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From Right Field – No Shades of Gray: The Future Sight Review

When I did my Planar Chaos review, I got more than a little negative feedback for hedging my bets on many of the cards. Looking back over that review, I have to agree. I got a bit gun shy. Not this time around. I’ve learned my lesson, baby. You guys want black and white, and I’m here to give it to you.

{From Right Field is a column for Magic players on a budget or players who don’t want to play netdecks. The decks are designed to let the budget-conscious player be competitive in local, Saturday tournaments. They are not decks that will qualify a player for The Pro Tour. As such, the decks written about in this column are, almost by necessity, rogue decks. The author tries to limit the number of non-land rares as a way to limit the cost of the decks. When they do contain rares, those cards will either be cheap rares or staples of which new players should be trying to collect a set of four, such as Dark Confidant, Birds of Paradise, or Wrath of God. The decks are also tested by the author, who isn’t very good at playing Magic. He will never claim that a deck has an 85% winning percentage against the entire field. He will also let you know when the decks are just plain lousy. Readers should never consider these decks "set in stone" or "done." If you think you can change some cards to make them better, well, you probably can, and the author encourages you to do so.}

When I did my Planar Chaos review, I got more than a little negative feedback for hedging my bets on many of the cards. Looking back over that review, I have to agree. I got a bit gun shy. I didn’t want to get laughed at for calling a card great when it never made it onto the Pro Tour. On the flip side, I didn’t want to call a card bad and have it end up being so good that it was banned.

Not this time around. I’ve learned my lesson, baby. You guys want black and white, and I’m here to give it to you. You see, I broke the most important rule of set reviews:

Rule 0 of Set Reviews: If a card looks good to you, it is.

Corollary to Rule 0 of Set Reviews: If a card looks bad to you, it is.

You see, if a card does something stupid, someone will find a way to make it do that something stupid, do it well, and do it in a tournament setting. It doesn’t matter if you, the set reviewer, can’t exactly see what that might be right at the time that you’re doing the set review. Seriously, think about that. If you could do that, you’d be winning Pro Tours with your tech, not sharing it with folks for free. It will happen, though. Look at Tooth and Nail. Roundly poo-poo’ed when it was first spoiled (“Too costly to play with Entwine. Besides, what would you want to get?”), somebody figured that you could (gasp!) accelerate your mana and get two guys into play that were also rated as zeros when they were first spoiled. Of course, just because a card doesn’t make it into a Pro Tour-winning deck, doesn’t mean that you were wrong about its power. It just means that people didn’t take the time and energy needed to make the card work.

With that as my background, I am reviewing Future Sight with no shades of Gray. Cards are either worth ten or one on my new scale. There’s no in-between. (There’s also no zero on my scale because any card can be used as a proxy for a dual land or Akroma or whatever.) The lens through which I look is Constructed – Standard. If I mention Limited or Extended or Legacy, it’s just because something tickled my fancy. That’s it. Nothing more. Let me preempt any forum posts that say that I “don’t know what you’re talking about when it comes to” those formats by saying “you’re right. I don’t.”

Oh, and one final caveat. This is still From Right Field. I’m still Chris Romeo. Therefore, you may find a joke, some sarcasm, or a bit of underdone beef in some of the card reviews. If you find yourself asking “Is he serious?” then, he’s probably not. Humor wins out over Serious Reviewing almost every time. You get what you pay for, and I’m on the free side.

White

Angel of Salvation – “Wow! For eight mana, I get this really big Angel with Flash that can prevent the damage dealt by a Bogardan Hellkite when it comes into play? Awesome… right?” Wrong. Hellkites are hitting the field well before turn 8. Unless you’ve got a Signet or three going, you can’t match the output of a Dragonstorm deck, even with Convoke. At the very best, you’ll get this into play, prevent five of the twenty damage about to be inflicted, and die during your opponent’s next turn instead of right away.
Romeo’s Take From One to Ten – One

Augur il-Vec – One the one hand, you have a Shadow dude that can block and survive combat with most other Shadow dudes. That’s not that great, though. Shadow should be offensive. Your two-mana Shadow creatures should be attacking, not blocking. On the other hand, you have that lifegain. Which stinks. “What?” You think your opponent’s gonna wait until your upkeep to hit it with Lightning Helix? Yeah, right.
Romeo’s Take From One to Ten – One

Aven Mindcensor – Oh, snap, opponent-girlfriend! You better hope you have gravy in the top four cards of your library ‘cause I just dropped Aven Mindcensor, Instant-like.
Romeo’s Take From One to Ten – Ten

Barren Glory – It says “you win the game” right on it.
Romeo’s Take From One to Ten – Ten

Blade of the Sixth Pride – It’s a three-power creature for two mana and no drawbacks. What do you think I think of it?
Romeo’s Take From One to Ten – Ten

Bound in Silence – So, for the chance to Rebel this card up, it costs one more mana if I have it in my hand and need to cast it? In a Block that already has Temporal Isolation? Show me that this is hot in a Rebel deck, and I’ll like it. Until then…
Romeo’s Take From One to Ten – One

Chronomantic Escape – Even using the Suspend ability, this is too expensive for one turn of “Stay over there so you can block my guys.”
Romeo’s Take From One to Ten – One

Daybreak Coronet – Please, trade me three for one. I’m just such a giving person. Would you like some money, too? Also, you can just stay at my place anytime the police are looking for you. The key’s in the ceramic frog’s ass.
Romeo’s Take From One to Ten – One

Dust of Moments – This card is lacking one thing to make it awesome: the ability to pick a player. As it reads, I can hose or help Suspended cards, but I hose or help all of them. Ditto with permanents with Time counters on them. Obviously, we’re looking at keeping Calciderms around longer, but not at the expense of keeping an opponent’s stuff around longer, too. Just give me Whitemane Lion and Stonecloaker, thanks.
Romeo’s Take From One to Ten – One

Even the Odds – At first, I thought this was a “lose more” card. Then, I pondered on it some. Your opponent only needs to have one more creature than you, and you can get three more creatures with Instant timing. A great combat or end-of-turn trick.
Romeo’s Take From One to Ten – Ten

Gift of Granite – I’ve been jaded by White cards that only pump a creature’s toughness. It’s an Enchantment, so it sticks around. Big deal. Help me win. Don’t just help me not lose.
Romeo’s Take From One to Ten – One

Goldmeadow Lookout – If this actually costs 3W, this card is much too expensive. And White gets the shaft in another cycle of cards!
Romeo’s Take From One to Ten – One

