• STORE
  • EVENTS
  • ARTICLES
  • NEWS
  • DECKS
  • BUYLIST
  • HELP
Advanced Search
Deck Builder
  • Hello. Sign In.
    YOUR ACCOUNT

    forgot your password?

    New customer? Start here!

  • CART

    View Cart ( items)

    Checkout

  • WISH
    LIST
       
  • Magic Singles
    • English
    • Foil English
    • Non-English
    • Foil Non-English
    • BGS/Graded Cards
    • Complete Sets
    • Misprints and Rarities
    • Wholesale Lots
  • Magic Sealed Product
    • Expansion Sets
    • Booster Packs
    • Booster Boxes
    • Starter & Tourn. Packs
    • Starter & Tourn. Displays
    • Theme Decks
    • Event Decks
    • Intro Packs
    • Fat Packs
    • Two-Player Games
    • Standalone Sets
    • Archenemy
    • Commander
    • Duel Decks
    • From the Vault
    • Planechase
    • Premium Deck Series
    • Misc. Box Sets
    • Non-English Sealed
  • Gaming Supplies
    • Binders
    • Books & Fat Pack Guides
    • Boxes & Bags
    • Clothing
    • Deck Boxes
    • Dice
    • Life Counters
    • Playmats
    • Sleeves
  • Specialty Items
    • Ascension
    • Gift Cards
    • Lithographs
    • Original Artwork
  • Digital Products
    • Grinder: The Brad Nelson Story
    • Next Level Magic
    • OMG: Official Miser's Guide
    • Tha Gatherin'
  • We Buy

Gatecrash Commons Of Note

Sam Black
1/23
#Limited  #GTC  #Spoilers  #Prerelease 
  •  
  •  

As I look forward to the Gatecrash Prerelease and a new Limited season, it's time to scour the spoiler to try to figure out as much as I can about how I expect the set to play out before playing any games. The first step to understanding any Limited format is to look closely at the commons, although ignoring the substantial impact of uncommons, especially build-around uncommons, can certainly lead to skewed expectations. Rares also always have strong impact on Limited, especially in Sealed. Still, the building blocks will be the commons.

I've read through the spoiler a few times and have highlighted a few commons that I think are particularly worth discussing and understanding, so let's get to it.

White

Angelic Edict

The classic "just how much are you willing to pay for a removal spell?" kind of card. Sadly, the answer is usually "way too much," especially in Sealed. This is a serious removal spell. It kills anything dead. The best recent comparison I can think of is Spread the Sickness, which unlike this card had real additional upside. This kills better than Spread the Sickness and can kill enchantments (which I see as an extremely minor upside), but it's definitely a worse card overall. Fortunately for Angelic Edict, Spread the Sickness was one of the best commons in its set.

An expensive removal spell seems like the kind of thing that can vary in strength a lot based on the exact nature of the format, but I don't think you'll ever leave this on the bench in Sealed if you're using any other spells that cost white mana. I also expect it to be a high pick in Draft, but I hope I'm not slamming it first pick. Sorcery speed removal is a lot worse than instant since it's much harder to get a lot of value (a two for one) at sorcery speed, but it's still a solid answer.

Basilica Guards

This is the perfect card for the kind of Orzhov deck I originally imagined when I read extort. Unfortunately, I'm pretty sure that's not actually the perfect kind of extort deck. Basically, this card is a little more defensive than I want out of my aggressive mechanic. Still, it's a creature that's likely to stay alive and do some good blocking, and extort seems pretty sweet. On the other hand, this has to be pretty bad against Gruul.

Overall, I think this is worse than it would be in other sets. Boros and Simic will have access to bloodrush, and Gruul will have a lot of it. Dimir should be focusing on evasion, and Simic should be delighted that you're playing a 1/4 defender instead of attacking them. Definitely playable on power level alone, but I think it's about as badly positioned as possible.

