Before continuing my examination of card trends in Type One from here, I’ll re-list the decks missing so you can remind yourself where the numbers underestimate use of certain cards.
Underreporting (Missing Decklists):
2003: None
January: 2 Hulk Smash, 1 MUD
February: 1 Dragon, 1 IsoGAT, 1 TnT
March: 1 Affinity, 1 FCG, 1 Hulk Smash, 1 Madness, 1 Stax
April: 1 FCG
At the end of the trend overview I’ll have a brief discussion of what I’m looking forward to over the summer convention season.
– 2003,JAN.,FEB.,MAR.,APR.
– _3.2,_0.4,_3.8,_2.1,_1.4 Cabal Therapy
– _1.1,_0.0,_0.0,_0.0,_0.0 Hymn to Tourach
These are two special-use discard spells in Type One, though in other formats they would rate an”awesome” or demand high levels of play. Cabal Therapy is only played in Type One because it provides a convenient way to sacrifice Academy Rector, fetching Yawgmoth’s Bargain. Otherwise it’s simply too underwhelming. Doubtless one of the reasons for this is that a typical Type One deck is stuffed to the brims with singleton copies of cards – a trend encouraged by the restricted list and the quantity of tutoring available. Notice also how Hymn to Tourach is nonexistant in 2004. Among the reasons for this are (besides heavily-Black decks being horrible) Goblin Welder and Madness. Some decks don’t mind discarding things much at all. Therapy will continue to see some Rector-related play, but don’t be expecting to play your alternate-art Hymns anytime soon.
– 15.1,_3.8,_7.0,_7.2,_6.4 Duress
I think Duress is a much stronger combo indicator than Force of Will. When Duress is high, it means there’s an abundance of spells you urgently don’t want the opponent casting early, even more than normal. Whereas a control deck suffers somewhat from an incoming Duress, it is designed to continue performing over time. Combo decks in Type One exist in that momentary flicker between the start of the game and the second Blue mana on the opposite side of the table, because at that point Force of Will isn’t the only thing in their way anymore. Also, combo decks themselves will play Duress because it can so cheaply clear the way of an opposing counterspell, before the counters come fully online (if they Force the Duress, so much the better; they’ve exhausted themselves either way). Duress is at its best when there are a lot of decks trying to exist in that pre-Mana Drain portion of the game. This is one of the factors leading me to believe Type One is quite healthy at this time.
– _8.2,_1.6,_5.6,_4.0,_4.7 Dark Ritual
Dark Ritual is the same as Duress in a lot of ways, though its utility declines much, much more steeply. Ritual’s value lies in throwing caution to the wind and expending itself on one chance at the win. People have a bizarre emotional attachment to this card because they think it enables budget play, when in fact just the opposite is true. High use of Ritual comes near-exclusively from combo decks designed to win before it’s possible for any budget deck to do the same. So really, budget players are being kinda silly to think first turn Phyrexian Negator is going to help them as much as first turn flurry-of-spells-plus-Tendrils of Agony helps a fully Powered player.
– _1.0,_1.8,_0.6,_1.4,_1.7 Skeletal Scrying
Expect the May numbers for this to show a strong increase in a long-underplayed card.
– 2003,JAN.,FEB.,MAR.,APR.
– _0.0,_0.0,_0.0,_0.0,_0.2 Crash
– _0.0,_0.6,_0.6,_0.4,_0.7 Goblin Vandal
– _2.8,_2.8,_2.8,_3.7,_2.4 Gorilla Shaman
– _0.1,_0.2,_0.8,_0.4,_0.6 Meltdown
– _0.0,_0.6,_0.0,_0.0,_0.0 Mogg Salvage
– _0.0,_0.0,_0.4,_0.3,_0.0 Overload
– _0.0,_0.0,_0.0,_0.4,_0.0 Pillage
– _0.5,_0.0,_0.0,_0.0,_0.1 Primitive Justice
– _0.5,_0.0,_0.4,_0.1,_0.0 Pulverize
– _4.1,_7.6,_4.6,_5.3,_9.1 Rack and Ruin
– _0.4,_0.6,_0.2,_0.8,_0.4 Shattering Pulse
– _0.3,_0.2,_0.4,_0.1,_0.3 Viashino Heretic
(You know that scene in”Hook” where Robin Williams’ under-parented son (played by young Charlie Korsmo) destroys all the clocks? That’s all I can think about here.) Red artifact destruction is almost entirely Rack and Ruin and Gorilla Shaman, to the exclusion of a lot of other quite good spells. This is a good indicator of the level of Power in most of the tournaments I get results for, because for most situations, people expect that whenever they need to kill one artifact, they’ll be able to find a second without trouble, or that Shaman will be better than a solution that hits large targets, too. Before I totaled these lines up, I was expecting more diversity or more cards being used across all five data periods, but then the nature of Constructed Magic took over and only the best couple of cards were good for the whole time.
– _1.2,_2.4,_2.4,_1.3,_0.4 Goblin Lackey
Recalling that Food Chain Goblins was missing one list in March and another in April, most of the trends for Goblins would look somewhat off, but Lackey is easily adjusted, because every Goblin deck has to run four, but every non-Goblin red deck can’t use them. So bump up the figures from March and April, and you’ll see Goblins succeeding pretty steadily over this period, with a little dip at the end. This is counter to what might be expected, due to the increasing hype and reputation of FCG, as well as its very strong budget version. Apparently, hype isn’t the only factor controlling how well a deck does.
– _4.9,_6.4,_5.6,_4.8,_7.8 Goblin Welder
Just as a sign of how odd the perspective is in Type One, I’ve heard people talk about running creature removal for the primary purpose of dealing with a 1/1 goblin that rarely attacks. Not because of the armies of creatures that can potentially kill you turn 2 (ideal Madness hand) or three (most things, potentially), but rather because Welder is more dangerous than anything else. I anticipate seeing even more of these guys in the future.
– _0.2,_0.8,_0.8,_1.2,_0.7 Flametongue Kavu
– _1.6,_1.4,_1.6,_0.9,_1.1 Grim Lavamancer
After a long period of being underestimated, these once-chase Standard cards have been throwing their weight around rather consistently since Mirrodin’s release. These are among the many cards that really bias Type One against traditional aggro decks, because it’s just so easy to come out ahead playing card-for-card more powerful tools.
– _2.1,_4.6,_3.4,_4.2,_2.3 Blood Moon
One of the things keeping this from remaining strong is fetchlands, but another is Sundering Titan. Who needs to render nonbasics useless when instead you could just blow them all up and leave your own intact? Blood Moon’s biggest weakness, like other powerful disruption spells, is that it frequently isn’t played early enough to stop the opponent from carrying out their plan.
– _2.7,_1.6,_2.2,_1.3,_2.4 Pyroblast
– _7.3,11.4,12.0,_8.6,_9.6 Red Elemental Blast
I was expecting an upward-trending use of these cards, considering how few decks aren’t Blue at this point, but to my surprise Blue-hosing is a roughly steady phenomenon. Even though every deck is heavy on the Blue, you still can’t have an answer this specific all the time, I suppose. Nevertheless, this/these is/are (they’re so barely different) still the”best sideboard card in Magic” and it’ll be an unusual month when these two don’t total to ten-plus copies per Top 8.
– 2003,JAN.,FEB.,MAR.,APR.
– _1.2,_5,6,_1.6,_1.3,_0.9 Arrogant Wurm
– _1.2,_5.6,_3.2,_1.8,_1.3 Basking Rootwalla
– _0.9,_2.0,_1.8,_0.3,_0.8 Roar of the Wurm
– _1.2,_5.6,_3.2,_1.8,_1.3 Wild Mongrel
The trend here is away from the beatdown of early Madness decks. Basking Rootwalla and Wild Mongrel have exactly the same use pattern – never one without the other – but Roar of the Wurm is an almost-defunct card choice by now, and Arrogant Wurm is not the mandatory card it once appeared to be. Future wurm appearances will depend on whether the U/G variant catches on, or whether the European Anger/Bazaar of Baghdad version stays in use. The latter actually foregoes Arrogant Wurms for the Roaring kind, aiming to take more advantage of Anger for damage-maximizing purposes.
