fbpx

Abeth Edition, Part 3: The Rares

With today’s installment, Abe fills us in on the last of the cards in his grand scheme to do Wizards one better by creating a workable Core Set! Now that you have all the cards, you can debate his choices… and tomorrow, he’ll fill you in on his playtesting.

Land, Rares (11)

Adarkar Wastes

Forge[/author]“]Battlefield [author name="Forge"]Forge[/author]

Brushland

Caves of Koilos

Dust Bowl

Karplusan Forest

Llanowar Wastes

Shivan Reef

Sulfurous Springs

Underground River

Yavimaya Coast


Well, the big news is that all of the painlands are reprinted. Dust Bowl also sees play as a permanent solution to non-basic lands.

Artifact, Rares (19)

Ankh of Mishra

Bubble Matrix

Coat of Arms

Cursed Totem

Disrupting Scepter

Grid Monitor

Howling Mine

Jade Statue

Jayemdae Tome

Jester’s Cap

Juntu Stakes

Lotus Blossom

Mana Web

Meekstone

Millstone

Null Rod

Phyrexian Colossus

Snake Basket

Smokestack


We can have more artifacts in the rare slots than the color slots because, ultimately, there is a need for artifacts in the environment. Classics like Jayemdae Tome and Disrupting Scepter, Millstone and Howling Mine, Meekstone, and Ankh of Mishra remain. Snake Basket will remain as our token producer. Phyrexian Colossus and Jade Statue will be our creatures of choice. Mana Web, Cursed Totem, Meekstone, Null Rod, Jester’s Cap, Juntu Stakes, and Bubble Matrix are all cards included to keep other cards in check. Coat of Arms always helps to support theme decks. Grid Monitor is our only innate rare artifact creature in addition to assisting the occasional deck design. Lastly, Smokestack should see play in more aggressive decks.

Several artifacts came close to making the final cut, but the last card cut was Eon Hub.

White Rares (16)

Avenging Angel

Blaze of Glory

Glorious Anthem

Intrepid Hero

Ivory Mask

Master Healer

Reverse Damage

Oblation

Pegasus Refuge

Sacred Ground

Serra Angel

Solitary Confinement

Spiritual Focus

Sunweb

Worship

Wrath of God


In the rare slots, there is no longer a need for balance between creatures and spells, as it will have virtually no impact on Limited. Wrath of God remains, although Armageddon is no longer with us. Sunweb, Serra Angel, Avenging Angel, Master Healer, and Intrepid Hero bring up our creature base. Sacred Ground, Spiritual Focus and Ivory Mask help White counter various strategies. Solitary Confinement comes in from Judgment to give whit an ultra-protection. Worship remains as well. Pegasus Refuge gives White a token generator, and Glorious Anthem shows White unity. Blaze of Glory is reprinted here to bring back an old card. I really enjoy Oblation as White’s answer to all targetable permanents.

Cards that just missed the cut include Dawn Elemental and Aurification.

Green Rares (16)

Child of Gaea

City of Solitude

Collective Unconscious

Dense Foliage

Elvish Champion

Erhnam Djinn

Hurricane

Joiner Adept

Liege of the Hollows

Might of Oaks

Nature’s Resurgence

Nature’s Revolt

Pack Hunt

Restock

Utopia Tree

Verduran Enchantress


I think we can safely reprint Erhnam Djinn, since it was in Judgment. I wanted Green to have some card drawing in order to compete with other colors – and therefore, I included both Nature’s Resurgence and Collective Unconscious. Utopia Tree replaces Birds, and that will be big news. Hurricane and Verduran Enchantress are old faithfuls. Child of Gaea comes in as the big banner creature. Elvish Champion and Liege of the Hollows are the thematic creatures. Joiner Adept "joins" the party with all of its color-based fun.

City of Solitude is around to be a foil for other cards. Pack Hunt and Restock represent the pinnacle of each of those abilities in Green, hence they are rare. Might of Oaks, Nature’s Revolt, and Dense Foliage round out the rares with some classically Green abilities.

Red Rares (16)

Bedlam

Earthquake

Fervor

Final Fortune

Goblin King

Goblin Wizard

Keldon Firebombers

Ogre Shaman

Price of Glory

Relentless Assault

Searing Wind

Shatterstorm

Shivan Dragon

Thundermare

Twist Allegiance

Wildfire

For creatures, we have larger options like Shivan Dragon, Ogre Shaman, and Thundermare. We also have several options for blowing up lots of stuff: Shatterstorm, Earthquake, and Wildfire. Keldon Firebombers continues that theme. Goblin King will still be around, but he is joined by his Wizard buddy. Bedlam and Fervor create typical Red-like environments. Relentless Assault rejoins the Red barrage. Searing Wind is notable as the only rare burn spell – and the only Wind to make the cut. Twist Allegiance continues the temporary taking of creatures. Final Fortune reprises its role as a bad Time Walk. Price of Glory rounds out the Red selection.

I also considered Butcher Orgg and Soulblast.

Black Rares (16)

Bone Dancer

Delraich

Extinction

Fallen Angel

Fevered Convulsions

Hellfire

Lord of the Undead

Megrim

Necrosavant

No Mercy

Persecute

Phyrexian Arena

Planar Void

Reprocess

Sengir Vampire

Stronghold Assassin



I went with Lord of the Undead over Zombie Master, due to power. Stronghold Assassin is the obligatory assassin representative. Look for No Mercy to prove very powerful. Extinction is included to attack players who are using a creature-oriented theme. Bone Dancer and Necrosavant represent creatures and graveyard recursion. Black gets card drawing in Phyrexian Arena and Reprocess. Persecute is the big bad Addle. Planar Void is a foil. Megrim has been moved to the rare slot, basically, because there was room here, and it has a rare feel to it. (Humble an uncommon, but Megrim has a rare feel? – The Ferrett, not getting it) Hellfire is a Legends reprint that could see some moderate play. Fallen Angel, Sengir Vampire, and Delraich are the two banner creatures, while Fevered Convulsions rounds out the selection.

Blue Rares (16)

Balance of Power

Bribery

Clone

Deflection

Denizen of the Deep

Desertion

Evacuation

Last Word

Mahamoti Djinn

Opposition

Show and Tell

Temporal Adept

Time Warp

Trade Secrets

Troublesome Spirit

Zephid

There are a couple of powerful additions to Blue. Time Warp will be a popular choice, and Opposition is back. Denizen of the Deep is an 11/11 for eight mana. Clone will be a popular reprint. However, Blue does lose Lord of Atlantis. If the Lord cost 1UU, I’d include it – but at UU, he is too good, and he makes fish decks too powerful.

Other reprints are Zephid, Show and Tell, and Bribery. Each of these should prove quite interesting. Mahamoti Djinn will still see play. Balance of Power and Trade Secrets are available for card drawing. Two Counterspells join us with Desertion and Last Word. Even Deflection can have a Counterspell feel. Temporal Adept will bounce cards, and Evacuation will bounce a lot of things. Troublesome Spirit rounds out the Blue selections.

I ultimately deemed Stifle to be too complicated to include, but I wanted to. Rising Waters almost made the cut, despite Wizards recently moving the ability to White. I also heavily considered March of the Machines.

The above synopsis was quite brief. In the next section, I will go into a lot more detail concerning the principles used to create this set.