Imperial Mask – Regardless of the silly wording (“Man, I can’t wait for the Future! It’ll have token Enchantments! Yes!”), this is Ivory Mask Plus. You can still target yourself. Oh, yeah, and your teammates. Sweet.
Romeo’s Take From One to Ten – Ten

Intervention Pact – At first, I thought this was a free Fog, as in “prevent all damage.” For a White Weenie deck, that would be huge. Swing big on one turn, and tap out to drop another guy. Bait your opponent into an alpha strike. Foil his plan with this. Pay your 1WW during your upkeep. Swing for the win. Sadly, it only prevents damage from one source. Don’t waste your deck space and mana.
Romeo’s Take From One to Ten – One

Judge Unworthy – Oh. My. Gawd. I have to change my undies. brb.
Romeo’s Take From One to Ten – Ten

Knight of Sursi – The skies are gonna be full for the next couple of years, and this is a sweet attacker. If an X/3 gets in its way, it takes it down. If you have nothing else to do on your first turn, like your Icatian Javelineers or Savannah Lions didn’t show up, Suspend this guy.
Romeo’s Take From One to Ten – Ten

Lost Auramancers – When I started playing Magic, there was this stupid card called Academy Rector. As badly as it bent some players over, well, you can guess the nicknames it got. I see more nasty plays with this card, regardless of the “drawback” it has. This just has “combo silliness” written all over it.
Romeo’s Take From One to Ten – Ten

Lucent Liminid – Lemme get this straight. In order to get a White creature that’s also an Enchantment, I pay one more mana than that creature would normally cost? In order to get a creature that dies to twice as much removal as a regular, ole, vanilla, 3/3 flier? Thanks, but no thanks. I’m full of junk already.
Romeo’s Take From One to Ten – One

Lumithread Field – Because it’s so freakin’ interesting, I give it a ten.
Romeo’s Take From One to Ten – Ten

Lymph Sliver – I like that Absorb ability. Will this be cumulative? In other words, will two of them out mean that all Slivers have Absorb 2? If so, zoom.
Romeo’s Take From One to Ten – Ten

Magus of the Moat – The two drawbacks with this guy are (1) that it’s a guy and (2) it affects everyone’s creatures. Deal with it. Protect him, and pack a lot of fliers.
Romeo’s Take From One to Ten – Ten

Marshalling Cry – They couldn’t even make it an Instant so that it could be good on defense. How sad.
Romeo’s Take From One to Ten – One

Mistmeadow Skulk – At first, I thought “what an awesome weenie! It can’t be Charred. It stands in front of big beefy guys when I need it to, and it runs through beefy enemy lines.” Then, I realized that it would be tough to make it more than a 1/1. You can’t put Griffin Guide or Moldervine Cloak on it because those cost three mana. You could rely on Giant Growth-type spells as long as they didn’t cost three mana or more (e.g. Might of Oaks or Stonewood Invocation). All in all, a nice idea that needs one more piece to make it a very good card. They need to give it protection only from opponents’ CMC of three or more.
Romeo’s Take From One to Ten – One

Oriss, Samite Guardian – I will not be the first to say this, but I have to say it. Maybe I can say it in a way that’s more interesting than the others. Maybe I’ll say it in a more entertaining or a funnier way. Maybe I can be more earnest about it. Lemme see what I can do here. Um, how about this? Oriss is broke and broke down.
Romeo’s Take From One to Ten – Ten

Patrician’s Scorn – Did you say free mass Enchantment destruction? Give me a second to decide whether that’s good…
Romeo’s Take From One to Ten – Ten

Ramosian Revivalist – Another one that someone will find a way to abuse.
Romeo’s Take From One to Ten – Ten

Saltskitter – At least he’s immune from a Dragonstorm-ed Bogardan Hellkite. Oh. Wait. It won’t matter. They’ll be pointing those four Hellkites at you. Sorry.
Romeo’s Take From One to Ten – One

Samite Censer-Bearer – Are you gonna play this with Martyr of Sands and Proclamation of Rebirth? I didn’t think so. Still, you can use him to proxy up Savannah Lions.
Romeo’s Take From One to Ten – One

Scout’s Warning – At its worst, this thing Cycles for only one mana. At its best, you’re gonna do some awesome tricks with it. Ben, set four of these aside for me. I’ll pay you a week from next Thursday.
Romeo’s Take From One to Ten – Ten

Seht’s Tiger – I don’t think I have much more to add regarding how good this is. Just check out the preview article on the official site. I don’t know who did that preview, but, given how fantastic this card is, I’ll go out on a limb and say Mike Flores.
Romeo’s Take From One to Ten – Ten

Spirit en-Dal – Of all of the people I know, I’m the only one who likes this card. I think it will be a great way to break a creature stall. Just give your biggest guy Shadow turn after turn. They suggest playing better guys instead. I’m most likely wrong about how good this card is. Thus…
Romeo’s Take From One to Ten – One

Blue

Arcanum Wings – Simply giving a creature flying has never been a good reason for using an Enchantment. Will this Aura Swap thing, giving you the ability to Enchant the creature with something else in an uncounterable way, be enough to make this any good? No.
Romeo’s Take From One to Ten – One

Aven Augur – As bad as the White Augur is, this is that good, giving Blue a two-for-one trade. Why does Blue always get such good cards in these cycles while White gets hairballs?
Romeo’s Take From One to Ten – Ten

Blind Phantasm – Tell me when that Illusion deck takes off. Then, I’ll tell you that this still isn’t very good.
Romeo’s Take From One to Ten – One

Bonded Fetch – And then, they went and made Thought Courier even better by giving it Haste and a bigger butt.
Romeo’s Take From One to Ten – Ten

Cloudseeder – At least this Blue token generator will cost a card. Gosh, where will Blue get extra cards?
Romeo’s Take From One to Ten – Ten

Cryptic Annelid – As bad as the body is, the ability is awesome. Someone better than me will use this and use it very, very well.
Romeo’s Take From One to Ten – Ten

Delay – This card makes me giddy even though, as a rule, I tend to abhor countermagic. However, when I can counter a counterspell and my counter is splashable, I like that a lot. (You see, when the other guy’s counterspell un-Suspends, if there’s nothing on the stack to counter, it’s just gone.)
Romeo’s Take From One to Ten – Ten

Foresee – It’s not Inspiration. Guess what. You don’t get Inspiration anymore, Beavis. What you get here is a card that lets you draw the two best cards of the top four of your deck. Them’s good eats.
Romeo’s Take From One to Ten – Ten