– _2.4,_4.2,_2.4,_2.7,_3.9 Survival of the Fittest
Despite being banned in Extended, Survival barely rates a mention anymore in the upper echelons of Type One. Its color commitment is too heavy, and its benefits are limited to the most unimpressive brand available to that most balanced of all card types: creatures. When you think about it, drawing an extra card every turn is”nice”, but not really game-breaking considering the amount of setup necessary. Perhaps once TnT was an important deck, but now it just doesn’t win fast enough.
– _0.1,_0.4,_0.4,_0.0,_0.0 Crumble
– _2.4,_7.0,_4.4,_6.9,_5.2 Naturalize
– _0.0,_0.0,_0.0,_2.1,_1.4 Oxidize
– _0.3,_0.8,_0.4,_0.6,_0.7 Uktabi Orangutan
– _0.0,_0.0,_0.4,_0.0,_0.1 Viridian Shaman
– _0.0,_0.0,_0.0,_0.3,_0.1 Viridian Zealot
Destroying artifacts is good, enchantments, not so much. The most noteworthy item here for me is the relative hype-to-success ratio for Viridian Zealot, which many thought would be the best Type One card of the set (myself included, if I remember correctly). Looks like we all liked Oshawa Stompy a little too much and reality not quite enough.
– 2003,JAN,FEB,MAR,APR
– _0.0,_0.2,_0.0,_0.0,_0.3 Abeyance
– _0.6,_0.4,_1.0,_0.6,_1.3 Orim’s Chant
While functionally not dissimilar to Duress (and these are some of my favorite cards), the main problem with these is that they have no way of being regularly Worth The Effort. Someone can just as easily run a good color with a better counterspell or discard spell, and just skip playing the oddball pseudo-Duresses of the world.
– _1.0,_0.6,_0.2,_0.8,_0.4 Circle of Protection: Red
– _0.1,_0.6,_0.8,_0.4,_0.6 Sphere of Law
People using Sphere of Law has always confused me, but I suppose it makes sense against something like FCG, where the classic CoP would need an impractical amount of mana to hold off the kill. (Especially thanks to Siege-Gang Commander or Goblin Sharpshooter damage.)
– _1.0,_2.8,_1.0,_2.0,_1.9 Decree of Justice
– _0.0,_0.8,_0.0,_1.0,_1.0 Exalted Angel
As Type One on the whole speeds up to where Steve Menendian has been proclaiming it to be for ages (that is, fundamental turn 2), I expect the trend of transition from the lategame finisher Decree to the midgame multi-purpose board-control/finisher Exalted Angel to continue. (And yes, it is cheating to make a prediction like this with the Angel-riddled May data sitting in front of my eyes.)
– _4.1,_3.6,_2.2,_5.3,_3.2 Swords to Plowshares
In any other format, this card would be immensely influential. Around here, we just win, rather than send creatures farming. I would be surprised to see this over five per Top 8 again in the near future, because Fire / Ice fulfills most of the same purposes more flexibly and without such an awful mana symbol in the upper right corner.
– 2003,JAN.,FEB.,MAR.,APR.
– _3.0,_2.0,_4.0,_3.0,_2.4 Pernicious Deed
Arguably the most powerful mass-removal spell of all time is good enough for Type One, make no mistake about it. However, unlike in Extended Tog variants where it’s a welcome aggro-crusher, in Type One Hulk Smash it is seen as a crutch, which would ideally not be necessary at all. There is a considerable possibility that Engineered Explosives will take up this role in the future, but it remains to be seen whether that will actually happen.
– _1.7,_6.5,_2.2,_2.4,_1.1 Artifact Mutation
One of the more interesting plans I’ve seen emerge regarding this card is for Hulk to side out at least one Psychatog against Slavery (either version), and bring in two Mutations, which if resolved, generally end up killing the opponent regardless of whether they get off a Mindslaver or not. I skip a lot of gold spells in this overview because their continued use is obvious or uninteresting, but Artifact Mutation has always caught my eye as a card that shifts tempo in two ways simultaneously – just like Mana Drain. When you think of it like that, its use becomes much more fascinating, and you suddenly start trying to work it into your Cunning Wish sideboards.
– _0.8,_0.0,_0.0,_0.4,_0.3 Rootwater Thief
– _0.8,_0.8,_0.6,_2.3,_0.2 Meddling Mage
– _0.0,_0.0,_0.0,_0.3,_0.3 Shadowmage Infiltrator
– _0.1,_0.0,_0.0,_0.1,_0.4 Sylvan Safekeeper
– _0.3,_0.6,_0.0,_0.3,_0.2 Voidmage Prodigy
– _0.7,_0.8,_0.4,_0.6,_0.7 Solemn Simulacrum
Invitational cards are broken. You heard it here first. Ironically, the only one that wasn’t broken enough was Darwin Kastle’s Avalanche Riders from Urza block. Go figure.
* Buzzword of the Week: Equilibrium
As I wrote this commentary about the individual cards, I noticed that, while some were bouncing up and down rabidly – and new, weird cards cropped up each month – a lot of cards appear pretty consistently. I think of Type One in terms of the upheavals we deal with that”shake the snowglobe” a little. Every three months, there’s a Restriction Announcement that contains some significant chance that the format will lose (or temporarily sideline) a powerful deck. Every four months there’s a new expansion, which might or might not blow our preconceptions out of the water. Onslaught blew our minds with just five little nonbasic lands. Legions, meh (I can’t honestly say if we use it more than any other given Constructed format, but we do use it). Scourge blew our minds upon release and again a little later on by causing the December Restrictions of Lion’s Eye Diamond, Chrome Mox, and Burning Wish.
My data starts with just a small group of pre-Mirrodin tournaments. Since these were Dragon/Storm combofests by comparison to today, my numbers start with what approximates a clean slate at Mirrodin. Mirrodin was probably more influential overall than fetchlands. Darksteel’s impact was subtler: despite its very high proportion of cardnames-used (10.9%), they’re concentrated a little oddly into a few experimental Affinity and/or Modular decks, whereas Mirrodin cards are used in many different decks. Since Fifth Dawn was so underwhelming for us (some people see it differently, like Knut), we’re talking about a mostly steady ride from the impact of Mirrodin to today. [I still think 5D will make a small dent in Type One by the end of the summer, but I could be wrong. – Knut]
Now that those cards have been thoroughly incorporated into the format, the archetypes that will be at the forefront until the end of the summer are known, more or less. Origins or GenCon might bring some surprise deck tech (in fact people are already hinting about new ideas that are promising success), but Force of Will leaves me confident it won’t be too bad even if there are things out there to surprise us. So this is the first opportunity in a long time for T1ers to reach for my declared buzzword, Equilibrium.
Part of what I mean by”Equilibrium” is connected to the notion that Type One reveals fundamental truths about Constructed Magic. Type One is a format that highlights characteristics fundamental to the game because it lets lots of different ideas get crisscrossed with each other, not unlike some twisted breeding experiment. It hovers on the edge of totally broken. Its broad cardpool provides insight into how powerful a given card or mechanic really is, and stratifies the colors that use them.
The cardpool also gives access to another of the issues with Constructed that is often bemoaned: metagame diversity (and the lack of it). Signals come in both directions. There’s considerable nostalgia for the unrestricted Fact or Fiction era and the time when TnT was first introduced, which can be characterized as a pretty well-defined metagame of several well-known decks. (I also credit this to people thinking control decks are fun.) Add in the group that wants a coherent, consistent metagame with less random decks, and there’s pressure for a relatively small number of archetypes in the environment. From the opposite direction, lots of people like the feeling that any deck is viable, and feel it’s good when Top 8s contain a half dozen different decks (which is, at present, totally common).
