12/13/2023 0 Comments Prerelease thopter spy network![]() ![]() Black and red work really well together in Origins limited due to all of their removal, but I would consider splashing the Hellhound in a UR Thopter deck as well in order to get maximum value out of each 1/1 flyer. What I’ll try to do is to look at them from a different angle and see if there is another way to use them.īesides a great ability that is easy to use, the Hellhound’s 4/3 body makes him very playable. I mean, you don’t need me to tell you where they’ll be most effective. The cards are pigeonholed into one strategy, meaning if you want to push them to their limit you better be playing that strategy. They are all uncommons which means they aren’t too pushed, but nonetheless they are must haves if you end up playing in their colors. I don’t think there is one bad multicolor card in this set. Just remember not to have too many non-basic lands in your deck! It’s probably not great in a tempo/aggro deck, but just as with Rogue’s Passage I think it can be very useful in midrange decks. ![]() I found myself playing cards like Gideon’s Phalanx before turn 7 which was pretty useful, and another time I burned my opponent out for 8 damage with it late game. But what are it’s uses? Well, if you’re playing a midrange deck with a few 6+ mana spells like Woodland Bellower or an X burn spell like Ravaging Blaze, I think Mage-Ring Network will come in handy. Whenever you have one of those turns where nothing happens you can add a storage counter, and when you’re ready you get a huge boost of mana. Let’s start off with artifacts in this last article devoted to Magic Origins. Wizards did a good job with this set and they finished strong with the final cards of their expansion. Just as Magic Origins did with all the other colors, it’s going to change the way you use and draft the cards that are off the color wheel or sharing multiple colors. Planeswalkers, massive creatures, etc., these are the cards you could build a deck around.Īrtifacts, lands, and multicolor cards have never been really good when it came to core sets, and were usually an afterthought that you’d add into your deck as your 22nd or 23rd card. These will usually be your rares and mythics because they are incredibly bonkers. 5 stars = you won’t see a lot of these at common and uncommon.The only thing holding them back is restrictive costs or some small drawback. They also have multiple effects, and are all around good value for you. 4 Stars could be good finishers, or cards that can end a game if left unchecked. 4 stars = Here’s where we get into the powerhouses.They could be good except for a few flaws. These cards could be less than amazing removal effects, or a creature that is a glass cannon (high power, low defense). 3 stars = a 3 star card is a solid role-player.2 stars = this card could be a strong sideboard card, but is highly conditional and not always effective.1 star = a card that is barely playable, even as filler for your deck.After a lot of feedback, I’ve decided to abandon my 3 tier scoring system of Low-Medium-High and I will instead be moving onto a 5 star ranking system. I’ve purposely left out the rare cards because it is much more likely that you’ll see multiples of uncommon and commons in your packs/pools.)Īs for my rating system, I’ll be using a new format this time around. For those of you uninitiated to limited, it simply means sealed and booster draft, where you open packs and then proceed to make a deck out of them. ![]() ![]() (NOTE: “Playing to your Weaknesses” is a series of articles I have been doing on my own blog since Avacyn Restored that cover all of the uncommons and commons in a new expansion and which ones I would choose to use as one of the 23 cards in a 40 card limited deck. ![]()
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