Court Street Denizen

I wanted to talk about the Denizen cycle and how they make you want to focus on a color, but, really, most of them don't seem particularly worth working hard for. This one is probably pretty good if you're very aggressive, especially in Boros (which will have less evasion and reach than Orzhov due to not having as much extort and will lean more heavily on removing blockers). The fact that it triggers on creatures rather than spells means that it will be hard to tap their creatures on their turn, but it does mean that something like Knight Watch will trigger it twice, which might sometimes be a big deal.

This does make you want to try to have more white creatures in your deck, and, more importantly, it wants your creatures that cost more than three mana to be white. If you draw this with a red one- or two-drop, that doesn't seem like a problem at all, but I can definitely see taking a random white four-drop over a random red four-drop because I have two Court Street Denizen. I have a feeling this will be a little better than people expect at first because I remember underrating Kami of Fire's Roar at first years ago.

Knight Watch

Do you want this primarily because you're thinking of it as a 4/4 vigilance for four, or do you want it because it gives you two attackers for battalion? Also, how does this compare to Knightly Valor? It doesn't have the "haste" element and doesn't let you make an evasive creature bigger or another creature big enough to attack through defenses, but it also doesn't require a creature, isn't vulnerable to instant speed removal, and doesn't have any of auras' other problems. I think it should be similar in power level to Knightly Valor overall, but for some reason it just doesn't feel quite as good yet. That said, I'm certainly very open to it impressing me.

Blue

Cloudfin Raptor

I don't know enough about how Simic and Dimir play to know for sure who wants this more, but it definitely seems amazing in both. I'd be surprised if this isn't one of the best commons. It seems like it should be the start of a lot of insane openings in this format. I think it's just a good card in a vacuum, and the fact that both builds specifically play well with its abilities definitely makes it even more important. Don't wait until your deck already needs this kind of thing; just pick it right away and it should fit beautifully into whatever you end up doing.

Frilled Oculus

This guy's sweet. I love a Lumengrid Warden more than one should, and Rootwalla's generally been awesome. 1/3 is much better for evolve than 2/2, which makes this guy more desirable than he would be otherwise (unless all the guys you're trying to evolve are the 0/4s, 1/3s, and 1/4s that Simic has a lot of in this set—then the 2/2 is actually better). One real problem with Frilled Oculus is that the Rootwalla ability best functions as a form of evasion. If you attack when you have mana up, they don't want to block, and then you can play your spell for the turn. If you leave him back but then play your spell, all you have is a valuable 1/3 that your opponent will be happy to attack into. Obviously, 1/3s aren't really looking for evasion, so the ability is at something of a low point here.

On the other hand, a 1/3 is relatively good (for a two-drop) at getting you to the late game, where you're more likely to have mana available to spend. Then this guy can function as a 3/5, which is pretty huge for a two-mana creature.

Hands of Binding

This is an interesting card. You tap their creature, which makes it easier to get through with it, then you tap another creature if they had one and it couldn't block. So this is best if they have multiple creatures but one of them was left back, likely because it was just cast, and the others attacked. Now neither of those creatures untap, but if your guy doesn't have evasion, you can't tap the next creature they play. Even if your guy does have evasion, this isn't like Frost Titan. It won't let your other guys through, and you will only get to keep one guy down.

If you're racing guys with evasion against big guys, this is a big deal, but if your guy doesn't have evasion, this isn't getting you very far. On the other hand, if they only have one creature, you can keep it down forever, which means that as long as you can kill all their new creatures the old one is dead. This would still be a lot better if you had a Scroll Thief type creature, but you can always build one with other cipher spells. I think this card is playable but narrow and definitely not a high pick. I can imagine it being worse than that more easily than I can imagine it being better.

Keymaster Rogue

Is the "return a creature" a drawback or an ability? It's almost certainly a drawback, but it won't always function that way. The biggest question is how often you can make it work for you. First of all, it's naturally synergistic with evolve. That's a pretty good start. Like Cloudfin Raptor, the unblockability is naturally synergistic with cipher, so we're back to the point where both blue guilds have a special reason to want this card. It can return itself to trigger Sage's Row Denizen, but at four mana per that's not going to be a high priority. Outside of evolve, I'm not seeing many good comes into play abilities to reset.