Eventually, you figure out that what people want is for their decks to remain legal and good – and to have new decks become legal and good to avoid”staleness” or”stagnation.” It should be obvious to anyone who’s seen Pro Tour coverage for a format like Extended that this is impossible. Mark Rosewater article”When Cards Go Bad” provides rock solid explanation of why a cardpool always self-edits to find the best cards available. No matter what is done, there are always best decks to be made from these best cards, even in Type One. Vintage is the ultimate proof of this, as even over the entire month of April 2004 only 335 distinct cardnames saw play in the Top 8s of nine major tournaments. This is a full 8% less than the month of March over the same number of tournaments.
If the variance between a 1500-card Standard environment and the Type One cardpool (which I don’t have a precise count on thanks to reprints) in terms of how many cards are Constructed-viable is nearly nil, then it is impossible for decks to not rotate out in all but a literal sense. We have evidence that indicates the number of viable cards is constant as cards are added, so some are phased out. This will be true as long as the format is even remotely competitive. This summer’s most interesting element will be to see just how diverse a format can remain as competition trims away the outdated archetypes which shouldn’t be winning anymore.
For next time: the May review including”people taking finals don’t play as much Magic.” After that, I’ll see if I can make Steve Menendian happy. [Get your mind out of the gutter. – Knut, lives there]
Philip Stanton
a.k.a.”Dr. Sylvan”, Moderator on TheManaDrain.com
prstanto at uiuc.edu
(For reference, the entire list of per-Top 8 occurrences, alphabetically by color.)
Underreporting:
2003: None
January: 2 Hulk Smash, 1 MUD
February: 1 Dragon, 1 IsoGAT, 1 TnT
March: 1 Affinity, 1 FCG, 1 Hulk Smash, 1 Madness, 1 Stax
April: 1 FCG
—————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _2.5,_1.8,_3.0,_2.9,_2.6 Library of Alexandria
– _3.8,_5.6,_3.8,_4.2,_4.2 Strip Mine
– _3.0,_2.2,_3.1,_3.0,_5.6 Tolarian Academy
– _6.3,_5.6,_6.4,_5.7,_6.2 Black Lotus
– _0.0,_0.0,_0.0,_0.1,_0.1 Black Vise
– _0.0,_0.4,_0.0,_0.4,_0.2*Chrome Mox
– _0.7,_1.0,_0.6,_0.8,_0.4 Grim Monolith
– _0.0,_0.4,_0.2,_0.3,_0.6*Lion’s Eye Diamond
– _1.7,_1.4,_2.0,_1.9,_1.8 Lotus Petal
– _3.2,_2.4,_3.2,_3.0,_4.4 Mana Crypt
– _2.0,_1.4,_2.8,_1.8,_3.1 Mana Vault
– _2.0,_1.8,_2.2,_1.7,_2.3 Memory Jar
– _0.6,_0.0,_0.2,_0.2,_0.2 Mox Diamond
– _5.9,_4.6,_6.0,_5.1,_5.3 Mox Emerald
– _6.1,_4.8,_5.8,_4.8,_5.8 Mox Jet
– _5.6,_4.6,_5.6,_3.8,_5.7 Mox Pearl
– _5.8,_5.0,_6.4,_4.3,_5.6 Mox Ruby
– _6.4,_5.4,_6.8,_5.2,_6.3 Mox Sapphire
– _6.3,_5.0,_5.4,_5.3,_5.8 Sol Ring
– _0.0,_0.2,_0.0,_0.0,_0.2 Voltaic Key
– _6.3,_4.0,_6.0,_5.2,_6.2 Ancestral Recall
– _0.1,_0.0,_0.2,_0.0,_0.0 Braingeyser
– _1.5,_1.8,_1.4,_2.0,_2.1 Fact or Fiction
– _0.4,_0.2,_0.6,_0.6,_1.4 Frantic Search
– _0.8,_0.4,_1.0,_1.0,_0.6 Gush
– _1.0,_0.0,_0.6,_0.3,_0.7 Mind’s Desire
– _3.4,_2.4,_3.4,_2.9,_2.2 Mystical Tutor
– _0.9,_0.2,_0.2,_0.3,_0.7 Stroke of Genius
– _0.2,_0.0,_0.0,_0.0,_0.2 Time Spiral
– _5.5,_4.0,_5.2,_4.6,_5.6 Time Walk
– _1.9,_1.6,_1.8,_1.2,_2.2 Timetwister
– _1.9,_1.2,_1.6,_1.1,_2.3 Tinker
– _0.9,_0.4,_0.6,_0.6,_0.9 Windfall
– _0.7,_0.0,_0.0,_0.3,_0.1 Demonic Consultation
– _5.6,_2.8,_3.8,_4.0,_3.9 Demonic Tutor
– _0.9,_0.2,_0.0,_0.2,_0.4 Entomb
– _1.0,_1.4,_1.4,_1.8,_1.8 Mind Twist
– _1.5,_0.2,_1.2,_1.0,_1.1 Necropotence
– _4.7,_2.4,_3.6,_2.8,_2.8 Vampiric Tutor
– _1.5,_0.2,_1.4,_0.8,_1.0 Yawgmoth’s Bargain
– _3.9,_2.4,_3.4,_3.0,_3.3 Yawgmoth’s Will
– _0.0,_0.2,_0.6,_0.6,_0.4*Burning Wish
– _0.2,_0.2,_0.2,_0.2,_0.2 Fork
– _1.8,_1.2,_1.4,_1.7,_1.6 Wheel of Fortune
– _0.0,_0.0,_0.0,_0.2,_0.1 Channel
– _0.3,_0.6,_0.2,_0.1,_0.8 Crop Rotation
– _0.3,_0.0,_0.2,_0.2,_0.1 Fastbond
– _0.8,_0.6,_0.6,_0.9,_0.0 Regrowth
– _2.3,_1.2,_1.8,_1.6,_1.4 Balance
– _0.7,_0.1,_0.6,_0.9,_0.9 Enlightened Tutor
– 2003,JAN.,FEB.,MAR.,APR.
