Tea. Earl Grey. Hot.
Whenever I think of tea, I inevitably think of Capt. Jean Luc Picard ordering his favorite beverage from Computer. Earl Grey is quite tasty; did you know that the Earl Grey flavor comes from something called bergamot oil? Bergamot is an orange grown in Italy, and its peel provides the oil.
I suppose “Earl Grey” has a better ring than…
Tea. Bergamot. Hot.
At any rate…
By the time this goes up, I’m sure my fellow columnists (and likely those on) other sites will have weighed in on the significance of the Tenth (X) Edition rotation. Typically, these columns will talk about specific cards leaving the base set, specific cards being added, and how that will impact various metagames. As someone who spends far too much time musing on Magic, I’ve got my own opinions on this too, but I thought I’d approach it a little differently. I’d like to organize this by looking at how certain cards in Ninth have been obviously replaced by a particular card in Tenth, and what those selections might tell us about what those in R&D might have been thinking about when making those choices. While R&D certainly makes some whimsical choices, and there are obviously cards that are “what the heck” choices, “cool” or nostalgic selections, we all know that R&D typically spends a lot of time choosing what goes into the base set and they will often have specific goals in mind. Today, I’d like to try and read the tea leaves of the new base set rotation, and try to read into the minds of R&D and figure out what they’re telling us in these choices. These observations are my own, but my intention here is more to stir debate with all of you hopefully weighing in with your own opinions and observations in the forums.
So let’s get to it, shall we?
BLACK
Out – Death Pits of Rath, In – Mortal Combat
The connection here is simply one oddball Black enchantment for another, though an argument could be made that the swap is actually Battle of Wits for Mortal Combat (one “I win” enchantment for another). Death Pits of Rath’s effect was fairly strong as a way to take down any creature out there so long as you had a (preferably repeatable) way of dealing damage. Of course, Black now has Damnation available, which is both cheaper and more effective. I have a soft spot in my heart for Mortal Combat; at the Regionals I attended after Mortal Combat had been printed the first time, it was early in the Swiss and the room was mostly quiet as everyone had huddled down to play their game. Suddenly, somebody jumped up on their seat and bellowed “MORTAL KOMBAT!!!” Which brought laughter and applause at someone pulling off a win with the janky enchantment. It also brought a judge running up, who gave the guy a warning for disturbing the tournament (which was sad). I imagine Wizards is just rotating these to see if the newer enchantment catches on, since the old enchantment certainly didn’t.
Out – Hell’s Caretaker, In – Doomed Necromancer
Hell’s Caretaker was a nice nostalgic nod to the age of Legends (and, sadly, Chronicles), but it was never a very good card; it was just loaded down with too many drawbacks that overwhelmed the usefulness of the ability. The R&D guys realize that Doomed Necromancer is a much better card, saving the slot for a “Reanimator” themed rare with this upgrade. Doomed Necromancer was better when you could pair it up with Rotlung Reanimator, but you can still try and pull off some Bridge from Below or Reya Dawnbringer shenanigans.
Out – Persecute, In – Head Games
This was a surprising cut from the base set, but I imagine it’s setting the scene for moving us away from the Ravnica-fueled multicolor madness back to more traditional builds such as dual-colored and mono-colored decks. Persecute is a fierce weapon against decks with only one or two colors, and its absence certainly helps enable deckbuilding along those lines. I’m not sure that Head Games is a strict replacement for Persecute (for instance, it could possibly be Agonizing Dreams instead), but I linked these two up since they both negatively impact your opponent’s hand. Head Games is more expensive to cast and is still rather nasty, but your opponent still gets the benefit of not missing land drops for the next three to five turns. A much “fairer” card.
Out – Phyrexian Arena, In – Graveborn Muse
This is an interesting swap, especially considering that we will soon be losing Dark Confidant. In a way, Graveborn Muse splits the difference between the two “life for cards” permanents. Wizards has been slipping us some rather strong Zombies of late (Korlash, Heir to Blackblade being one fine example), so perhaps they are pushing Black to incorporate a zombie sub-theme. Graveborn Muse can get a little risky if you’ve got too many zombies in play, but thankfully there are plenty of available options to fire the Muse if he gets too uppity (hel-lo Greater Gargadon).