Infiltrator il-Kor – I know that Blue control decks don’t want to spend turn 2 Suspending this guy. They want to sit behind a hand full of countermagic, cackling at your inability to even play the game. Decks that splash Blue for efficient creatures, though, will eat this guy up. Yummy.
Romeo’s Take From One to Ten – Ten

Leaden Fists – So, the creature won’t untap. Do you want to risk that your opponent won’t find a way to untap it? That +3/+3 could be deadly. Of course, you could put it on one of your guys, and play Puppeteer or something. That’s too much work for me.
Romeo’s Take From One to Ten – One

Linessa, Zephyr Mage – She has “abuse me” written all over her. She can keep the most annoying permanent off of the board once every turn. In addition, a couple of times per game (more, if you can dig her back from your ‘yard), you’ll be able to get some serious board advantage.
Romeo’s Take From One to Ten – Ten

Logic Knot – For a couple of months, while the Urza’s lands are still in Standard, this will be large, fuzzy, tasty, salted nuts. After that it will be small, shriveled, bitter nuts because no one will be able to generate enough mana to make it any good in the mid and late game. Except for Jamie Wakefield, who will work it into a G/u deck.
Romeo’s Take From One to Ten – One

Maelstrom Djinn – I’ll stick with Mahamoti Djinn. But thanks for the offer.
Romeo’s Take From One to Ten – One

Magus of the Future – Ben got to preview this guy. Lucky bastard. I can’t let Ben get the last word in. So, whatever he thinks about it, Magus of the Future is even better than that.
Romeo’s Take From One to Ten – Ten

Mesmeric Sliver – I fear this guy in a Wild Pair deck.
Romeo’s Take From One to Ten – Ten

Mystic Speculation – You want to call this a bad version of Index, don’t you? Well, you’re wrong. This is an awesome version of Index.
Romeo’s Take From One to Ten – Ten

Narcomoeba – Is this guy’s ability good enough to throw a couple into Dredge decks? I don’t think so. And, right now, I can’t think of another way to get him into play for free. Or, rather, I can’t think of another good way.
Romeo’s Take From One to Ten – One

Nix – Before I give this a one, let me tell you why I think this is a well-designed card. It gives you cheap, splashable countermagic against two of the Block’s best types of spells: the free Pacts; and Suspend spells. Sadly, though, there won’t be enough of those running around Standard to justify packing this in the main deck or to justify taking up the rare slot in my booster pack. Why do you guys keep putting bad cards in my rare slot? This should have been an uncommon at best.
Romeo’s Take From One to Ten – One

Pact of Negation – No, this is not Force of Will. That could be played before you ever had your turn, and it cost you a card. Having said that, Pact of Negation is still nuts, allowing Blue mages to tap out (for whatever reason) and still counter something on credit. Fantastically stupid.
Romeo’s Take From One to Ten – Ten

Reality Strobe – At least this perpetual Suspend card will always have a target. Still, it’s not very impressive.
Romeo’s Take From One to Ten – One

Sarcomite Myr – I seem to remember a creature like this back in Urza’s Block, and I wasn’t really very impressed then, either.
Romeo’s Take From One to Ten – One

Second Wind – Every block seems to have an Enchantment that does something like this. Combos aside, it always ends up being just an expensive and potentially disadvantageous way to try to control an opponent’s creature (or a bad way to make yours better). On your guy, it could be a two-for-one trade. On an opposing creature, well, couldn’t you have found a better way to control it?
Romeo’s Take From One to Ten – One

Shapeshifter’s Marrow – Whoa. I love this card. I get to potentially hose my opponent out of a creature. Hopefully, it’s a good creature. Hey, that’s what Fateseal is for, right?
Romeo’s Take From One to Ten – Ten

Spellweaver Volute – Potentially, the single most broken card in the Block. I could even see this thing making waves in Extended and Legacy. It will most surely not be welcomed around kitchen tables.
Romeo’s Take From One to Ten – Ten

Spin into Myth – I always want cards like this to be good. Why shouldn’t it be? I’m getting board advantage by taking a (presumably) dangerous creature out of play. In addition, it’s now clogging up the top of my opponent’s library. Sadly, it never works out to be that good unless I can win the game before that creature comes back into play. The Fateseal 2 was obviously put there to make the thing better, but it’s just not enough. Obviously, if the guy is really scary, you’re supposed to use the Fateseal to put it on the bottom of the guy’s deck. Ditto with the second card. The thing is, you see, you don’t know what the third card is. What if that one’s even worse than the first two?
Romeo’s Take From One to Ten – One

Take Possession – I don’t care how much this costs, it’s fantastic. You control the permanent. Period. And there’s nothing they can do about it. Take Possession isn’t an Enchantment that can be destroyed like Confiscate. It’s not a creature. In other words, once you take control of their permanent, it’s yours until they take it back.
Romeo’s Take From One to Ten – Ten

Unblinking Bleb – Boooooring
Romeo’s Take From One to Ten – One

Vedalken Aethermage – Wizard decks are on the rise, so Wizardcycling is a great ability to have. The chance to bounce a Sliver is just gravy on the potatoes.
Romeo’s Take From One to Ten – Ten

Venser’s Diffusion – Instant-timed bounce is almost always good. When it does something else, too, like hosing up an opponent’s Storm strategy, it’s even better.
Romeo’s Take From One to Ten – Ten

Venser, Shaper Savant – If you’re like me – and if you are, I am so very sorry – you’ve read about all of the things that this card won’t do. Let me tell you what it will do. It will wreck your world.
Romeo’s Take From One to Ten – Ten

Whip-Spine Drake – It will make great cover for a Willbender, and it’ll be snapped up in drafts. Other than that, it will be proxy fodder for Venser or Take Possession.
Romeo’s Take From One to Ten – One

This musical break brought to you by The Hold Steady’s album Boys and Girls in America. If you’ve ever wondered what it would have sounded like if Elvis Costello and The Attractions had teamed up with Bruce Springteen and The E Street Band to write and record circa 1979, you must buy this album.