For the most part, I suspect this is going to be a drawback, which is how it's costed since unblockable is probably slightly better than flying, so this would be a better Snapping Drake if the return a creature clause wasn't a drawback. As is, I think it's costed as a trivial drawback, and in reality, I think it will be a somewhat substantial drawback, especially given how fast this set looks to be. Overall, I think this means this card won't be great unless you have a deck that's very good at stabilizing and looking for a way to kill someone or is desperate for a reliable cipherer.

Black

Basilica Screecher

This is another card that works well in both guilds in its color. I think this is generally better than Daggerdrome Imp and that each card is better in its set than the other one would be. Daggerdrome Imp plays well with scavenge, but without that as a concern, the second toughness is nice, and this will often hit for two a turn instead of one and gain a life. I think it's one of the best black commons, but most of the black commons look pretty weak to me at first glance.

Death's Approach

Historically, cheap conditional removal has underperformed relative to my expectations, so I've readjusted. Dead Reckoning was an extremely disappointing card, and I tried to stay away from Pack's Disdain. The upside if Death's Approach works is pretty high. Killing a creature by giving it -x/-x for one mana is very good, but you have to have a good plan for getting creatures into your opponent's graveyard.

What this means is that this card is going to be excellent in dedicated mill decks but almost unplayable elsewhere. The low casting cost just isn't that useful when you can't actually cast it in the early turns. One small piece of good news is that your opponent's bloodrush will help turn it on, but I'd still try to stay away if I'm not milling my opponent.

Red

Massive Raid

This is an interesting card to compare to Death's Approach. It has the same problem that it's highly situational and not especially reliable as removal, but unlike Death's Approach, this has the very real upside of being able to go to a player if you get a board that's very good for it. I don't remember exactly how much I liked Roar of the Crowd, but this is cheaper and doesn't care about creature type, so it's definitely better. This seems like a better card than Death's Approach but without a home that's as good.

Mill-based Dimir will make Death's Approach good, whereas I don't see a red deck that will reliably have a huge number of creatures. Boros will want three, but I don't see any reason it will regularly have many more than that. And noncreatures that rely on you having three creatures in play really isn't what you're looking for in a deck where things are already going well if you have three guys. I think this card won't fit well in this set.

Green

Verdant Haven

This is our new Axebane Guardian, and Prophetic Prism is kind of our new Gatecreeper Vine. This is slightly more reliable (harder to kill) than Axebane Guardian but is substantially weaker. It won't let us ramp super big or fix two mana at once. This means that our multicolor green decks are going to have less mana and be less able to capitalize on random expensive bombs.

On the other hand, the fact that the card is generally weaker means that it will be easier to pick up for the decks that really want it. So with the same number of mana fixers but with them being slightly less desirable, the mana should be a little better for the people who really need it. Still, the power level is lower enough that I'm not eager to look for that kind of deck, and I think Return to Ravnica may have been less hostile to the strategy than Gatecrash, even though both sets look pretty aggressive at first.

Multicolor

Bioshift

This is the only multicolor card that really jumped out at me. It's just a cool card. I'm not really sure of its power level, but it seems like a pretty sweet trick and is a good way to shrink an evolve creature that has gotten big enough that your other creatures aren't triggering it so that you can get more triggers. It's definitely not going to get snatched up by other guilds, even though its hybrid cost makes it easy to cast for anyone, because it will only be playable if you'll consistently have +1/+1 counters, But I can definitely imagine some good plays with this. It's another card that seems more likely to underperform than overperform though.

As a whole, the commons look pretty weak to me, which basically means that I don't know how to utilize them yet. They can't all be weak in context, so I look forward to seeing which ones rise up and how they play with each other.