– _2.5,_1.6,_1.8,_1.1,_0.9 Bloodstained Mire
– _5.9,_5.0,_6.0,_8.2,_6.2 Flooded Strand
– 13.8,_9.4,12.2,_9.8,13.2 Polluted Delta
– _1.7,_2.2,_1.0,_1.8,_1.3 Windswept Heath
– _4.0,_6.8,_5.6,_5.7,_4.0 Wooded Foothills
– _0.7,_0.4,_0.2,_0.6,_0.2 Badlands
– _1.9,_1.0,_1.2,_1.9,_1.0 Bayou
– _0.8,_0.0,_0.2,_0.0,_0.4 Plateau
– _0.9,_0.0,_0.0,_1.0,_0.4 Savannah
– _1.8,_0.0,_2.0,_1.1,_1.8 Scrubland[/author]“][author name="Scrubland"]Scrubland[/author]
– _3.0,_7.2,_3.6,_5.1,_2.9 Taiga
– _6.6,_4.0,_8.4,_7.4,_5.7 Tropical Island
– _3.0,_4.8,_2.0,_4.1,_3.9 Tundra
– 16.1,_9.0,12.6,11.4,11.7 Underground Sea
– _7.7,10.8,12.4,_7.2,12.0 Volcanic Island
– _0.0,_0.0,_0.0,_0.0,_0.1 Adarkar Wastes
– _0.4,_3.8,_1.4,_1.6,_2.6 Ancient Tomb
– _1.0,_0.6,_1.4,_0.4,_0.3 Barbarian Ring
– _0.0,_0.0,_0.0,_0.0,_0.2 Battefield Forge
– _6.8,_6.4,_4.0,_3.6,_3.6 Bazaar of Baghdad
– _3.8,_1.2,_2.0,_1.8,_3.0 City of Brass
– _0.2,_0.2,_1.6,_0.3,_1.0 City of Traitors
– _0.0,_0.0,_0.0,_0.0,_0.1 Darksteel Citadel
– _0.5,_0.4,_0.2,_0.0,_0.0 Dust Bowl
– _1.0,_1.6,_0.8,_1.6,_1.7 Faerie Conclave
– _0.0,_0.2,_0.0,_0.0,_0.0 Gaea’s Cradle
– _6.2,_0.6,_4.6,_2.8,_2.2 Gemstone Mine
– _0.0,_0.0,_0.0,_0.7,_2.9 Glimmervoid
– _0.2,_0.0,_0.0,_0.0,_0.6 Great Furnace
– _0.0,_0.0,_0.0,_0.3,_0.3 Karplusan Forest
– _1.5,_1.4,_1.0,_0.6,_2.1 Maze of Ith
– _5.2,_5.0,_3.2,_4.4,_3.3 Mishra’s Factory
– _4.8,_7.0,_6.4,_4.2,_8.9 Mishra’s Workshop
– _0.1,_0.2,_0.6,_0.0,_1.0 Petrified Field
– _0.0,_0.0,_0.0,_0.0,_0.2 Rifstone Portal
– _0.0,_0.0,_0.0,_0.3,_0.0 Rishadan Port
– _0.2,_0.0,_0.8,_0.0,_1.7 Seat of the Synod
– _0.1,_0.0,_0.0,_0.0,_0.0 Shivan Gorge
– _0.0,_1.4,_1.8,_0.0,_1.3 Shivan Reef
– _0.1,_0.0,_0.0,_0.0,_0.0 Tree of Tales
– _0.0,_1.4,_0.0,_0.3,_0.0 Treetop Village
– _2.0,_0.0,_0.0,_0.1,_0.1 Underground River
– _0.0,_0.0,_0.0,_0.0,_0.6 Vault of Whispers
– _9.0,16.4,_7.8,10.7,12.1 Wasteland
– _0.0,_0.0,_0.0,_0.1,_0.0 Yavimaya Coast
—————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _0.0,_0.0,_0.0,_0.4,_0.0 Æther Vial
– _0.0,_0.0,_0.0,_0.4,_0.4 Ankh of Mishra
– _0.0,_0.0,_0.0,_0.8,_1.3 Arcbound Crusher
– _0.0,_0.0,_0.0,_0.0,_0.1 Arcbound Overseer
– _0.0,_0.0,_0.0,_0.7,_2.9 Arcbound Ravager
– _0.0,_0.0,_0.0,_0.0,_0.3 Arcbound Stinger
– _0.0,_0.0,_0.0,_0.4,_1.6 Arcbound Worker
– _0.0,_0.0,_0.2,_0.0,_0.0 Bosh, Iron Golem
– _0.5,_0.6,_0.6,_0.0,_0.0 Bottle Gnomes
– _0.0,_0.0,_0.0,_0.2,_0.0 Caltrops
– _4.8,_8.6,_6.6,_6.0,_8.0 Chalice of the Void
– _1.4,_0.0,_0.0,_1.2,_0.4 Chromatic Sphere
– _0.2,_0.2,_0.0,_0.0,_0.0 Claws of Gix
– _1.3,_0.8,_0.0,_1.7,_0.4 Cursed Scroll
– _0.0,_2.0,_0.8,_1.6,_0.3 Damping Matrix
– _0.0,_0.0,_0.0,_0.3,_0.3 Darksteel Colossus
– _0.0,_0.0,_0.0,_0.1,_0.0 Forge[/author]“]Darksteel [author name="Forge"]Forge[/author]
– _0.9,_0.0,_1.2,_0.3,_2.0 Defense Grid
– _0.4,_0.4,_0.0,_0.0,_0.0 Dodecapod
– _0.0,_0.4,_0.2,_0.3,_1.0 Duplicant
– _0.0,_0.4,_0.2,_0.1,_0.2 Elf Replica
– _0.0,_0.0,_0.8,_0.3,_0.4 Ensnaring Bridge
– _0.0,_0.0,_0.0,_0.0,_1.3 Frogmite
– _0.0,_0.0,_0.0,_0.0,_0.1 Gemini Engine
– _0.0,_0.0,_0.0,_0.3,_0.6 Genesis Chamber
– _0.0,_0.0,_0.0,_0.7,_0.2 Geth’s Grimoire
– _0.0,_0.6,_0.6,_0.3,_1.4 Gilded Lotus
– _0.0,_0.0,_0.0,_0.9,_0.4 Goblin Charbelcher
– _0.2,_0.4,_1.2,_0.4,_0.0 Grafted Skullcap
– _0.0,_0.0,_0.8,_0.0,_0.0 Grid Monitor
– _0.2,_0.0,_0.0,_0.0,_0.0 Helm of Possession
– _0.1,_0.0,_0.0,_0.0,_0.0 Howling Mine
– _0.1,_0.0,_0.0,_0.0,_0.0 Icy Manipulator
– _0.8,_0.0,_0.8,_0.8,_1.3 Illusionary Mask
– _2.0,_2.4,_1.8,_0.3,_0.7 Isochron Scepter
– _0.0,_0.0,_0.0,_0.1,_0.0 Jayemdae Tome
– _0.6,_1.0,_0.4,_0.2,_0.0 Jester’s Cap
– _2.4,_4.0,_2.8,_2.2,_3.1 Juggernaut
– _1.2,_2.0,_1.2,_0.7,_1.6 Karn, Silver Golem
– _0.1,_0.4,_0.4,_0.6,_0.6 Lightning Greaves
– _3.5,_0.0,_0.0,_0.0,_0.0*Lion’s Eye Diamond
– _0.0,_0.4,_0.0,_0.0,_0.0 Mask of Memory
– _0.7,_0.8,_1.0,_0.6,_0.2 Masticore
– _0.1,_0.0,_0.0,_0.0,_0.0 Meekstone
– _0.0,_0.0,_0.0,_0.0,_0.7 Memnarch
– _0.7,_2.6,_2.4,_1.8,_3.4 Metalworker
– _0.2,_1.2,_0.6,_0.4,_0.3 Mind’s Eye
– _0.3,_2.0,_1.2,_1.0,_2.3 Mindslaver
– _0.0,_0.0,_0.0,_0.0,_1.2 Myr Enforcer
– _0.0,_0.0,_0.0,_0.3,_0.0 Myr Moonvessel