Black

Augur of Skulls – Yup, just as with the Blue Augur, heads (heh) and tails better than the White one. Why do the designers continue to equate a little bit of life gain with discard, damage, bounce, and growth effects?
Romeo’s Take from One to Ten – Ten

Bitter Ordeal – I had to remind myself of the rules for this review. I kept trying to find reasons that this card was bad: too dependant on the board changing; doesn’t change board position; doesn’t affect the opponent’s hand. And yet… and yet… this has to be a ten. There are too many ways to get tons of permanents into the ‘yard.
Romeo’s Take from One to Ten – Ten

Bridge from Below – This reminds me of Swirling Sandstorm except that sometimes you could cast Swirling Sandstorm and have it do something. Bridge from Below perplexes me because I don’t really want to cast it. I want to discard it. Then, once I discard it, I want to lose a lot of creatures before my opponent loses any. Still, there’s going to be a way to break this wide open.
Romeo’s Take from One to Ten – Ten

Cutthroat il-Dal – It’s efficient, but, sadly, it’s best when your hand is empty. And even then, it’s not great. Besides, who wants an empty hand?
Romeo’s Take from One to Ten – One

Death Rattle – This really should read “Destroy non-Spectral Force creature.” I don’t care if Delve means you can cast this for B, it can’t kill Green creatures.
Romeo’s Take from One to Ten – One

Deepcavern Imp – This is yet another of those wonderful and elegantly designed cards. A 2/2 flier with Haste for three mana is clearly hot. Better yet, you don’t hose up your mana on the next turn with the Echo. You just ditch a card. There are dozens you would want to throw into the ‘yard with this. Bridge from Below, for example.
Romeo’s Take from One to Ten – Ten

Festering March – No matter how this is played, it’s just too much for the effect. Festering, indeed.
Romeo’s Take from One to Ten – One

Fleshwrither – This is a Hill Giant with a great ability… What’s that, Craig? Transfigure can only be played with Sorcery timing? So, I can’t do it with combat damage on the stack? Oh, well, then this is a Hill Giant with a bad ability.
Romeo’s Take from One to Ten – One

Frenzy Sliver – Isn’t there a Sliver that says that Slivers can’t be blocked except by two or more creatures? Isn’t it Red? Don’t Red and Black play well together? If you answered “yes” to two or more of these questions, you probably agree that this Frenzy ability is some good, eh?
Romeo’s Take from One to Ten – Ten

Gibbering Descent – Sweetness incarnate. Note that the life loss is not predicated on the discard. In other words, your opponent could have an empty hand but will still lose a life. Even better is how this works with itself. The thing has Madness. Madness, I say! Yup, you got it. Discard a Gibbering Descent to the one that’s in play, and you get a second Gibbering Descent for 2BB. Whoever designed this, gimme your address. I wanna send you some of my homemade spaghetti sauce.
Romeo’s Take from One to Ten – Ten

Grave Peril – Don’t play this. Ever. Seriously. You don’t get a choice about what creature it kills. That is the worst kind of creature kill. “Hmmm… He has Grave Peril out. Lemme just cast Sprout Swarm with Buyback.”
Romeo’s Take from One to Ten – One

Grave Scrabbler – Clearly, this is a card that you don’t ever want to have to hardcast. Fortunately, R&D gave us plenty of ways to pitch cards so that you can play this for its Madness cost. Like Deepcavern Imp’s Echo cost or Gibbering Descent. And those are just the ones in Black in Future Sight that are right above this guy alphabetically. If I was more motivated, I could probably find others, too!
Romeo’s Take from One to Ten – Ten

Ichor Slick – I can’t keep myself from comparing this to Last Gasp. I have to ask why Last Gasp does the same thing for one less mana and Instant timing. Is the Cycling and the Madness, which is actually more costly than casting this, worth that much difference? No, it’s not.
Romeo’s Take from One to Ten – One

Korlash, Heir to Blackblade – This card is so over-the-top good that I can only imagine the designer who came up with it sweating, just hoping that no one looked real close at it. “Oh, please please please please please, let the lead be really preoccupied. Please please please YES!”
Romeo’s Take from One to Ten – Ten and then another Ten

Lost Hours – I guess this is just supposed to annoy your opponent into conceding or something. “Oh, you like that card? Well, you can’t have it! Yet, I mean. You’ll get it in a while. But, for now, HAH!” Yeah, yeah, I know. You can use it to keep Damnation from ruining the party for your Mono-Black Weenie Aggro deck. You might even win before they draw it again. Tell me how that works out for you, okay?
Romeo’s Take from One to Ten – One

Magus of the Abyss – I never got to play with the original Abyss. If I was around when it was legal, though, I would have loved it. Just like I love this guy.
Romeo’s Take from One to Ten – Ten

Mass of Ghouls – I have to break my own rule on this one. This is a solid seven. Please, don’t cry. I’m sorry. Look, here’s the deal. Five-power Black creatures are either usually rare, cost six or more mana, or have some stupid drawback. This has no drawback and even has a butt of three. It’s a Zombie, so you know that Lord of the Undead and Bad Moon will want to see it in play. On the other hand, it doesn’t do anything else.
Romeo’s Take from One to Ten – Seven

Minions’ Murmurs – For the same mana, Green just draws three cards. To draw three cards, this spell will require you to have three creatures in play and lose three life. Okay, that’s not too bad. Problem is, you don’t get to choose how many your draw. What if you have eight creatures out? That’s eight cards, but also eight life. On the flip side, one creature draws only one card for four mana. And then there’s the worst cast scenario: your opponent offs all of your critters in response to you casting this. That would be zero cards draw for four mana and one card. Ugh. This card is just too inconsistent.
Romeo’s Take from One to Ten – One

Nihilith – I guess this is the Black version of Greater Gargadon. Except a lot smaller.
Romeo’s Take from One to Ten – One

Oblivion Crown – Another good Madness outlet is always nice. This one is just this close. I want to recommend it, but I can’t. It’s that whole Aura thing. Sure, it has Flash, but, if your opponent has Instant timed removal, they can get a two-for-one (or more if you pitch a non-Madness card to it) anyway.
Romeo’s Take from One to Ten – One

Pooling Venom – When I first started trying to make my own decks, I had this Blue mana denial deck. It relied on Psychic Venom to finish the opponent off. I figured that, if they didn’t have any other lands, they’d have to take damage from the Psychic Venom. I also threw in Icy Manipulators just in case. My friend Karl Allen kept trying to tell me that it wouldn’t work. I wouldn’t believe him. And then I lost about eighty games in a row. I still don’t know why it won’t work, but it scared me off of Psychic Venom. So, I don’t like this much, either.
Romeo’s Take from One to Ten – One

Putrid Cyclops – Can’t Black just have a 3/3 creature for three mana without some stupid drawback? This is just an awful card.
Romeo’s Take from One to Ten – One

Shimian Specter – I don’t know what I could possibly say about this card that could actually impart to you how good it is. I could try to be fair and balanced in my assessment of this and look for problems that aren’t there, but that wouldn’t be honest, like the really hot chyk in your class who wears really short skirts but says that she think that her legs and ass are ugly. So, just get four of these.
Romeo’s Take from One to Ten – Ten