Out – Will-o’-the-Wisp, In – Sleeper Agent
I suspect Will-o’-the-Wisp was reprinted for the casual multi-player crowd, newer players who may not have had access to it, since it was a pretty nice blocker for Black decks that hasn’t been in print for quite a while. Sleeper Agent, I suspect, is now being reprinted also for the casual crowd, but this time targeting Johnny players looking to craft some interesting combos. Both are one-mana rare creatures, so there’s some elegance in that swap.
Out – Yawgmoth Demon, In – Lord of the Pit
Wizards is swapping one large Black trampling creature that demands sacrifice each turn upon threat of pain for another. In my opinion this is an upgrade on several fronts, not least of which is because Lord of the Pit is one of the classic, iconic Black cards stretching back to Alpha. I remember when I first saw Lord of the Pit – it hit the board across from me, my opponent grinning at my horrified expression as I read the card. Nostalgia for old players, it’s also a wonderful card for brand new players to stumble across and provide that “oooo-ahhhhh!” moment that are part of the Magic discovery experience.
Out – Blackmail, In – Thrull Surgeon
Poor Blackmail. When it replaced Duress, it just could not live up to one of the best discard spells of all time. It’s been shown a smidgeon of love lately in a few The Rack decks, but it’s still rather underpowered. Thrull Surgeon is an excellent step up for the slot, being either a quick drop on turn 2 setting up to be activated the following turn, or an expensive Coercion on turn 4. Between Ravenous Rats and Augur of Skulls, Black’s got an army of two-mana critters ready and willing to attack your opponent’s hand. Wizards seems to be making a move towards tying discard to creatures, giving them utility as a body on the board if there happens to be no need for discard.
Out – Deathgazer, In – Knight of Dusk
Here, Wizards is giving us an upgrade on several fronts. First, they shave a mana to make it a more acceptable 2/2 for just three mana. Second, it’s a Knight, and we have one year where that makes a difference in Standard with Haakon, Scourge of Stromgald available. Lastly, its “death touch” ability kicks in before damage is dealt, leaving the Knight in play for another round. It’s not a completely upgrade blowout however; Deathgazer worked as a blocker too, and didn’t require mana to be deadly to the touch. Of course, this makes the Knight a pretty good attacker, since you will of course attack with him first while you have mana available, and your opponent will of course not block him… therefore letting you use the mana for other things after combat is done. If you think about it, Knight of Dusk is an excellent learning tool for timing and resource management, so that may be why Wizards made the switch.
Out – Execute, Slay, In – Deathmark
I think it’s obvious to everyone that the whole cycle for two-fer hosers in Coldsnap was designed by Wizards to free up slots in the base set (and sideboards), and here’s the first one. I’m not so sure about how much play Deathmark will see; yeah, it’s dirt-cheap and mana matters, but for just one mana more you get to hit two more colors (see Terror below).
Out – Horror of Horrors, In – No Rest for the Wicked
I’ve paired these two up because they are both enchantments designed to get more action from your creatures. Horror of Horrors was a nostalgia pick for Ninth, but it was not very good back in Legends and not very good now. No Rest for the Wicked was an interesting little enchantment that got overshadowed by the general insanity of Urza block because, back then, creatures were for chumps. Nowadays, creatures are better and it may be worth saving them for another round. I have a hunch that Wizards has been making deliberate moves towards giving creature decks some resistance to removal spells, especially global sweepers like Wrath of God and Damnation (witness Saffi Eriksdotter, Epochrasite, Deadwood Treefolk), and this seems like further proof. It’s possible you could even do some sort of funky combo with self-sacrificing Slivers alongside Gemhide and Basal varieties – keep in mind that there is no “at the end of turn” delay for getting back your creatures that died this turn.
Out – Phyrexian Gargantua, In – Phyrexian Rager
Down-sizing the one-shot life-for-cards horror from six mana to three seems like a pretty simple swap, but I can’t help but wonder if Wizards might be pushing Black’s incremental card advantage side, from Ravenous Rats and Augur of Skulls at two mana, Rager at three, and Graveborn Muse at four.
Out – Swarm of Rats, In – Relentless Rats
Relentless Rats was a really cool rule-breaking card that had the unfortunate disadvantage of being printed in a small set; thus the relatively low supply pushed up prices for individual copies, and if you wanted to make a Relentless Rats deck you had to push out some serious cash. Said deck was kinda cool, but I imagine most people didn’t think the deck was cool enough to warrant that cash outlay. Perhaps Wizards swapped this card into the new base set to give Relentless Rats fans a supply-side boost? The card is also a big demonstration on the “rule-breaking” nature of Magic cards for new players.