– _0.0,_0.0,_0.0,_0.0,_0.4 Myr Retriever
– _1.2,_1.6,_0.8,_0.8,_1.6 Nevinyrral’s Disk
– _0.0,_0.0,_1.2,_0.0,_0.0 Null Brooch
– _5.3,_4.4,_0.8,_2.6,_3.7 Null Rod
– _0.0,_0.0,_0.0,_0.0,_0.3 Oblivion Stone
– _0.0,_0.0,_0.0,_0.1,_0.0 Panoptic Mirror
– _0.1,_0.4,_0.4,_0.3,_0.9 Pentavus
– _0.4,_0.0,_0.0,_0.0,_0.0 Phyrexian Colossus
– _0.8,_0.0,_0.8,_0.9,_1.3 Phyrexian Dreadnought
– _0.2,_0.0,_0.4,_0.0,_0.0 Phyrexian Furnace
– _0.4,_0.8,_0.0,_0.0,_0.0 Phyrexian Processor
– _0.4,_0.8,_1.2,_0.6,_1.8 Platinum Angel
– _2.4,_0.2,_1.4,_1.7,_1.2 Powder Keg
– _0.0,_0.0,_0.0,_0.4,_0.2 Pyrite Spellbomb
– _0.0,_0.8,_0.0,_0.0,_0.0 Sapphire Medallion
– _0.0,_0.0,_0.0,_0.4,_0.0 Scrabbling Claws
– _0.0,_0.4,_0.2,_0.0,_0.0 Sculpting Steel
– _0.0,_0.0,_0.0,_0.4,_2.0 Skullclamp
– _2.7,_4.6,_4.0,_1.3,_2.4 Smokestack
– _0.7,_0.8,_0.4,_0.6,_0.7 Solemn Simulacrum
– _3.6,_4.8,_3.2,_1.7,_2.2 Sphere of Resistance
– _1.6,_2.8,_0.8,_0.7,_1.0 Su-Chi
– _0.0,_0.0,_0.0,_0.3,_1.1 Sundering Titan
– _0.0,_0.0,_0.0,_0.6,_0.7 Sword of Fire and Ice
– _0.0,_0.0,_0.0,_0.0,_0.2 Talisman of Dominance
– _2.7,_3.8,_4.6,_2.3,_3.4 Tangle Wire
– _0.1,_0.0,_0.0,_0.0,_0.0 Thran Dynamo
– _0.0,_1.2,_0.0,_0.0,_0.0 Ticking Gnomes
– _8.0,12.0,_9.8,_6.2,_6.9 Tormod’s Crypt
– _0.0,_0.0,_0.0,_1.1,_6.3 Trinisphere
– _1.8,_2.6,_2.0,_1.6,_5.0 Triskelion
– _0.1,_0.0,_0.0,_0.1,_0.0 Tsabo’s Web
– _0.0,_0.0,_0.0,_0.0,_0.3 Well of Knowledge
– _0.3,_0.0,_0.8,_0.0,_0.2 Winter Orb
– _0.4,_0.0,_0.0,_0.0,_0.0 Yotian Soldier
– _0.6,_0.0,_0.2,_0.2,_0.0 Zuran Orb
————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _0.0,_0.0,_0.0,_0.4,_0.0 Æther Burst
– _3.3,_2.6,_8.0,_4.9,_4.4 Accumulated Knowledge
– _1.4,_0.2,_0.4,_0.4,_0.7 Ambassador Laquatus
– _0.3,_0.4,_1.4,_0.6,_0.4 Annul
– _0.2,_0.0,_0.2,_0.0,_0.0 Arcane Denial
– _1.8,_0.0,_0.0,_0.1,_0.7 Arcane Laboratory
– _0.2,_0.6,_1.2,_0.3,_0.0 Back to Basics
– _3.4,_3.6,_4.4,_3.8,_5.1 Blue Elemental Blast
– _0.3,_0.2,_0.0,_0.0,_0.0 Boomerang
– _0.3,_0.0,_0.2,_0.0,_0.3 Brain Freeze
– 13.9,_8.6,14.2,12.2,15.4 Brainstorm
– _0.2,_0.0,_0.0,_0.0,_0.0 Capsize
– _1.6,_0.6,_2.0,_0.3,_0.2 Careful Study
– _1.8,_1.0,_2.2,_2.3,_2.1 Chain of Vapor
– _1.1,_0.0,_0.6,_0.7,_1.0 Chill
– _0.4,_1.4,_1.6,_0.4,_0.4 Circular Logic
– _1.2,_0.8,_0.0,_1.3,_1.3 Cloud of Faeries
– _2.2,_0.0,_0.4,_0.7,_0.2 Compulsion
– _0.9,_0.0,_0.0,_0.4,_1.6 Counterspell
– _5.5,_4.2,_7.4,_6.0,_6.3 Cunning Wish
– _1.2,_0.8,_0.0,_1.8,_1.1 Curiosity
– _1.1,_0.6,_0.6,_1.3,_0.9 Daze
– _1.8,_1.4,_3.6,_1.7,_2.0 Deep Analysis
– _0.2,_0.0,_0.0,_0.4,_0.3 Diminishing Returns
– _0.0,_0.0,_0.0,_0.0,_0.1 Dismiss
– _0.1,_0.0,_0.0,_0.0,_0.0 Disrupt
– _0.5,_0.0,_0.0,_0.1,_0.1 Divert
– _0.1,_0.2,_0.0,_0.0,_0.0 Dominate
– _0.6,_0.6,_0.6,_0.2,_0.3 Donate
– _0.0,_0.0,_0.0,_0.2,_0.8 Echoing Truth
– _2.5,_1.2,_1.2,_0.3,_1.1 Energy Flux
– _0.1,_0.0,_0.0,_0.0,_0.0 Envelop
– _0.2,_0.0,_0.0,_0.0,_0.0 Extract
– _0.0,_0.0,_0.0,_0.0,_0.1 Flash Flood
– _0.0,_0.0,_0.0,_0.4,_0.0 Flying Men
– _0.4,_0.0,_0.0,_0.0,_0.0 Foil
– _0.3,_0.0,_0.0,_0.0,_0.0 Forbid
– 20.7,14.4,20.8,18.2,20.4 Force of Will
– _0.9,_0.4,_1.4,_0.6,_1.0 Future Sight
– _0.1,_0.2,_0.0,_0.2,_0.2 Gilded Drake
– _0.6,_0.0,_0.4,_0.1,_0.0 Hibernation
– _2.5,_1.2,_2.2,_1.6,_2.6 Hurkyl’s Recall
– _1.6,_1.2,_1.6,_0.4,_1.1 Hydroblast
– _0.9,_0.6,_0.8,_0.2,_0.3 Illusions of Grandeur
– _0.6,_1.2,_0.4,_0.0,_0.9 Impulse
– _4.6,_2.2,_3.2,_3.2,_2.1 Intuition
– _0.1,_0.0,_0.0,_0.0,_0.0 Lat-Nam’s Legacy
– _0.7,_0.0,_0.0,_0.0,_0.0 Lord of Atlantis
– _0.3,_0.0,_0.0,_0.2,_0.0 Magus of the Unseen
– _7.7,10.4,_8.8,_9.8,_9.3 Mana Drain
– _0.0,_1.4,_0.0,_0.3,_0.2 Mana Leak
– _0.7,_0.0,_0.0,_0.0,_0.0 Manta Riders
– _1.2,_1.2,_0.8,_0.3,_0.1 Meditate
– _0.6,_0.8,_1.2,_0.6,_0.3 Merchant Scroll
– _3.2,_3.0,_3.2,_3.3,_3.4 Misdirection
– _0.9,_1.2,_0.2,_0.6,_0.8 Morphling
– _0.3,_1.4,_0.0,_0.4,_1.0 Ophidian
– _1.0,_0.0,_0.0,_0.8,_0.0 Opt
– _0.1,_0.0,_0.2,_0.0,_0.0 Power Artifact
– _0.2,_0.0,_0.0,_0.0,_0.4 Propaganda
– _0.1,_0.0,_0.0,_0.0,_0.0 Psionic Blast
– _0.3,_0.0,_0.0,_0.0,_0.0 Rainbow Efreet
– _0.4,_0.0,_0.4,_0.0,_0.0 Read the Runes