Skirk Ridge Exhumer – I love Festering Goblin. It was like my tenth birthday all over again when they reprinted him in Ninth Edition. But you wanna know something I learned about him, something that I‘ll bet you learned, too? You never put him out when the only other creature on board is your own X/1 creature. You’re just asking for a two-for-one trade. (When Festy dies, his ability must go off. If you have the only creature on board, and it’s an X/1, it dies, too.) These Spellshapers are best when they start working right away. You might not want this guy working right away, though. Two-for-one trades in your opponent’s favor are not good.
Romeo’s Take from One to Ten – One

Slaughter PactPact of Negation may be more degenerate (free freakin’ counterspells and shtuff!), but I like this much more because the pay-or-die cost is exactly what Dark Banishing would cost.
Romeo’s Take from One to Ten – Ten

Snake Cult Initiation – Unless your opponent already has a Poison counter, this thing will take four turns to win you the game. Even if he has one, it’s still three turns. If you’re swinging that many times, you should win just through combat damage. Don’t give your opponent a chance for a two-for-one trade.
Romeo’s Take from One to Ten – One

Street Wraith – The base stats on this guy (3/4 for five mana) aren’t great. Swampwalk makes him quite a bit better. The cycling that costs no mana almost makes him a ten. There are just too many better cards to put in whatever slot you’d want him. [I think Stephen Menendian would like a few words… – Craig, amused.]
Romeo’s Take from One to Ten – One

Stronghold Rats – This card is another one that makes me grin. Rats with Shadow. Of course! Plus, it’s a Madness enabler and hits your opponent’s hand. Excellent design.
Romeo’s Take from One to Ten – Ten

Tombstalker – I know that certain writers don’t like this guy at all. Me, I like that I could have a 5/5 flier for five mana. Or even just for BB. That’s spicy.
Romeo’s Take from One to Ten – Ten

Witch’s Mist – Enchantments that tap. What will they think of next? Oh, and this is really good, what with killing guys and all.
Romeo’s Take from One to Ten – Ten

Yixlid Jailer – Dredge takes a huge hit from this. So do Flashback cards. For the coup de grace, this is also a Zombie. Gimme some Zombie love!
Romeo’s Take from One to Ten – Ten

Red

Arc Blade – I’m a sucker for reusable sources of damage, even when they take this long to reuse.
Romeo’s Take From One to Ten – Ten

Bloodshot Trainee – Right now, you’re looking at the 2/3 body and that ability that requires him to have a power of four or more, and you’re thinking “Put an Aura on him!” Don’t do it. Find a piece of Equipment instead. At least that way, when he gets killed, it won’t be a two-for-one trade.
Romeo’s Take From One to Ten – Ten

Bogardan Lancer – As a 2/2 with Flanking for two mana, he’d be good. Since that 2/2 is conditional, though, I can’t support this guy.
Romeo’s Take From One to Ten – One

Boldwyr Intimidator – Since “Cowards cannot block Warriors,” I like this card for flavor alone. Duh, of course, Cowards can’t block Warriors. Everyone knows that.
Romeo’s Take From One to Ten – Ten

Char-Rumbler – I was actually going to rant and rave against this guy. Then, I figured that you don’t need me to tell you how bad he is.
Romeo’s Take From One to Ten – One

Emberwilde Augur – Too bad it doesn’t gain you life like the White one does.
Romeo’s Take From One to Ten – Ten

Emblem of the Warmind – In a change on my usual stance of worrying about two-for-one trades, I’ll take the chance in this case because, if it sticks, I’m beating down a turn quicker with everyone.
Romeo’s Take From One to Ten – Ten

Fatal Attraction – On Stuffy Doll, this is a ten. For everyone else, because it’s slow, not-guaranteed removal, it gets a one. (I can, however, see this as being huge in Limited.)
Romeo’s Take From One to Ten – One

Flowstone Embrace – On the other hand, this is a ten because it has multiple good uses. You can kill an opposing creature or make yours very scary.
Romeo’s Take From One to Ten – Ten

Fomori Nomad – Couldn’t they have even made it a 4/5 or a 5/4? It’s just a vanilla creature. *sigh*
Romeo’s Take From One to Ten – One

Gathan RaidersForget the casting cost on this. You should never be thinking about playing it that way. You should be thinking about pitching Fiery Temper to it, dealing three damage to a Serra Avenger, and swinging with a 5/5.
Romeo’s Take From One to Ten – Ten

Ghostfire – Three damage with Instant timing for three mana is excellent. The ability to kill Soltari Priests and Paladin en-Vecs while getting around any Enchantments with the word “Circle” in their names makes it awesome.
Romeo’s Take From One to Ten – Ten

Grinning Ignus – It’s a mana storage unit for Red. Yeah! It’s a late-game Storm enabler. Booooo!
Romeo’s Take From One to Ten – Ten

Haze of Rage – You know what’s really cool? Spells with Storm that can be played more than once per turn.
Romeo’s Take From One to Ten – Ten

Henchfiend of Ukor – Hasted guys with Echo should be cheaper than their un-Echoed counterparts. The Firebreathing thing doesn’t make up for the fact that he’s overcosted.
Romeo’s Take From One to Ten – One

Homing Sliver – This one goes to eleven.
Romeo’s Take From One to Ten – Ten plus One

Magus of the Moon – I can now run eight Blood Moons in my mono-Red deck. Regionals players, beware!
Romeo’s Take From One to Ten – Ten

Molten Disaster – Evan has been quite vocal about folks like me who voted for Hurricane over Earthquake. I figured that (a) there were already plenty of Red mass damage spells and (2) Wizards would soon be giving us yet another Earthquake variant with X in its casting cost. Here it is. Thank you, and you’re welcome.
Romeo’s Take From One to Ten – Ten

Pact of the Titan – You’d think that, as reckless as Red’s supposed to be, it would get a better Pact. A 4/4 Giant token that costs five mana during your upkeep? Nice trick for way too much of a cost.
Romeo’s Take From One to Ten – One

Pyromancer’s Swath – In exchange for an empty hand, a hand I’m probably expecting to play out anyway because I’m playing Red, I get two more damage from my spells. That’s fine with me.
Romeo’s Take From One to Ten – Ten

Riddle of Lightning – Didn’t Draco and Erratic Explosion already do this? Aw, who cares? Let’s do it again!
Romeo’s Take From One to Ten – Ten