Out – Zombify, In – Beacon of Unrest
Zombify saw a little bit of action, especially in Solar Flare decks, until Dread Return showed up and kicked that poor little piece of cardboard’s ass all over the place. Beacon of Unrest is also a pretty strong upgrade for one Black mana more. I think Wizards wisely foresaw that Zombify wasn’t going to see much play at all in the upcoming Standard.
Out – Bog Imp, In – Dusk Imp
Both of these are Limited cards, I suspect that Dusk Imp’s upgrade in power is well worth the extra mana.
Out – Coercion, In – Distress
Tournament Magic players view mana costs like conservatives view taxes – cutting the cost means everything! Distress is more colored mana intensive, but being able to play the card a turn earlier is a huge deal. Also, if Wizards is pushing us towards an era of bi- and mono-colored decks, quality color-intensive spells like Distress can certainly help us move in that direction.
Out – Dark Banishing, In – Terror
Another example of cutting mana costs making the card more tournament-worthy. Again though, I’m still a bit confused at the apparent conflict with Deathmark, since it seems to me Terror wins that fight for sideboard space.
Out – Enfeeblement, In – Afflict
Out – Raise Dead, In – Recover
Have you noticed that Wizards seems to be pushing cantrips in Tenth Edition? These are the first of many cards that are swaps for similar effects but “upgrade” as cantrips.
Out – Giant Cockroach, In – Dross Crocodile
Another Limited-only slot, this shaves off a point of toughness to add another point of power. Note that this also shaves by one the number of hits required to take an opponent from twenty to zero, if you can keep the Croc alive and remove blockers.
Out – Razortooth Rats, In – Severed Legion
Outside of just a flavor switch, this might be to help enable a zombie sub-theme in case you pop a Muse.
Out – Serpent Warrior, In – Hidden Horror
Both of these are “undercosted” creatures for three mana, with a drawback to compensate. Hidden Horror is a considerable upgrade, having actually seen some tournament play in the past. For a Reanimator or hellbent themed deck, Hidden Horror’s drawback becomes a bonus, making the big 4/4 body for three mana an incredible deal.
GREEN
Out – Ancient Silverback, In – Rhox
Green is the color of gigantic fatties, and this is apparently the large rare regenerating creature slot. I’m not sure why, but Ancient Silverback just never did it for me and it’s never really broken through on the tournament scene. Rhox hasn’t done much either, in part I think because two mana to regenerate tends to be a little expensive, but his ability to just flat out deal damage to your opponent whether or not he’s blocked has always been impressive. Rhox is a stellar multiplayer fattie and I imagine that’s why Wizards put him back into the base set.
Out – Biorhythm, In – Hurricane
Both of these cards are great multiplayer finishers, and I think that’s the role they play here. However, I have to point out some confusion as to why Wizards offered Hurricane as a selection for the You Choose Tenth Edition promotion when they had to have known that Squall Line would be coming in Time Spiral. It seems odd and clunky to have both Hurricane and Squall Line available in the Standard environment. Perhaps this was done on purpose to help enable Green’s mana acceleration and life-gaining themes together in one deck?
Out – Force of Nature, In – Avatar of Might
Here we have the large rare trampling creature slot. At a personal level, I’m sad to see Force of Nature leave the base set since that was the very first rare Magic card I opened in the very first pack. Force of Nature’s stats are eye-popping to a new player, and the mana cost is reasonable. On the other hand I’ve always disliked Avatar of Might; it’s “discounting” affect flies directly in the face of Green’s themes (while not really giving you a body worth the effort), and this seems particularly odd to have in the base set. Perhaps Wizards put Avatar in as a learning tool to appeal to new Johnnies?
Out – Greater Good, In – Abundance
This must be the four mana, redundant Green enchantment base set slot. Greater Good has certainly seen its day in the sun, and was a very nice complement to Green’s theme of having efficient large creatures. Abundance has a decent little affect, and can make sure that you draw nothing but action cards after you have enough lands, but I just don’t see this ever really being worth the mana and deck slots unless you have the urge to keep using your Fa’adiyah Seers once Dredge shuffles off with Ravnica block.