– _0.3,_0.2,_1.8,_0.8,_1.3 Rebuild
– _0.1,_0.0,_0.0,_0.0,_0.0 Repulse
– _0.8,_0.0,_0.0,_0.4,_0.3 Rootwater Thief
– _1.2,_0.0,_0.4,_0.9,_0.6 Rushing River
– _0.0,_0.0,_0.0,_0.1,_0.4 Scrivener
– _0.0,_0.0,_0.0,_0.0,_0.3 Seal of Removal
– _0.4,_0.0,_0.0,_0.3,_0.0 Serendib Efreet
– _0.0,_0.2,_0.0,_0.0,_0.0 Shoreline Ranger
– _0.0,_0.4,_0.0,_0.4,_0.0 Sigil of Sleep
– _0.4,_0.0,_0.6,_0.2,_0.0 Sleight of Hand
– _0.4,_0.6,_0.0,_1.3,_1.2 Spiketail Hatchling
– _1.6,_2.4,_0.8,_3.0,_2.6 Standstill
– _5.9,_6.6,_6.2,_6.6,_7.3 Stifle
– _0.2,_0.0,_0.0,_0.0,_0.0 Submerge
– _0.0,_0.0,_0.0,_0.3,_0.0 Suq’Ata Firewalker
– _0.2,_0.2,_0.0,_0.6,_0.4 Teferi’s Response
– _0.4,_2.4,_3.4,_1.3,_3.8 Thirst for Knowledge
– _0.0,_0.0,_0.0,_0.0,_1.3 Thoughtcast
– _0.2,_0.0,_0.0,_0.0,_0.0 Thwart
– _0.2,_0.0,_0.0,_0.0,_0.1 Tradewind Rider
– _0.0,_0.0,_0.0,_0.0,_0.1 Unsummon
– _0.2,_0.0,_0.0,_0.1,_0.0 Voidmage Apprentice
– _0.3,_0.6,_0.0,_0.3,_0.2 Voidmage Prodigy
– _0.5,_0.0,_0.8,_0.4,_1.2 Volrath’s Shapeshifter
– _0.0,_0.0,_0.0,_0.0,_0.4 Waterfront Bouncer
– _0.3,_0.0,_0.0,_0.0,_0.0 Whispers of the Muse
– _0.4,_0.4,_1.0,_0.2,_0.2 Wonder
—————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _4.3,_0.6,_1.2,_2.4,_1.8 Animate Dead
– _0.1,_0.0,_0.0,_0.0,_0.0 Avatar of Woe
– _0.0,_0.0,_0.0,_0.2,_0.1 Bone Shredder
– _0.4,_0.0,_0.0,_0.0,_0.0 Buried Alive
– _3.2,_0.4,_3.8,_2.1,_1.4 Cabal Therapy
– _0.3,_0.0,_0.0,_0.0,_0.0 Chainer’s Edict
– _0.2,_0.0,_0.0,_0.0,_0.0 Chains of Mephistopheles
– _4.9,_1.0,_3.4,_2.6,_2.1 Coffin Purge
– _0.6,_0.0,_0.0,_0.0,_0.0 Contagion
– _3.1,_0.4,_0.4,_0.6,_0.7 Dance of the Dead
– _8.2,_1.6,_5.6,_4.0,_4.7 Dark Ritual
– _1.1,_0.8,_0.6,_0.6,_0.4 Diabolic Edict
– _0.0,_0.0,_0.0,_0.4,_1.3 Disciple of the Vault
– _0.1,_0.0,_0.0,_0.0,_0.0 Drinker of Sorrow
– 15.1,_3.8,_7.0,_7.2,_6.4 Duress
– _0.1,_0.2,_0.0,_0.5,_0.1 Ebony Charm
– _0.0,_0.0,_0.0,_0.3,_0.0 Echoing Decay
– _0.1,_0.2,_0.0,_0.3,_0.0 Engineered Plague
– _0.8,_0.0,_0.0,_0.0,_0.0 Exhume
– _0.0,_0.0,_0.2,_0.0,_0.0 Ghastly Demise
– _0.0,_0.2,_0.0,_0.0,_0.0 Grim Reminder
– _1.1,_0.0,_0.0,_0.0,_0.0 Hymn to Tourach
– _1.1,_0.0,_0.0,_0.0,_0.0 Hypnotic Specter
– _0.1,_0.0,_0.0,_0.0,_0.0 Juzam Djinn
– _0.7,_0.0,_0.0,_0.0,_0.4 Nantuko Shade
– _3.7,_0.6,_0.6,_1.2,_1.7 Necromancy
– _0.3,_0.0,_0.0,_0.0,_0.2 Nether Void
– _0.2,_0.0,_0.2,_0.1,_0.3 Phage the Untouchable
– _1.5,_0.6,_0.0,_1.7,_0.8 Phyrexian Negator
– _0.6,_0.0,_0.0,_0.0,_0.0 Phyrexian Scuta
– _0.2,_0.0,_0.2,_0.0,_0.0 Plaguebearer
– _0.1,_0.0,_0.0,_0.2,_0.0 Planar Void
– _0.4,_0.0,_0.0,_0.0,_0.0 Putrid Imp
– _1.2,_0.0,_0.0,_0.0,_0.0 Reanimate
– _0.1,_0.0,_0.0,_0.0,_0.0 Scion of Darkness
– _0.4,_0.6,_0.0,_0.0,_0.0 Silent Specter
– _1.2,_0.0,_0.0,_0.0,_0.4 Sinkhole
– _1.0,_1.8,_0.6,_1.4,_1.7 Skeletal Scrying
– _0.8,_0.2,_0.4,_1.0,_0.2 Smother
– _0.1,_0.0,_0.0,_0.0,_0.0 Spirit of the Night
– _0.0,_0.0,_0.0,_0.2,_0.1 Spoils of the Vault
– _2.7,_0.6,_2.4,_1.6,_2.0 Tendrils of Agony
– _0.0,_0.0,_0.0,_0.3,_0.0 Terror
– _0.2,_0.4,_0.8,_0.3,_0.6 The Abyss
– _0.0,_0.0,_0.6,_0.0,_0.0 Vendetta
– _0.1,_0.0,_0.0,_0.0,_0.0 Visara the Dreadful
– _0.1,_0.0,_0.0,_0.0,_0.2 Withered Wretch
– _0.3,_0.0,_0.0,_0.0,_0.0 Zombie Infestation
—————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _0.0,_0.2,_0.0,_0.0,_0.0 Ancient Runes
– _1.1,_2.4,_1.6,_0.4,_1.3 Anger
– _0.0,_0.0,_0.4,_0.0,_0.0 Arc Lightning
– _0.0,_0.0,_0.0,_0.3,_0.0 Blistering Firecat
– _2.1,_4.6,_3.4,_4.2,_2.3 Blood Moon
– _3.0,_0.0,_0.0,_0.0,_0.0*Burning Wish
– _1.5,_0.8,_1.6,_1.3,_0.9 Chain Lightning
– _0.0,_0.0,_0.0,_0.0,_0.2 Crash
– _0.0,_0.0,_0.0,_0.0,_0.3 Dwarven Miner
– _0.0,_0.0,_0.0,_0.3,_0.0 Earthquake
– _1.0,_2.4,_0.8,_0.0,_0.9 Fiery Temper
– _0.1,_0.0,_0.0,_0.0,_0.0 Fireball
– _0.3,_0.0,_0.4,_0.2,_0.0 Fireblast
– _0.0,_0.0,_0.0,_0.3,_0.6 Firestorm
– _0.2,_0.8,_0.8,_1.2,_0.7 Flametongue Kavu
– _0.1,_0.0,_0.2,_0.0,_0.0 Form of the Dragon
– _0.0,_0.0,_0.0,_0.2,_0.0 Gamble
– _0.0,_0.4,_0.0,_0.7,_0.0 Gempalm Incinerator
– _0.3,_0.6,_0.0,_0.9,_0.4 Goblin Cadets
– _0.8,_0.2,_0.8,_0.0,_0.3 Goblin Goon
– _0.6,_0.0,_0.6,_0.4,_0.0 Goblin Grenade