Thanks for reading,

Sam

@samuelhblack on Twitter

twitch.tv/samuelhblack

  •  
  •  
#Limited  #GTC  #Spoilers  #Prerelease 
« Previous Article
For The Love Of Legends
Next Article »
Video: Jund In Modern

About Sam Black

Sam Black was a member of Team USA 2008, taking home the Team World Championship crown in Memphis. He also placed in the Top 8 of GP Barcelona and GP Singapore 2009, GP Gothenburg 2010, GP Atlanta 2012, and GP Yokohama in 2013 and made Top 4 of PT Phildalphia 2011.

SamuelHBlack

Read more by
Sam Black



ORGANIZED PLAY
  • THIS WEEKEND
  • NEXT WEEKEND
  • +
  • THIS Saturday, May 25
  • OPEN Dallas/Fort Worth, TX
  • Super IQ Indian Trail, NC - Be There Games
  • Super IQ Orlando, FL - The Game Academy
  • IQ Duluth, MN - Berserkson!
  • IQ Tallahassee, FL - Gamescape
  • IQ Valley Stream, NY - Mark's Comics & Collectibles
  • IQ Tempe, AZ - Pop Culture Paradise
  • IQ Eau Claire, WI - Nomad Game Center
  • THIS Sunday, May 26
  • OPEN Dallas/Fort Worth, TX
  • Super IQ Tallahassee, FL - Gamescape
  • IQ Farmingdale, NY - Empire Gaming & Comics
  • Saturday, June 1
  • OPEN Baltimore, MD
  • Super IQ Denver, CO - Denver Comic Con!
  • IQ Columbus, OH - Comic Town
  • IQ Louisville, KY - Bluegrass Magic
  • IQ St. Louis, MO - Ogres Games
  • IQ Reno, NV - Comic Kingdom
  • IQ Houston, TX - R&R Comics
  • IQ Spokane Valley, WA - Trade Winds Gaming Zone
  • Sunday, June 2
  • OPEN Baltimore, MD
  • IQ Kansas City, MO - Spanky's Card Shop
  • IQ Staten Island, NY - Get There Games

STARCITYGAMES.COM EVENTS

  • May 25-26: OPEN Dallas/Fort Worth, TX
  • Jun 1-2: OPEN Baltimore, MD
  • Jun 8-9: OPEN St. Louis, MO
  • Jun 15-16: OPEN Columbus, OH at Origins Game Fair
  • Jun 22-23: OPEN Philadelphia, PA
  • Jun 28-30: GRAND PRIX Miami, FL
  • Jul 6-7: OPEN Worcester, MA
  • Jul 20-21: OPEN Richmond, VA
  • Jul 20: CLASSIC Lansing, MI
  • Jul 26-28: INVITATIONAL Somerset, NJ