Out – Maro, In – Molimo, Maro-Sorcerer
I’m guessing Maro was a casualty of Legend cycle settling on a larger Maro for Green. Sadly, Maro hasn’t had any respect by tournament players for quite a while so this swap is pretty painless. Molimo is a bit expensive for my tastes, but he does complement Green’s land development theme and I’m guessing that’s part of why he got the nod.
Out – Silklash Spider, In – Tangle Spider
I’m a little sad that they didn’t decide to lock in a Spider at rare, uncommon, and common, but for whatever reason I guess Wizards decided on us just having two spiders, and both being just Limited quality. Somewhere, Becker weeps with me…
Out – Utopia Tree, In – Birds of Paradise
I believe Aaron Forsythe provided the rationale to this in an interview with Inquest. Something to the effect of “there’s a new regime in town, so Birds are back.” The tea leaves are pretty clear here; despite Birds being ridiculously overpowered for what they do, it is a Green icon that is back to stay. Hooray!
Out – Anaconda, River Bear, In – Karplusan Strider
I have to admit that Karplusan Strider is an upgrade to the cards it’s replacing, but as far as “hosers” go, it still leaves much to be desired. It accomplishes Wizards desire to reduce the number of hoser slots in the base set, but it’s pretty much never going to get played so what’s the point?
Out – Elvish Bard, In – Elven Riders
This is apparently the five mana Limited elf card slot, and I suppose it’s an upgrade. Elvish Bard acts as a decent fall guy for getting other creatures through, while the Riders have a form of evasion.
Out – King Cheetah, In – Stampeding Wildebeests
This is definitely a big upgrade. King Cheetah was cool when he first came out, but Flash is now all over the place so it doesn’t really warrant an uncommon spot any longer. Stampeding Wildebeests on the other hand has pro-level deck pedigree, offering up a large trampling body with a drawback that can actually prove to be a benefit in the right deck. We even have a few cards Timeshifted back into Standard from when Wildebeests was played before in Spike Feeder and Hunting Moa. I can see Aaron Forsythe’s nostalgia playing a role here…
Out – Llanowar Behemoth, In – Sylvan Basilisk
I suspect this is a nod to nostalgia, with a twist. Many players fondly recall Thicket Basilisk from back in the day, and when it occurred them to pair it up with Lure to sweep all of your opponent’s creatures into the graveyard. Well, Sylvan Basilisk is strictly better, killing blockers when blocking is declared as opposed to having to waiting until the end of combat (and likely resulting in the death of Thicket Basilisk). They also brought back Lure. This is obviously a bone for new players discovering synergy and combo, but now with a creature considerably better.
Out – Needle Storm, In – Femeref Archers
Wizards wants to demonstrate that Green hates fliers, and Needle Storm was an okay way to demonstrate it, but it had the drawback of being rather lame if your opponent didn’t happen to have fliers out there when you drew the card. Femeref Archers solves that problem a bit by attaching it to a 2/2 creature that can attack if there are no fliers out there. That said, the restriction on when the Archers can do their thing is pretty… well, limited.
Out – Norwood Ranger, In – Skyshroud Ranger
Two one-mana elves, the old one vanilla with an extra point of toughness, the other with a special ability. Would any of these be played in Limited? I somehow doubt it, and I certainly don’t see the Rangers making the cut in Constructed. I’m not sure of the point here, unless Wizards is using this slot as a skill tester? I would have liked to see Elvish Pioneer or maybe Skyshroud Elite.
Out – Reclaim, In – Recollect
Green has a theme of utilizing the graveyard, so here we’ve got arguably an upgrade from the cheaper and faster Reclaim (but at the cost of your next draw step), and the “fixed” Regrowth. I doubt Recollect will get much love either.
Out – Trained Armodon, In – Pincher Beetles
I imagine this swap occurred to highlight the new “shroud” keyword, swapping a vanilla three mana, three-power critter for the special one. When there’s not a lot of blocking going on, Pincher Beetle can be a real problem for your opponent who may be relying on targeted removal. A good intro for new players until they run across Troll Ascetic in their rare slot.
Out – Tree Monkey, In – Canopy Spider
Enough monkey business, time to bring back the spiders! For one mana more you get a much more durable flier blocker, so this seems like just an overall good move for Limited and not just a bow to the Becker Spider lobby.