– _1.2,_2.4,_2.4,_1.3,_0.4 Goblin Lackey
– _0.3,_1.6,_0.6,_0.9,_0.0 Goblin Matron
– _1.2,_2.4,_2.4,_1.8,_0.4 Goblin Piledriver
– _0.7,_1.6,_1.0,_1.3,_0.0 Goblin Recruiter
– _0.1,_1.6,_0.4,_1.3,_0.0 Goblin Ringleader
– _0.1,_0.2,_0.2,_0.2,_0.2 Goblin Sharpshooter
– _0.0,_0.0,_0.2,_0.1,_0.0 Goblin Tinkerer
– _0.0,_0.6,_0.6,_0.4,_0.7 Goblin Vandal
– _0.9,_2.2,_1.8,_1.2,_0.0 Goblin Warchief
– _4.9,_6.4,_5.6,_4.8,_7.8 Goblin Welder
– _2.8,_2.8,_2.8,_3.7,_2.4 Gorilla Shaman
– _1.6,_1.4,_1.6,_0.9,_1.1 Grim Lavamancer
– _1.2,_0.8,_0.0,_1.3,_0.4 Incinerate
– _0.4,_0.0,_0.0,_1.3,_0.4 Jackal Pup
– _0.0,_0.0,_0.0,_0.1,_0.0 Kaervek’s Torch
– _0.7,_0.8,_0.0,_0.4,_0.0 Kird Ape
– _0.0,_0.0,_0.0,_0.2,_0.0 Lava Dart
– _2.7,_3.0,_3.0,_2.4,_1.1 Lightning Bolt
– _0.1,_0.2,_0.8,_0.4,_0.6 Meltdown
– _1.0,_2.6,_0.8,_0.9,_0.9 Mogg Fanatic
– _0.0,_0.0,_0.0,_0.4,_0.0 Mogg Flunkies
– _0.0,_0.6,_0.0,_0.0,_0.0 Mogg Salvage
– _0.0,_0.0,_0.4,_0.3,_0.0 Overload
– _0.1,_0.0,_0.0,_0.0,_0.0 Petradon
– _0.0,_0.0,_0.0,_0.4,_0.0 Pillage
– _0.0,_0.0,_0.6,_0.0,_0.0 Price of Glory
– _0.6,_0.4,_0.8,_1.1,_0.8 Price of Progress
– _0.5,_0.0,_0.0,_0.0,_0.1 Primitive Justice
– _0.5,_0.0,_0.4,_0.1,_0.0 Pulverize
– _2.7,_1.6,_2.2,_1.3,_2.4 Pyroblast
– _0.0,_0.6,_0.0,_0.3,_0.0 Pyroclasm
– _0.4,_0.6,_0.0,_0.9,_0.8 Pyrokinesis
– _2.4,_4.4,_2.0,_2.0,_2.4 Pyrostatic Pillar
– _4.1,_7.6,_4.6,_5.3,_9.1 Rack and Ruin
– _0.0,_0.6,_0.0,_0.4,_0.3 Reckless Charge
– _7.3,11.4,12.0,_8.6,_9.6 Red Elemental Blast
– _0.3,_1.4,_0.0,_0.4,_0.7 Scald
– _0.4,_0.6,_0.2,_0.8,_0.4 Shattering Pulse
– _0.0,_0.0,_0.2,_0.1,_0.0 Shivan Hellkite
– _0.3,_0.8,_1.4,_0.7,_0.3 Siege-Gang Commander
– _0.6,_0.8,_1.4,_0.7,_0.0 Skirk Prospector
– _0.0,_0.0,_0.0,_0.2,_0.0 Slice and Dice
– _0.0,_0.0,_0.0,_0.4,_0.0 Slith Firewalker
– _6.5,_6.4,_3.6,_4.9,_4.3 Squee, Goblin Nabob
– _0.0,_0.0,_0.0,_0.1,_0.0 Starstorm
– _0.0,_0.0,_0.0,_0.4,_0.0 Urza’s Rage
– _0.3,_0.2,_0.4,_0.1,_0.3 Viashino Heretic
– _0.3,_1.4,_0.4,_0.0,_0.7 Violent Eruption
– _5.6,_0.6,_1.4,_2.2,_1.9 Worldgorger Dragon
—————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _1.2,_5,6,_1.6,_1.3,_0.9 Arrogant Wurm
– _1.2,_5.6,_3.2,_1.8,_1.3 Basking Rootwalla
– _0.5,_0.6,_1.6,_1.1,_0.8 Berserk
– _0.0,_0.0,_0.0,_0.0,_0.2 Bind
– _0.8,_1.6,_0.8,_1.6,_2.1 Birds of Paradise
– _0.0,_1.6,_0.0,_0.4,_0.0 Blurred Mongoose
– _0.0,_0.0,_0.0,_0.0,_0.4 Bounty of the Hunt
– _0.0,_0.8,_0.0,_1.0,_0.0 Call of the Herd
– _0.0,_0.0,_0.2,_0.0,_0.0 Caller of the Claw
– _0.0,_0.0,_0.8,_0.2,_0.0 Carpet of Flowers
– _0.0,_0.4,_0.0,_0.0,_0.0 Choke
– _0.6,_0.0,_0.0,_0.0,_0.0 Compost
– _0.0,_0.0,_0.0,_0.2,_0.0 Creeping Mold
– _0.1,_0.4,_0.4,_0.0,_0.0 Crumble
– _0.0,_0.0,_0.0,_0.2,_0.1 Deconstruct
– _0.0,_0.6,_0.0,_0.2,_0.0 Drop of Honey
– _0.1,_0.2,_0.0,_0.1,_0.4 Druid Lyrist
– _0.1,_0.2,_0.2,_0.2,_0.1 Elvish Lyrist
– _0.0,_0.0,_0.0,_0.0,_0.1 Elvish Scrapper
– _0.0,_1.6,_0.0,_3.0,_1.3 Elvish Spirit Guide
– _0.0,_0.2,_0.0,_0.0,_0.3 Emerald Charm
– _0.6,_0.0,_0.0,_0.0,_0.0 Ernham Djinn
– _0.0,_1.6,_0.0,_1.3,_0.0 Food Chain
– _0.0,_0.4,_0.0,_0.2,_0.0 Forgotten Ancient
– _0.0,_0.0,_0.0,_0.4,_0.0 Fyndhorn Elves
– _0.5,_0.6,_0.0,_0.4,_0.9 Gaea’s Blessing
– _0.1,_0.0,_0.2,_0.0,_0.2 Genesis
– _0.0,_0.0,_0.0,_0.0,_0.4 Ghazban Ogre
– _0.0,_0.0,_0.0,_0.0,_0.4 Giant Growth
– _0.0,_0.0,_0.0,_0.0,_0.1 Gigapede
– _0.0,_3.4,_1.4,_2.1,_1.1 Ground Seal
– _0.0,_2.4,_0.6,_0.4,_0.4 Hidden Gibbons
– _0.0,_0.0,_0.0,_0.2,_0.0 Hidden Guerrillas
– _0.0,_0.0,_0.0,_0.0,_0.4 Hidden Stag
– _0.1,_0.0,_0.2,_0.0,_0.0 Holistic Wisdom
– _0.0,_0.0,_0.0,_0.1,_0.0 Hurricane
– _0.0,_0.0,_0.0,_0.4,_0.0 Ice Storm
– _0.1,_0.0,_0.2,_0.0,_0.0 Krosan Reclamation
– _0.0,_0.0,_0.0,_0.9,_0.9 Land Grant
– _0.0,_0.0,_0.0,_0.2,_0.0 Lifeforce
– _0.0,_0.2,_0.0,_0.4,_0.2 Living Wish
– _0.4,_0.0,_0.0,_0.9,_0.0 Llanowar Elves
– _0.0,_0.0,_0.0,_0.2,_0.0 Mirri’s Guile
– _0.0,_0.0,_0.0,_0.2,_0.2 Moment’s Peace
– _0.1,_0.0,_0.0,_0.0,_0.0 Nantuko Vigilante
– _0.0,_0.0,_0.0,_0.4,_0.0 Natural Order
– _2.4,_7.0,_4.4,_6.9,_5.2 Naturalize
– _1.1,_0.0,_0.6,_0.4,_0.8 Oath of Druids
– _0.0,_0.0,_0.0,_2.1,_1.4 Oxidize
