MTG Arena Zendikar Rising Spoilers Discussion


by in Magic: The Gathering Arena | Sep, 1st 2020

Zendikar is a set that has a lot of personal significance to me. It’s one of the sets I came back to MTG with, and I aggressively played competitively in that block. It’s also one of the last blocks I actively kept up with the meta in until MTG Arena came around. After this, I mostly played Modern/Legacy, instead of Standard. With Zendikar Rising dropping on MTG Arena/Online on Sept. 17, it’s time to talk about the spoilers that await! We can’t wait!

We’re sure to see classic Zendikar cards’ reprints and an absolute bevy of wildly powerful lands and spells. But first, let’s briefly discuss the mechanics!

Mechanics


Two classic mechanics are coming back to Zendikar Rising: Landfall and Kicker. Landfall triggers whenever a land comes into play under your control (or perhaps the other players!). Mana Ramp decks will love how strong some of these cards are (for example, Lotus Cobra). Kicker, on the other hand, offers you an extra cost on certain cards. If you pay the Kicker Cost, an additional effect triggers.

Party is one of the new mechanics, and it ties into an upcoming expansion. In Summer 2021, the Adventures in the Forgotten Realms expansion releases, and it’s a D&D+Magic expansion. So introducing Party makes sense. This mechanic highlights particular creature types: Cleric, Rogue, Warrior, and Wizard. The number of creatures in the Party is how many of those roles you can fill with a creature you control. Each creature can only fill one of those roles, as well.

These cards will give you specific buffs or effects based on how many of the party members you have. On the other hand, some will give you a bonus if you have a “Full Party.” We’re going to see some of these very soon, like Kabira Outrider and Coveted Prize.

The Modal double-faced cards are another new feature that are double-faced cards (which isn’t new). What is new is that these don’t transform or flip! You pick one of the two faces when you play the card. We wrote about these in greater detail here, so get a peek!

Expedition Cards


These are not, as far as we’ve seen, Standard Legal. Expedition Cards are special land reprints that will be in physical MTG. We’re wondering at the moment if these will be featured in Historic MTG Arena! In particular, there are some truly powerful fetch lands here, including the entire Zendikar set of original fetch lands. Others are more for Commander (Luxury Suite, Sea of Clouds). So we’ll go over these very briefly.

Commander Lands (Enters Untapped if you have 2 or more opponents):

  • Luxury Suite: Red/Black
  • Sea of Clouds: White/Blue
  • Spire Garden: Red/Green
  • Bountiful Promenade: White/Green
  • Morphic Pool: Blue/Black

Fetch Lands (Sacrifice to Pull One of Two Basic Lands from Your Deck):

  • Bloodstained Mire: Mountain or Swamp
  • Misty Rainforest: Forest or Island
  • Arid Mesa: Mountain or Plains
  • Verdant Catacombs: Swamp or Forest
  • Marsh Flats: Plains or Swamp
  • Scalding Tarn Island or Mountain
  • Polluted Delta: Island or Swamp
  • Flooded Strand: Plains or Island
  • Windswept Heath: Forest or Plains
  • Wooded Foothills: Mountain or Forest

Black Cards


Drana, The Last Bloodchief (5-Cost Mythic Rare Legendary Creature – Vampire Cleric): Oh, gross. What a card for me to start with! Drana, the Last Bloodchief makes me reminisce about the power of my old Vampire deck in Zendikar. Whenever this creature attacks, the defending player picks a nonlegendary from our graveyard. That creature comes back with a +1/+1 counter and is also a Vampire in addition to other types. The other player gets to pick a new creature for us to play from our grave every turn! She’s going to be an absolute blast.

Acquisitions Expert (2-Cost Uncommon Creature: Human Rogue): What a new take on discard! When it comes into play, this card has your opponent reveal many cards in their hand equal to our Party. We can pick one, and they discard it. This doesn’t have an exclusion on that card, either. It’s any card, not “nonland.” Acquisitions Expert is going to be very powerful in control decks, that’s for sure. What a way to start the MTG Arena Zendikar Rising spoilers!

Bloodchief’s Thirst (1-Cost Uncommon Black Sorcery): Bloodchief’s Thirst for 1 mana? At least it’s a Sorcery spell. It lets you destroy target creature or planeswalker with converted mana 2 or less. If you kick this spell (3 mana – 1 black), destroy target creature planeswalker instead. For 4 mana, you can destroy just about anything you want. Sounds far more worth it.