Rift Elemental – So far, I haven’t been too impressed with the cards that remove Time counters from cards since that’s pretty much all they do. This one is much, much better. As a bonus for helping bring Greater Gargadon into play faster or getting that Rift Bolt hitting right now, Rift Elemental gets +2/+0. How can this not be great?
Romeo’s Take From One to Ten – Ten

Scourge of Kher Ridges – Is this just another Dragon for Dragonstorm decks? I don’t think so. This guy’s abilities are outrageous. I don’t care how much mana it takes to cast him, I want four.
Romeo’s Take From One to Ten – Ten

Shah of Naar Isle – I’ve pondered this more than any other creature in the set. I want this to be good. I want it so very badly. It’s a 6/6 Trampler for four mana. I just can’t stomach giving my opponents that many cards. I learned my lesson with Indentured Djinn. Heck, they might draw something that can deal with the Shah. If this had Haste, the story would be different. It doesn’t, so it’s not.
Romeo’s Take From One to Ten – One

Shivan Sand Mage – This card is the kind of versatile that I like. Imagine this guy helping you get Greater Gargadon into play two turns earlier. Or hosing up an opponent for two more turns.
Romeo’s Take From One to Ten – Ten

Skizzik Surger – Gah. Again with the Echo guy who costs too much up front. At least this one has Haste. And, I guess if I had a Flagstones of Trokair in play, I wouldn’t mind sacrificing two lands to keep him. Oh, who am I kidding? That’s too much “maybe.”
Romeo’s Take From One to Ten – One

Sparkspitter – What an awesome Spellshaper. It comes out fast, and hits hard. It might not make it into as many Pro Tour-winning decks as Llanowar Mentor, which just slides right into Reanimator Dredge decks, but it will have an impact. What? The leaked spoiler was wrong? This doesn’t cost one mana? It costs three? Why? Why does Green get the only one-mana creature in this cycle? This guy just went from ten to one.
Romeo’s Take From One to Ten – One

Steamflogger Boss – I don’t care what this card costs. I don’t care what it does. They worked these words onto this card: flogger; rigger; assemble; and contraption. Moreover, they did it in a way that makes me giggle even after I’ve read it for the hundredth time. I love it. I’ll play four just so I can say things like “Cloak my ‘Flogger” or “Toss my ‘Flogger in front of your Beast.” Of course, I’m waiting for the time that I can say “Thanks to the Giant Growth on my ‘Flogger, my ‘Flogger just beat your Wurm!”
Romeo’s Take From One to Ten – Ten

Storm Entity – I like that this guy can be better as the game goes on. I don’t like that it encourages you to play badly (i.e. he’s better if you can play many spells before combat, even if those spells don’t help you in combat).
Romeo’s Take From One to Ten – A begrudged Ten

Tarox Bladewing – They did a good – no, they did a great – job of creating a cycle of Legends of which you’ll want to play four in a deck. This guy is the best of them, hands (wings?) down. Unless, you know, someone breaks Oriss, freakin’ Orim’s Chant on a stick.
Romeo’s Take From One to Ten – Ten

Thunderblade Charge – Radha just got a whoooooole lot better, didn’t she? Even without Radha swinging into the Red Zone, though, this card is fantastic. Have I mentioned before how much I like reusable damage?
Romeo’s Take From One to Ten – Ten

This musical break brought to you by Graham Parker’s latest album Don’t Tell Columbus. If you like good rock with hummable hooks, meaningful lyrics, and more than a dash of wit and sarcasm, you’ll like this album. Of course, you’ll probably like any of Parker’s albums.

Green

Baru, Fist of Krosa – Man, oh, man, do this guy and Stonebrow wanna be teammates or what? Niiiiiice.
Romeo’s Take From One to Ten – Ten

Centaur Omenreader – Two less mana to play creature spells if this guy is tapped?! What if I don’t want to attack with him to get him tapped, though? If only there was a mechanic like Convoke or something where I could find another way to tap this guy…
Romeo’s Take From One to Ten – Ten

Cyclical Evolution – Unless there’s no creature in play to target. Or worse, just your opponent’s creature. Oh, well.
Romeo’s Take From One to Ten – One

Edge of Autumn – I don’t like the drawback on this. If I pay mana to grab a land from my deck, I want to get a freakin’ land. The Cycling doesn’t make up for it. Sorry, R&D guys.
Romeo’s Take From One to Ten – One

Force of Savagery – I asked my posse how on earth we could get this to work. I see eight power for three mana, and I just gotta play the guy. I got this reply from Evan Erwin. “Turn 1, Forest, Birds of Paradise or Llanowar Elves. Turn 2, Gaea’s Anthem. Turn 3, Force of Savagery, cry as they get two-for-one from Naturalize at the end of your turn.” Please, tell me that this was not the “unsolvable Green fatty” that Wizards was talking about.
Romeo’s Take From One to Ten – One

Heartwood Storyteller – Oh, control decks are gonna hate this. Counter my creature spell? I’ll draw a card, thank you so very much. Think Twice? Yes, I will.
Romeo’s Take From One to Ten – Ten

Imperiosaur – In one forum thread for Rivien Swanson April 18th article (“Back to Basics”), I suggested that Wizards look at doing more to reward players who play with basic lands. A lot of people – I know that as a reader of From Right Field that you’ll be shocked by this revelation but – a lot of people simply can’t afford to buy tons of rare, non-basic lands. So, design cards that reward people for playing basic lands. I don’t mean just good mono-colored cards. I mean cards like, for example, this guy. Excellent design job guys. I wanna buy you a cappuccino. Now, lets see some more in this vein.
Romeo’s Take From One to Ten – Ten

Kavu Primarch – I think this guy speaks for himself. So, I’m just gonna give him a ten.
Romeo’s Take From One to Ten – Ten

Llanowar Augur – A Giant Growth plus Trample on a stick? And that stick can block 2/x creatures all day long? For just one Green mana? Yeah. I like.
Romeo’s Take From One to Ten – Ten

Llanowar Empath – Lemme save some time. If it has Llanowar in its name and it’s in this set, it’s great.
Romeo’s Take From One to Ten – Ten

Llanowar Mentor – See? What did I tell you?
Romeo’s Take From One to Ten – Ten

Magus of the Vineyard – Control decks will hate this guy for two reasons. First, you will probably be able to use the mana to play a second spell each turn, and they will probably only be able to counter one. Second, and maybe more important, this ability is not permissive. It’s mandatory. They will get GG. If they can’t use it, they burn.
Romeo’s Take From One to Ten – Ten