– _1.9,_0.8,_1.0,_0.8,_0.0 Quirion Dryad
– _0.7,_0.4,_0.4,_0.3,_1.3 Quirion Ranger
– _0.0,_0.4,_0.0,_0.2,_0.4 Rancor
– _0.1,_0.0,_0.0,_0.3,_0.0 Ravenous Baloth
– _0.1,_0.2,_0.0,_0.1,_0.0 Reclaim
– _0.1,_0.0,_0.0,_0.0,_0.0 Reverent Silence
– _0.0,_0.6,_0.0,_1.7,_0.4 River Boa
– _0.9,_2.0,_1.8,_0.3,_0.8 Roar of the Wurm
– _0.0,_0.0,_0.0,_0.0,_0.4 Rogue Elephant
– _0.0,_1.6,_0.0,_1.3,_0.0 Root Maze
– _0.0,_0.0,_0.0,_0.0,_0.4 Rushwood Legate
– _0.0,_0.0,_0.0,_0.2,_0.0 Scavenger Folk
– _0.0,_0.0,_0.2,_0.0,_0.0 Seedtime
– _0.0,_0.2,_0.0,_0.0,_0.0 Silklash Spider
– _0.0,_0.0,_0.0,_0.1,_0.0 Silvos, Rogue Elemental
– _0.0,_0.0,_0.0,_0.2,_0.4 Skyshroud Elite
– _0.1,_0.0,_0.0,_0.3,_0.0 Spike Feeder
– _0.0,_0.0,_0.0,_0.2,_0.1 Spike Weaver
– _2.4,_4.2,_2.4,_2.7,_3.9 Survival of the Fittest
– _1.1,_0.2,_0.0,_0.1,_0.6 Sylvan Library
– _0.1,_0.0,_0.0,_0.1,_0.4 Sylvan Safekeeper
– _0.1,_0.0,_0.0,_0.3,_0.0 Terravore
– _0.0,_0.0,_0.0,_0.4,_0.0 Thermokarst
– _0.0,_0.0,_0.0,_0.9,_0.4 Tinder Wall
– _0.0,_0.6,_0.0,_2.2,_0.0 Troll Ascetic
– _0.3,_0.8,_0.4,_0.6,_0.7 Uktabi Orangutan
– _3.3,_0.6,_0.6,_1.0,_0.8 Verdant Force
– _0.0,_0.0,_0.4,_0.0,_0.1 Viridian Shaman
– _0.0,_0.0,_0.0,_0.3,_0.1 Viridian Zealot
– _0.0,_0.0,_0.6,_0.4,_0.2 Wall of Roots
– _0.0,_0.0,_0.6,_0.8,_0.0 Werebear
– _1.2,_5.6,_3.2,_1.8,_1.3 Wild Mongrel
– _0.0,_0.0,_0.0,_0.1,_0.0 Winter’s Grasp
– _3.9,_1.0,_0.8,_2.8,_2.9 Xantid Swarm
—————————————
– 2003,JAN,FEB,MAR,APR
– _0.0,_0.2,_0.0,_0.0,_0.3 Abeyance
– _2.4,_0.0,_3.6,_1.7,_1.3 Academy Rector
– _0.4,_0.0,_0.0,_0.0,_0.0 Akroma, Angel of Wrath
– _0.0,_0.0,_0.0,_0.2,_0.1 Armageddon
– _0.1,_0.0,_0.2,_0.1,_0.1 Aura Fracture
– _0.1,_0.0,_0.0,_0.3,_0.0 Aura of Silence
– _0.0,_0.0,_0.0,_0.1,_0.0 Circle of Protection: Black
– _1.0,_0.6,_0.2,_0.8,_0.4 Circle of Protection: Red
– _0.0,_0.0,_0.0,_0.2,_0.0 Crusade
– _1.0,_2.8,_1.0,_2.0,_1.9 Decree of Justice
– _0.1,_0.0,_0.0,_0.1,_0.0 Devout Witness
– _1.5,_2.0,_1.6,_2.0,_1.7 Disenchant
– _0.1,_0.8,_0.2,_0.4,_0.0 Dismantling Blow
– _0.1,_0.0,_0.0,_0.0,_0.0 Divine Offering
– _0.0,_0.0,_0.0,_0.0,_0.3 Dust to Dust
– _0.0,_0.8,_0.0,_1.0,_1.0 Exalted Angel
– _0.0,_0.0,_0.0,_0.3,_0.0 Glorious Anthem
– _0.0,_0.2,_0.0,_0.2,_0.1 Humility
– _0.0,_0.0,_0.0,_0.3,_0.0 Karma
– _0.0,_0.0,_0.0,_0.4,_0.0 Land Tax
– _0.0,_0.0,_0.0,_0.0,_0.3 Leonin Abunas
– _0.0,_0.0,_0.0,_0.2,_0.0 Leonin Skyhunter
– _0.0,_0.0,_0.0,_0.2,_0.0 Light of Day
– _0.1,_0.2,_0.0,_0.3,_0.2 Moat
– _0.0,_0.0,_0.0,_0.4,_0.0 Mother of Runes
– _0.6,_0.4,_1.0,_0.6,_1.3 Orim’s Chant
– _0.0,_0.0,_0.0,_0.0,_0.1 Pulse of the Fields
– _0.6,_0.0,_0.2,_0.0,_0.3 Ray of Revelation
– _0.2,_0.0,_0.2,_0.0,_0.1 Renounce
– _0.2,_0.0,_0.0,_0.0,_0.0 Reya Dawnbringer
– _0.0,_0.0,_0.0,_0.2,_0.0 Rule of Law
– _0.5,_0.0,_0.0,_0.1,_0.3 Sacred Ground
– _0.4,_0.0,_0.0,_0.4,_0.0 Savannah Lions
– _4.0,_0.0,_1.8,_1.7,_0.4 Seal of Cleansing
– _0.1,_0.2,_0.0,_0.0,_0.0 Serenity
– _0.0,_0.0,_0.0,_0.4,_0.0 Silver Knight
– _0.1,_0.0,_0.0,_0.0,_0.0 Solitary Confinement
– _0.1,_0.6,_0.8,_0.4,_0.6 Sphere of Law
– _0.1,_0.0,_0.0,_0.0,_0.0 Spiritual Focus
– _4.1,_3.6,_2.2,_5.3,_3.2 Swords to Plowshares
– _0.2,_0.0,_0.0,_0.0,_0.2 True Believer
– _0.0,_0.0,_0.0,_0.4,_0.0 White Knight
– _0.0,_0.0,_0.0,_0.4,_0.0 Worship
—————————————
– 2003,JAN.,FEB.,MAR.,APR.
– _1.7,_6.5,_2.2,_2.4,_1.1 Artifact Mutation
– _0.1,_0.0,_0.0,_0.0,_0.0 Crosis, the Purger
– _4.5,_7.8,_7.4,_3.8,_7.0 Fire/Ice
– _0.1,_0.0,_0.4,_0.0,_0.0 Heroes’ Reunion
– _0.4,_0.0,_0.0,_0.1,_0.0 Hull Breach
– _0.1,_0.0,_0.0,_0.0,_0.0 Iridescent Angel
– _0.7,_0.0,_0.8,_0.1,_0.3 Lim-Dul’s Vault
– _0.1,_0.0,_0.0,_0.0,_0.0 Lobotomy
– _0.8,_0.8,_0.6,_2.3,_0.2 Meddling Mage
– _0.0,_0.0,_0.0,_0.2,_0.0 Mirari’s Wake
– _0.7,_0.0,_0.4,_0.7,_0.0 Mystic Enforcer
– _0.0,_0.0,_0.0,_0.4,_0.0 Mystic Snake
– _3.0,_2.0,_4.0,_3.0,_2.4 Pernicious Deed
– _0.6,_0.0,_0.0,_0.1,_0.0 Phantom Nishoba
– _1.1,_1.0,_3.8,_2.7,_2.1 Psychatog
– _0.0,_0.0,_0.0,_0.3,_0.3 Shadowmage Infiltrator
– _0.1,_0.0,_0.2,_0.1,_0.1 Sliver Queen
– _0.1,_0.0,_0.0,_0.0,_0.0 Spiritmonger
– _0.0,_0.0,_0.0,_0.0,_0.2 Terminate
– _0.2,_0.4,_0.0,_0.2,_0.2 Vindicate