ELITE QUALIFIERS

  • Jun 9: Atomic Empire - Durham, NC
  • THIS WEEK: See all Open Trials

EVENT FINDER

  • Complete SCG Schedule - Coverage Archive
NEWS
  • 5/21 Weekend Results! May 18-19
  • 5/16 M14 Spoiler: Megantic Sliver
  • 5/15 M14 Spoiler: Vastwood Hydra
  • 5/14 Weekend Results! May 11-12
  • 5/14 YMTC4 Voting Begins!
  • 5/10 The Final Greg Staples Lithograph is...
  • 5/9 Revisions to Premier Play Changes
  • 5/9 Check out the #3 Greg Staples Lithograph...
  • 5/8 Greg Staples Lithograph #2 is...
  • 5/7 Greg Staples lithograph #1 is...
  • 5/7 Slivers in M14! Sealed in D14!
  • 5/6 Weekend Results and News! May 4-5
  • View All News Items - Submit Magic News
DECKLISTS
  • STANDARD
  • LEGACY
  • MODERN
  • 5/19 SCG Open Nashville, US
  • 5/19 SCG Classic Springfield, US
  • 5/12 Pro Tour Qualifier Madison, US
  • 5/12 SCG Open Charlotte, US
  • 5/12 SCG Classic Pittsburgh, US
  • 5/12 Pro Tour Qualifier Chicago, US
  • 5/05 SCG Elite IQ Centerville, US
  • 5/05 Invi Qualifier north myrtle beach, US
  • 5/05 SCG Open Somerset, US
  • 5/05 Invi Qualifier Lenexa, US
  • 5/05 Invi Qualifier Bristol, US
  • 5/04 Invi Qualifier Antioch, US
View More Standard Decks - Search Decklists
  • 5/12 Grand Prix Portland, US
  • 4/07 Invi Qualifier Glen Burnie, US
  • 3/17 Grand Prix San Diego, US
  • 3/17 Pro Tour Qualifier Melbourne, AU
  • 3/10 MTGO Daily Event
  • 3/10 Pro Tour Qualifier Magic Online,
  • 3/03 Pro Tour Qualifier Roanoke, US
  • 3/03 Pro Tour Qualifier Philadelphia, US
  • 3/03 Pro Tour Qualifier Toronto, CA
  • 3/03 Pro Tour Qualifier Madison, US
  • 3/03 Pro Tour Qualifier Magic Online,
  • 3/03 Pro Tour Qualifier West Nyack, US
View More Modern Decks - Search Decklists
  • 5/19 SCG Open Nashville,
  • 5/19 SCG Open Nashville, US
  • 5/12 Annecy, FR
  • 4/21 SCG Open Seattle, US
  • 4/14 SCG Open Milwaukee, US
  • 4/14 Invi Qualifier Bristol, US
  • 4/07 SCG Invitational Atlanta,
  • 4/07 SCG Invitational Atlanta, US
  • 4/07 SCG Open Atlanta, US
  • 3/24 SCG Open Kansas City, US
  • 3/17 SCG Open Washington, US
  • 3/10 SCG Open Indianapolis, US
View More Legacy Decks - Search Decklists
SOCIAL

StarCityGames.com on Facebook


StarCityGames.com on Twitter

Join the conversation


WEEKLY NEWSLETTER

Exclusive Deals & Content Every Week



 

ACCOUNT
  • Login/Register
  • My Account
  • Order History
  • Credit History
  • Wishlists
  • Premium
  • Digital Items
  • Gift Card Redemption
CONTACT US
  • Customer Service/Order Issues
  • Advertising
  • Articles
  • Game Center
  • Gift Cards
  • Inventory Issues
  • Organized Play
  • SCG Premium
  • Selling to SCG
  • Shipping
  • Submit News
  • Website Bugs/Problems
ORDER QUESTIONS
  • Customer Service Hours
    Monday through Friday
    10AM - 6PM EST
    Ph: (540) 767-GAME (4263)
  • Email
  • Frequently Asked Questions
  • Refund/Return Policy
  • Terms & Conditions
  • Privacy Statement
  • About StarCityGames.com
SCG ORGANIZED PLAY
  • Overview
  • Schedule
  • Coverage Archives
  • Invitational Qualifiers
  • Host an Invitational Qualifier
  • Judge Rewards
  • Open Points
  • Standings
  • SCGLive
GAME CENTER
  • Star City Game Center
    5728 Williamson Road N.W.
    Roanoke, VA 24012
    Ph: (540) 767-GAME(4263)
  • Email
  • Hours & Info
ARCHIVES
  • Search our Articles
  • Coverage Archives
  • RSS Feed
MORE SCG
  • SCGMobile
  • Facebook
  • Twitter
  • Newsletter
  • SCGLive
  • TheManaDrain.com
  • CubeDrafting.com
All original content on this page is © 2012 StarCityGames.com and may not be used or reproduced without consent. Wizards of the Coast, Magic: The Gathering, and their logos are trademarks of Wizards of the Coast LLC. © 2012 Wizards. All rights reserved. StarCityGames.com is not affiliated with Wizards of the Coast LLC.