Out – Wood Elves, In – Civic Wayfinder
If the Ravnica duals had rotated in, I imagine that Wizards might have stuck with the Wood Elves, but since we’ve got the painlands for another go-round, this strikes me as a decent substitution. Reinforces Green’s ability to fix any color.
Out – Zodiac Monkey, In – Rushwood Dryad
Functionally identical, this change was made for cosmetic reasons. Perhaps part of a general monkey purge – Ancient Silverback, Tree Monkey, and now Zodiac Monkey?
Other thoughts: Looking at some of the Green cards that aren’t obvious swaps with old cards, it looks like Green’s getting a dose of “rule-setting” cards: Upwelling, Root Maze, and even Joiner Adept and Gaea’s Herald. Perhaps we’re seeing some adjustments to the color pie here?
RED
Out – Blood Moon, In – Manabarbs
Here we’ve got two enchantments that affect all players; one is disruptive in nature, the other just brings the pain. Perhaps Wizards decided to diversify Red’s options since they printed Magus of the Moon and bring back this classic from Magic’s past?
Out – Form of the Dragon, In – Dragon Roost
So is this the Red rare dragon-themed enchantment slot? Form of the Dragon was a very interesting card from a design standpoint, and featured a powerful effect with a dangerous “drawback,” and saw some competitive play. I can’t imagine Dragon Roost will come close to inching into competitive decks, so this is likely just a bone to toss out to budding Timmy and Johnny players out there.
Out – Karplusan Yeti, In – Siege-Gang Commander
The “tracker” mechanic is pretty nifty but has never caught on in tournament decks outside of Tahngarth, and Tahngarth only got a very brief moment in the sun before Flametongue Kavu made him irrelevant. Wizards obviously wanted to upgrade this five-mana rare creature slot by swapping in Siege-Gang Commander, a card that was a greatly feared cog in the Onslaught-fueled goblin machine. Without Goblin Warchief and Goblin Piledriver SGC isn’t nearly as fierce, but he’s still five power worth of creatures for five mana, and once you untap his sacrifice ability can set up all sorts of favorable trades or to go simply for the dome.
Out – Magnivore, In – Lavaborn Muse
Both of these four mana rare critters require deck design bent to make them potent threats, and with Wildfire leaving the base set, Magnivore wasn’t looking nearly so interesting anymore. We’ve got Hellbent themes still kicking around for a few months, and will have The Rack around for another year plus, so Lavaborn Muse finds himself in a much more favorable environment. Wizards may very well be pushing tools for a competitive Red/Black deck.
Out – Mana Clash, In – Scoria Wurm
Here’s the Red coin-flip rare slot for the casual crowd, though I have to say I think this is a bit of an upgrade – the Wurm is rather large, and there are worse drawbacks than having to replay it every other round or so. Wizards pushed coin flipping back into the realm of competitive decks with Frenetic Sliver, could they be pushing the envelope again with this critter?
Out – Rathi Dragon, In – Shivan Hellkite
Not hard to read these tea leaves, since this was dictated by the masses during the You Choose Tenth Edition promotion.
Out – Shard Phoenix, In – Squee, Goblin Nabob
Red has a theme of graveyard recursion that apparently has a slot in the base set; Shard Phoenix was a classic card that saw a lot of play back in the day but didn’t make a dent in modern decks. Squee has similar pedigree, but will it share its predecessor’s fate? There’s no Survival of the Fittest this time, but with all the Spellshapers running around I wouldn’t be surprised to see some Squee action; keep in mind he’s not a terrible answer to Calciderm.
Out – Thundermare, In – Kamahl, Pit Fighter
Ah, here we have the large hasty Red man spot! Thundermare was always rather expensive for a Lava Axe, and the mixed popularity of Timbermare shows that even at four mana it’s effect isn’t all that to write home about. Kamahl is fragile as all heck, but if he can survive, his tap ability can hold down the board like nobody’s business. Wizards obviously made room here for the cycle of big colored legends.
Out – Boiling Seas, Flashfires, In – Cryoclasm
Unlike the Black and Green versions of “two-fer” hosers, Cryoclasm has seen competitive play even main deck in the right metagames. Strangely though, its companion spell Stone Rain is leaving the base set, so I’m somehow doubt Cryoclasm will see much action.