Pelakka Predation/Pelakka Caverns (3-Cost Black Uncommon Sorcery/Land): The first black Modal Dual-Faced card is here! The Sorcery half (Pelakka Predation) is a 3-cost sorcery that makes the other player reveal their hand. You choose a card with a converted mana cost of 3 or less, and they discard it. Otherwise, you play it as a black land that comes into play tapped. Simple, useful. I’m a sucker for discard, especially with how powerful reanimator seems to be so far.

Coveted Prize (5-Cost Rare Sorcery): This will cost 1 less for each creature in your Party. A potential 1-cost Tutor? Oh yes. You search your library for any card and put it into your hand. If you have a full party, you may cast a spell with converted mana cost 4 or less from your hand without paying for it. Coveted Prize will surely be another power card for control. Search out a board wipe, and play it without its mana cost? Brilliant.

Demon’s Disciple (3-Cost Uncommon Creature – Human Cleric): We have a new Plaguecrafter! Demon’s Disciple is a 3/1 for 3 (1 black), and when it enters play, each player sacrifices a creature or planeswalker. Nice, easy, powerful. This is great for control decks, or decks when we want to get certain cards of ours in the graveyard. More likely, it will be used to slow down the tempo of other decks. Look forward to rolling your eyes whenever this is cast.

Feed the Swarm (2-Cost Common Sorcery): Okay, it’s time for “controversial opinions with Jason.” I think Black getting an enchantment removal is a Good Thing (™). Why? Because it’s so darn hard to get rid of enchantments. Enchantment removal comes in two flavors: White and Green. I’ve never really cared for the Color Pie being a strict rule on what color can do what. Magic has evolved a great deal past what was in Alpha/Beta. Not to mention, Feed the Swarm destroys a creature or enchantment; you also lose life equal to the permanent’s converted mana cost. Sure, it’s a 2-mana spell, but you also pay a loss of life. As far as Zendikar Rising spoilers in MTG Arena go, I’m a huge fan of this card (until it gets used against me).

Soul Shatter (3-Cost Rare Instant): This is the card I was waiting for. Soul Shatter is a very powerful rare instant for black, and at 3 mana, it’s a bargain. Each opponent sacrifices a creature or planeswalker with the highest converted mana cost among creatures and planeswalkers they control. What makes this so incredible is you aren’t affected by it either. They sacrifice the most expensive card they have in play. It’s almost always going to be something strong. Then you can use targeted control on other things. Soul Shatter is a must use.

Nighthawk Scavenger (3-Cost Rare Creature – Vampire Rogue): I saw this card and was excited – then I realized it’s not Vampire Nighthawk. Honestly, this is a better version of the card! So I was excited again! A Flying, Deathtouch, Lifelink Vampire Rogue! This card is a baseline ⅓, but its power is 1+ the number of card types among cards in your opponents’ graveyards! This card is going to be a brutal stomping tool for Monoblack Vampires and Red/Black Vampires. It will 100% get used.

Thwart the Grave (6-Cost Uncommon Sorcery): This spell will cost 1 less (down to 2 black mana) for each creature in your party. But it returns target creature, and up to one Cleric, Rogue, Warrior, or Wizard creature card and put it into play! You get two creatures into play for possibly 2 mana? What a powerful card! Otherwise, it’s a 6-cost, and at least it’s a Sorcery, but wow! Love what this could do.

Hagra Bite / Hagra Pit (4-Cost Rare Spell – Instant / Land): Now this has an interesting alternate cost. Hagra Bite costs 1 colorless less if any opponent controls no Basic Lands. These special lands that came in this expansion (including Hagra Pit) are not basic lands. So for 3 mana, you can cast this as an instant and it destroys a target creature. The Hagra Pit is just a rare land that comes into play tapped, and taps for 1 black mana. I only like those lands as a desperate measure, or as a first turn. It’s great if you already have the mana to perform actions too, I imagine, but need more for other moves.

