpiritMonger, Rating: VP
Hmmm...why B/G beats you say? Here's your answer. The biggest bad-a-creature that
magic has seen in a long time. Many people are hyping him up, while others defend their Shivan Wurms to the end. The bottom line is this guy is big, and can win games, but he's also just a creature. If you playing in an IBC or T2 tourney (after July 1st of course) expect to see this guy in at least a couple of decks.
Pernicious Deed, Rating: VP
The New Disk? Yes and No. It is better than the disk in that you can play it the turn it comes into play and it is more selective, however you must be playing B/G to use it...oh wait...what's the problem again? With the rest of the B/G beatstick crew this guy will find a happy home in many decks.
Ebony Treefolk, Rating: VP
3/3 for 3. Pumpable. I rest my case. Seriously though, this guy is amazing. Look at the other good 3/3 for 3 options out there right now. Chimeric Idol, the Ebony Treefolk can outrace this guy, or kill him in combat with a pump. The Idol is harder to kill though because it is immune to sorcery removal like Wrath of God, but then again , it is killable by artifact removal. And the other main option, Noble Panther, just can't compete with the Treefolk.
Life / Death, Rating: VP
Many people are saying this card may be one of the best split cards yet. I have to agree to a certain extent. It is definitely in the top 5. Just the fact that it allow for possible 1st turn Spiritmongers is pretty scary, but the other tricks that you can pull of with it are just amazing as well. Look to see this one used in Black decks mostly, but also possible Green w/o Black.
Llanowar Dead, Rating: SP
It's a good creature, while not the best of the bears is very versatile. It can either be used to beat your opponent over the head, or for mana acceleration. The problem is that B/G doesn't really need the acceleration. Whether you use him or not is really a matter of personal preference and metagame.
Death Mutation, Rating: SLP
It seems like Wizards made this hideously overcosted spell to balance out the fact that they made all those other good B/G cards. For 8 mana Death Mutation should at least kill black creatures. This card would be much better if it said ´´half of their converted mana cost (rounded down)´´ instead, and then only cost 3 or 4.
Three Color Gold Cards
Guided Passage, Rating: VP
2 card net gain for 3 mana, and also useful for finding a useful creature (the other 2 cards are very unreliable). The main downside is your opponent gets to look at your library, but this drawback isn't nearly as bad as the benefits the card provides.
Fungal Shambler, Rating: SP
Big mean nasty with a great ability, and hard to cast. This is the problem that usually brings down the big monsters of sets. This may find use in a reanimation deck, because lets face it a 2 card advantage swing PER TURN is pretty hard to turn down.
Overgrown Estate, Rating: SP
It looks to combo nicely with Desolation Angel, however is kind of slow and useless if the angel is countered. You still have to show some respect for an over priced Zorb (Zuran Orb) though.
Lightning Angel, Rating: SP
At first I was very impressed with this card, as most seem to be at first glance. I thought it would be great in an Angel-Go deck with a ton of counterspells using this a finisher. The only problem is the mana cost. Generally you are better off using a Serra or Moti to kill your opponent than this one. Now if the Angel was 5/4 Doesn't tap to attack, Flying, then it would be amazing (it's cost would allow for this).
Last Stand, Rating: SP
Why didn't they give up after Coalition Victory? There are much better cards for a 5c deck to be casting than this.
Fervent Charge, Rating: SP
A very interesting card that I have not been able to make work as of yet. The added power and toughness is a huge help in overwhelming enemy forces and may be the basis of a new beatdown deck.
Cromat, Rating: SP
This guy has great abilities, and if you can manage to pay for them he can easily win you a game. This is not an easy task however, and you may just be better off with a Pheldagriff. He's just asking to be abused by somebody, however, the player isn't me.
In conclusion, the gold cards in Apocalypse look to be quite solid. Although they don't necessarily fit with the rest of the Invasion block because they are opposing color they will most definetly be used a lot, and will stem some very popular decks based on them. Good job to Wizards for making these cards (well, most of them anyhow ;)
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