Out – Enrage, In – Fists of the Anvil
Howl from Beyond was an iconic card from Magic’s beginning, and switching it to Red was an interesting move, but the card just didn’t cut the mustard. Fists of the Anvil is much more mana efficient from a mana-to-damage ratio by being locked into a cheap two mana, which seems to be worth the trade-off for the ability to attach a “fireball” to an unblocked creature. This was obviously Limited tinkering.
Out – Flame Wave, In – Cone of Flame
Another case of Limited tinkering, moving from the flat-out bomb of Flame Wave to the much more fair but still decent Cone of Flame.
Out – Kird Ape, In – Mogg Fanatic
Once Kird Ape got its Taiga in Stomping Ground, it became ridiculous and warped the environment into having to pack answers to this beatdown combo. It’s nice that Wizards kept this slot open for a tournament-caliber one-mana uncommon by swapping it with Mogg Fanatic; you just know that somewhere Dan Paskins is smiling for all the dead Elves and Birds this fellow will send flame-broiled to the graveyard.
Out – Viashino Sandstalker, In – Viashino Sandscout
Sandstalker was a card that saw some play back in the day as an interesting way for Red to combat Oath of Druids. It didn’t get much love in modern decks, though conceptually it would have made a nice Wrath-resistant beatdown creature. Of course, Giant Solifuge in a way filled that role as a “punishment” for Wrath/Damnation players, taking four immediately afterwards and then having to scramble for an answer. With Solifuge rotating out it may have been nice to tap Sandstalker again, but Wizards instead promoted his little cousin the Sandscout.
Out – Anaba Shaman, In – Prodigal Pyromancer
Wizards was clear up front that Prodigal Pyromancer (“Tom”) was the functional Red replacement for Prodigal Sorcerer (“Tim”), so it’s no surprise the Tim variant Anaba Shaman got elbowed out of the way for Tom.
Out – Goblin Mountaineer, In – Rock Badger
Perhaps Wizards made this swap because Red was going to be popular in Limited and a Mountainwalker should come down a bit later to reduce the lucksack wins?
Out – Panic Attack, In – Stun
Out – Shatter, In – Smash
Here are more cantrip “upgrades” as we talked about before.
Out – Stone Rain, In – Rain of Tears
Moving Stone Rain from the base set feels odd, but then moving it over to black for Rain of Tears compounds the oddness. Is this potentially a color pie adjustment, emphasizing Black’s disruption theme at the cost of Red’s land destruction element?
Out – Volcanic Hammer, In – Incinerate
Wow. Just wow. I think this was just a love letter from Wizards to the Dan Paskins of the world, clear and simple.
Other thoughts: Some of the rares that red got in this rotation are quite interesting: Seismic Assault is back in the base set again, and the awesome Beacon of Destruction is a welcome burning addition. Shunt is a tricky utility spell that’s nice to have available to deckbuilders. Soulblast and Warp World are expensive but enticing to the Johnnies out there.
Join me next week as we wrap up the tea leaves of Tenth Edition. Before I go, I thought I’d toss out my song selection as a mowed the lawn this past weekend. I’ve always found it interesting to hear what fellow columnists listen to, so here’s a peek at what iTunes fed my mp3 player recently.
Ghost of Stephen Foster, by Squirrel Nut Zippers
Ain’t No Mountain High Enough, by Marvin Gaye
Damn, I Wish I Was Your Lover, by Sophie B. Hawkins
5 a.m. (A Love Song), by Blue Rodeo
All These Things That I’ve Done, by The Killers
Emotional Rescue, by The Rolling Stones
Head Over Heels, by The Go-Go’s
Hey Julie, by Fountains of Wayne
I Want You Back, by Jackson 5
Kiss Off, by Violent Femmes
Love Is The Seventh Wave, by The Duhks
Knowing Me, Knowing You, by ABBA
Naughty Girl, by Beyonce
Love and Anger, by Kate Bush
Never Say Never, by Romeo Void
Open Up, by Dispatch
Out There, by Blake Babies
Pon de Replay, by Rihanna
Stay, by Lisa Loeb & Nine Stories
Sympathy, by Goo Goo Dolls
The One Thing, by INXS
Windout, by R.E.M.
You Know I’m No Good, by Amy Winehouse
Later!
Bennie