Inscription of Ruin (3-Cost Rare Sorcery): This one has a costly Kicker. The Kicker is 4 mana (2 black), making it a 7-cost total (3 black). But if you pay the kicker, you can pick all of these abilities instead of just one. Here’s what Inscription of Ruin offers:

  • Target opponent discards two cards from their hand
  • Return a creature with a converted mana cost of 2 or less from your graveyard to the battlefield
  • Destroy target creature with a converted mana cost of 3 or less

Honestly I really like this card, high kicker cost or not. Most kickers are expensive anyway. Either way, it’s pretty useful. I do wish it were an instant, but that’s just me. It’s quite strong though, and having all of the great black tools in one place – discard, destruction, and reanimation.

Skyclave Shade (2-Cost Rare Creature – Shade): Woo, Shades are back! This takes me back. Skyclave Shade can’t block, and it’s very reminiscent of the older Zendikar card Bloodghast. In addition to this being a 2-cost black creature that’s a 3/1, you can kick it for an extra 3 mana (1 black). If you do, this creature receives two +1/+1 counters when it enters the battlefield. Skyclave Shade also has Landfall that makes it like Bloodghast. Whenever a land enters the battlefield for us, if Skyclave Shade is in the graveyard and your turn, you can cast it from your graveyard. You still have to pay the mana, but this allows you to kick it yet again. Bloodghast would enter play on its own and could start with haste. But I like this creature. It can do a lot for a little.

Shadow’s Verdict (5-Cost Rare Sorcery): A powerful sorcery without a Kicker? What a nice thought that is! This is truly a powerful control card, especially if you aren’t playing with low-cost permanents. Why? Because Shadows’ Verdict exiles all creatures and planeswalkers with converted mana cost 3 or less from the battlefield and planeswalkers/creatures with a 3 or less mana cost from all graveyards. This is the destruction of low-cost, high-speed decks. An important note: Kicker costs do not combine with the CMC of a card. So they could play a 2-cost creature, pay the 3-4 kicker, and still lose the creature. All we care about is what the card costs to play.

Scourge of the Skyclaves (2-Cost Mythic Rare Creature – Demon): A 2-cost with a 5-cost Kicker? Hmm. Feels familiar. However, depending on when you get this creature, you may not even need to pay the Kicker. If you do (5 mana, 1 black), each player loses half their life rounded. Scourge of the Skyclave’s Power and Toughness is equal to 20 minus the highest life total among players. So the longer the game has gone on/the lower health totals are, the more terrifying it is. I think it’s pretty neat, but not altogether realistic to be your game-winner. Maybe a 1-of in mono-black? Time will tell.

Agadeem’s Awakening / Agadeem, the Undercrypt (3+X Mythic Rare Sorcery / Land): Ahh, here’s the Black Mythic Rare Modal Dual Land! I love this one. A reanimator’s dream, Agadeem’s Awakening is. This Sorcery lets you return from your graveyard to the battlefield, any number of target creature cards that each have a different converted mana cost of X or less. Say we spend 10 mana (13 total) on this. In theory, we can bring 10 creatures back, as long as each has a differentiated converted mana cost. 11 if we have a 0-cost. What I wonder is if we combine this with Ashaya, would these creatures also trigger Landfall abilities, since they now count as Forests? I want to look into this more. The land is a black land that comes into play tapped unless you pay 3 life, but that fits in with Black.

Nullpriest of Oblivion (2-Cost Rare Creature – Vampire Cleric): This Menace/Lifelink 2/1 creature has a Kicker cost of 4 (1 black). If you kick it, you can return a target creature from the graveyard to the battlefield. That’s why I like these cards so much. You don’t have to pay for the kicker. A 2/1 with Menace/Lifelink is honestly great at 2 mana (1 black). You can also equip/buff it to make sure it sticks around longer. But if you do need to play it later, you can bring back all kinds of nonsense and make the other player regret ever crossing you. You could even use it to bring back your Acolyte and trade that in for a 5/5 Demon! Lots of possibilities.

Marauding Blight-Priest (3-Cost Common Creature – Vampire Cleric): A 3/2 for 3, it pairs neatly with various cards. What makes this a useful common? Whenever you gain life, each opponent loses 1 life. There are so many cards that synergize with this! It’s easy to set up annoying loops of life gain/loss in MTG Standard and Historic! I love this card, even if it’s a 3-cost.