Muraganda Petroglyphs – I like the irony inherent in the use of this card. It really rewards people who are playing vanilla creatures. Those folks tend not to play with rares a lot. So, to help their decks, here’s a rare Enchantment. Heh.
Romeo’s Take From One to Ten – Ten

Nacatl War-Pride – A couple of people have asked me how this might be good. Allow me to ruminate. This guy can only be blocked by one creature. Period. When it attacks, you get copies of it. In fact, you get one copy for each creature the defender controls. Not one for each creature that could block, but one copy for each creature he controls, period. That means that your opponent will have X creatures, and you’ll be attacking with X+1 creatures. Here’s where it gets really good, though. What if your opponent has a creature that can’t block, say, because it’s tapped or is wearing Pacifism? Doesn’t matter. You get a token for each of your opponent’s dudes, not just the ones who could block that turn. So, while you’re attacking with X+1 guys, your opponent might very well not be in a position to block X guys. That, my friends, is nasty stuff. Too bad that it’s only a 3/3 for six mana. Oh, well. We’re adults. We’ll just put on our big boy undies and deal with it.
Romeo’s Take From One to Ten – Ten

Nessian Courser – Great with the Petroglyphs. Uninspiring anywhere else.
Romeo’s Take From One to Ten – One

Petrified Plating – For what it does, it’s just too expensive. The Suspend doesn’t help because there may not be anybody there on which you want to drop it.
Romeo’s Take From One to Ten – One

Phosphorescent Feast – Remind me of this card when I tell you in a few weeks about an e-mail I got asking why writers say that lifegain sucks.
Romeo’s Take From One to Ten – One

Quagnoth – Maybe this is the “unsolvable fatty” they were talking about. It can’t be countered, and it can’t be targeted. When an opponent’s spell or ability causes you to discard it, it comes back to your hand. Still dies to Damnation and Wrath of God, though. So, how did I decide to give it a ten? The name. Any card that makes me wanna say “giggity giggity giggity” has to be good.
Romeo’s Take from One to Ten – Ten

Quiet Disrepair – This, of course, is the good side of lifegain, the side that comes tied to something else. I like this twist on Naturalize. I can gain life until the Enchanted permanent has annoyed me once too often. Then, I can kill it.
Romeo’s Take From One to Ten – Ten

Ravaging Riftwurm – If I can find a way to give this guy Haste…
Romeo’s Take From One to Ten – Ten

Riftsweeper – This guy is gonna cause waves in several formats. I say this with the presumption that Exalted Angel is still good in Extended and Legacy.
Romeo’s Take From One to Ten – Ten

Rites of Flourishing – I was wrong about Heartbeat of Spring because it was symmetrical. I don’t want to miss the boat on this one. So, even though it helps your opponent first, I’m still gonna call it a ten.
Romeo’s Take From One to Ten – Ten

Spellwild Ouphe – When I first looked at this guy, I thought “Great. My opponents can kill him for even less mana than before. Presuming that they want to kill a 1/3, of course. Ugh.” Then, I realized that I could drop not one, not two, but three Moldervine Cloaks on him on turn 3 even if I had no mana acceleration. Is swinging with a 10/12 on turn 3 any good?
Romeo’s Take From One to Ten – Ten

Sporoloth Ancient – It took me a while, but, finally, I see it. This guy gives your Funguses a second ability, the ability to remove two rather than three Spore counters in order to make a Saproling. Still, not enough to make it good.
Romeo’s Take From One to Ten – One

Sprout Swarm – Yes, with enough creatures and Intruder Alarm, this is infinite creatures. And yes, with enough creatures and Intruder Alarm and Pandemonium, this is game over. Standard doesn’t have Intruder Alarm, though. We did, however, get Pandemonium back. Hmm…
Romeo’s Take From One to Ten – Ten

Summoner’s Pact – I’m wary of this card because Green doesn’t want to use its mana like this (i.e. to keep from losing to its own spell). However, the ability to get any creature it needs will give Green a nice toolbox effect.
Romeo’s Take From One to Ten – Ten

Tarmogoyf – They’re just teasing us with the Tribal and Planeswalker card types. Still, you could have a 6/7 for two mana, and that’s just ridiculously good.
Romeo’s Take From One to Ten – Ten

Thornweald Archer – Whenever I see a 2/X Elf for two mana, I know it’s gonna be pretty good. When it has another ability – and this has two – I know that it’s gonna be great.
Romeo’s Take From One to Ten – Ten

Utopia Mycon – It’s a very slow Birds of Paradise, but it does add another dimension to those Fungus decks. With the Sporesower, you could easily power up game-ending X spells more quickly than usual.
Romeo’s Take From One to Ten – Ten

Virulent Sliver – And now we have our other one-mana Sliver. This one even gives Poison Counters. Woo hoo!
Romeo’s Take From One to Ten – Ten

Wrap in Vigor – I’m only worried about regenerating all of my guys in two circumstances. First, I want to do it when an opponent has a mass removal spell that allows my guys to regenerate, cards like Pyroclasm or Akroma’s Vengeance. Second is when I think I might have to leave all of my guys back to block. If I’m playing Green, I’d better not have an army sitting back on its heels. So, if we think that there are going to be a lot off mass removal effects that will allow me to regenerate my team, this is a ten. If not, it’s a one.
Romeo’s Take From One to Ten – One

Multi-Colored

Glittering Wish – You know what’s hard about this part of the job? No, it’s not saying stuff about bad cards. It’s fun trying to one-up yourself and other writers on describing the Texas-Summer-sun-ripened putrescence that is a particularly bad card. (“If a mole rat had a child with Nicole Richie, it wouldn’t be as ugly as this card.”) It’s not even the middle-of-the-road cards. That’s where I find the cards that make up the bulk of my decks. I enjoy figuring out how to use them in ways that showcase how good they could potentially be. No, the hard part is talking about cards that are so obviously good that you don’t need me in the process at all. It’s like the emcee that says “Our next presenter is someone who needs no introduction,” and then proceeds to spend seven minutes introducing him or her. (Kudos to Ellen Degeneres, by the way. This Spring at The Grammys, she finally did what I wanted someone to do. She introduced Paul McCartney with “And now, someone who needs no introduction,” and walked off.) My point is that nothing that I or anyone else can say will be something that you haven’t already thought of yourself to describe how good this card is. All we can do as writers is try to flower up the description of the card, a la:
“This card is the best thing since the invention of the wheel, fire, and lingerie with Velcro.”
“You won’t find anything better than this unless Kylie Minogue shows up at your house with the winning lottery numbers… and pizza.”
Mike Flores loves this card more than life itself.”

I’ll just say that it’s as good as you think it is and then some. Get four.
Romeo’s Take From One to Ten – What do you think?

Jhoira of the Ghitu – The thing that put this card over the top for me was the fact the Suspend is defined in the rules. Lemme back up and explain. A few years ago in Kamigawa block, there was a permanent that I’m too lazy to look up now that gave other permanents Divinity counters. It also said on it that permanents with Divinity counters on them were Indestructible. The problem in dealing with that card was that a Divinity counter by itself does nothing. In other words, without that permanent in play to tell the game that “This thing with the Divinity counter on it is Indestructible,” all that happened was that you had a permanent in play with a Divinity counter. It could still be destroyed. So, if you did face that card, once you destroyed it, you could kill the stuff that had Divinity counters on them, too. (And, boy, was it tough playing games against people who didn’t understand that rule.)

When I heard about Jhoira, I worried that the card would be worded such that, if Jhoira left play, the card you removed from the game was just gone. It’s not. The removed card has Suspend. Suspend is covered by and defined by the rules of the game. Thus, if you Suspend a card or six, and your opponent offs Jhoira, you still have Suspended cards that work just like you think they would.

Now, imagine all of the cards that you’d love to give “Suspend 4” to. Heh.
Romeo’s Take From One to Ten – Ten

Sliver LegionSee, e.g. Glittering Wish.
Romeo’s Take From One to Ten – Ten

Artifacts

Akroma’s Memorial – Like I said at the beginning, forget the mana cost on spells that look good. Mana costs we can deal with. With this, all of your creatures become Akroma, Angel of Wrath, minus the Legend thing. ‘Nuff said.
Romeo’s Take From One to Ten – Ten

Cloud Key – I’m gonna bet you will almost always choose Instant or Sorcery so you can more annoyingly enable your combo deck, whatever that might be.
Romeo’s Take From One to Ten – Ten

Coalition Relic – I can only find one drawback with this. You are required to remove the charge counters during your first main phase. In other words, you have to cast something pre-combat. That’s the worst thing I could say about this.
Romeo’s Take From One to Ten – Ten

Darksteel Garrison – Cute trick. If you could Fortify with Instant timing, I’d be all over this like stink on rice. (Yes, Mr. Adams, you can use that in The Dilbert Newsletter.) If you’re worried about land destruction, though, this won’t help. They’ll just kill the other lands around the Fortified one. Of course, Bust and Wildfire don’t target. Too much for not enough.
Romeo’s Take From One to Ten – One

Epochrasite – This trick tickles me. An Insect that won’t die. How appropriate. I know that it’s a creature type Construct. I love the picture, though.
Romeo’s Take From One to Ten – Ten

Sliversmith – Did you know that Paul Revere was a silversmith? I have a trivet and a napkin holder based on designs he did. Just thought I’d throw that out there as a way to remind you that this card is Sliversmith, not a silversmith.
Romeo’s Take From One to Ten – Ten

Soultether Golem – Well, obviously, you aren’t gonna play this guy unless you’re far enough into the game that you can cast another creature on the same turn (i.e. it has Vanishing 1). You might wanna take a look at Dryad Arbor down in the lands section. It plays nice with this.
Romeo’s Take From One to Ten – Ten

Sword of the Meek – Oh, crud. I thought this was going to be worded like Ronin Warclub, something like “Whenever a 1/1 creature comes into play under your control, attach Sword of the Meek to it.” Instead, the Sword has to be in your graveyard to get attached for free. I don’t know why they did that. Hopefully, it was because they tested it a ton, and the other way was just broken. I don’t see how it could be broken, but that’s my hope. If not, they just wasted what could have been a good piece of Equipment. Ronin Warclub had no restrictions like this, and no one hollered for it to be banned. Whatever.
Romeo’s Take From One to Ten – One

Veilstone Amulet – The pitfall with this is that your opponents can just target your guys while this ability is on the stack. Granted, it’s always best to make your opponents play spells on your schedule and not theirs, but it won’t really alter the way a game is played… unless you’re playing with Flash creatures.
Romeo’s Take From One to Ten – Ten if you’re playing with Flash creatures, one at other times

Whetwheel – For my boy Jeff Wiles, I give this a ten. Hi, Jeff!
Romeo’s Take From One to Ten – Ten

Lands

I’m not going to waste time dealing with the dual/multi-colored lands. You guys know the drill. If you need two colors of mana and the land you’re looking at gives you those two colors, you’re probably going to use it. I will, however, mention Grove of the Burnwillows because it’s just silly with Kavu Predator.

Dakmor Salvage – Aaaaaand, Dredge decks get another awesome enabler. The only real question for Dredge decks is how many will they play.
Romeo’s Take From One to Ten – Ten

Dryad Arbor – This is a free 1/1 creature that makes mana. What else can you say about it? What else do you need to say about it?
Romeo’s Take From One to Ten – Ten

Keldon Megaliths – Have I mentioned yet how much I like reusable damage sources?
Romeo’s Take From One to Ten – Ten

Llanowar Reborn – Is the ability to make one of your creatures +1/+1 better for the game a good enough reason to play a land that’s essentially a Forest that comes into play tapped? If you think so, this is a ten. I don’t think it is. If Jamie Wakefield disagrees, though, then I am surely wrong.
Romeo’s Take From One to Ten – One (yes, even though I said all cards with Llanowar in the name in this set were tens)

New Benalia – On the other hand, I will indeed play a Plains that comes into play tapped so that I can Scry 1. I may only play one or two of them, but that should be plenty.
Romeo’s Take From One to Ten – Ten

Tolaria West – Oh, geez. Now, Blue can Transmute for lands and spells that cost zero (or have no casting cost)? Nope, that’s not Brokeback Mountain or anything.
Romeo’s Take From One to Ten – Ten

Zoetic Cavern – This is another piece of design beauty in my eyes. You know how you sometimes hate to draw land in the middle and late parts of the game? This thing allows you to get around that. If you don’t need any more mana, just make a guy. Sure, it’s an overcosted guy. Often, though, an overcosted guy is six times better than no guy at all.
Romeo’s Take From One to Ten – Ten

The musical epilogue for this Future Sight review is the Chocolate Swim EP, a free, downloadable album from Adult Swim produced in conjunction with Chocolate Productions.

I know that you have a lot to discuss. So, let’s get busy!

Chris Romeo
CBRomeo-at-Travelers-dot-com