Whispersteel Dagger (3-Cost Rare Artifact – Equipment): Apparently not all pieces of equipment auto-equip! Whispersteel Dagger is one of those, thanks to its very powerful effect. It gives the equipped creature +2/+0, but that’s not the good part. Whenever the equipped creature deals combat damage to a player, you can cast a creature spell from that player’s graveyard this turn. You can also use any mana to cast them. Remember all those cool colorless artifacts that give mana? That’s going to make this a dream. This card costs 3 colorless to equip, so you need 6 mana free to drop this and equip it the same turn. You’ll then need even more if you plan to cast something this turn. That makes this a bit less desirable, unless you play it early, equip it later, and swing further down the line. I still like the idea of stealing the other player’s creatures, especially with Mill Rogue

Scion of the Swarm (5-Cost Uncommon Vampire Cleric): This is, in effect, a worse Bloodthirsty Aerialist. They both have the same ability: Whenever you gain life, put a +1/+1 counter on Bloodthirsty Aerialist/Scion of the Swarm. However, Aerialist is a 3-cost (2 black) ⅔, and Scion of the Swarm is a 3/3 for 5 (2 black). They also both have flying. The difference is that Aerialist is about to cycle out, and Scion of the Swarm will be around for a year. Though if I’m being honest, the 3-cost version was a bit on the strong side. This will (hopefully) be a bit more balanced. I like the concept, and I’m pretty sure that White/Black Lifegain isn’t going anywhere, with cards like this.

Blood Price (4-Cost Common Sorcery): I’m a sucker for a good “Tutor” card, and this is an interesting one, that’s for sure. Normally, a Tutor lets you search through your whole deck for just one card, that you put into hand. However, for 4 mana, Blood Price has you look at the top four cards of your library, and put two of them in hand. The other two go on the bottom of your deck, and then you pay up 2 life. Honestly? That’s awesome. You don’t get as much freedom to search, but this is packed onto a common. I can see this being used in Mono-Black, or perhaps even Esper/Dimir control as a early-to-mid-game search card. I rather like it, that’s for sure. 

Blue Cards


Zulaport Duelist (1-Cost Common Creature – Human Rogue): Naturally, the first blue creature I see has Flash. When this creature enters the battlefield, up to one creature gains -2/-0 until the end of turn, and its owner mills two cards. This could be a great card for self-mill because none of it specifies “opponent.” You could flash it in, weaken itself, and mill yourself for a pair of cards at least. Yeah, this is an incredible bit of value for 1 blue mana. As far as commons go, it’s pretty solid!

Expedition Diviner (4-Cost Common Creature – Merfolk Wizard): As long as you control another Wizard, this 3/2 Flying Merfolk Wizard has “When this creature dies, draw a card.” Nice, simple, to the point. Run Mono-Blue Wizards or UB Wizards, and get some extra card draw. It’s not stellar at first glance, but I can see it being used.

Merfolk Windrobber (1-Cost Uncommon Creature – Merfolk Rogue): A fun 1-cost mill creature! A 1/1 with Flying, and whenever it damages a player, that player mills a card. You can also sacrifice it to draw a card if an opponent has eight cards or more in their graveyard. Not amazing, but if we could keep retrieving it from the grave, we could abuse that card draw and mill. This could go well with a set-up for Zareth San.

Ruin Crab (1-Cost Uncommon Creature – Crab): Hey, it’s a new form of Hedron Crab! This is a 0/3 Crab for 1 blue mana. What makes that so great? It has a titanic Landfall! Whenever you play a land, each opponent mills three cards! I used to love my Hedron Crab deck, so I love seeing this card available. Hopefully, the Hedron Crab gets a reprint, and I can make my Crab Battle deck.

Confounding Conundrum (2-Cost Rare Enchantment): When Confounding Conundrum enters the battlefield, draw a card. Whenever a land enters the battlefield under an opponent’s control, if that player had another land enter the battlefield this turn, they then return a land they control to its owner’s hand. HAH! An Anti-Uro/anti-ramp card! Sure, they can still re-play those cards later, and trigger Landfall again, but it can definitely slow down ramp, and this will certainly be in a part of several control decks.

Umara Wizard/Umara Skyfalls (5-Cost Uncommon Dual Modal Card – Merfolk Wizard/Land): That 5 mana is a very prohibitive cost, but it does have a useful ability on the creature side. The Umara Wizard gains Flying anytime you cast an Instant, Sorcery, or Wizard spell. As a 4/3, that’s pretty strong, but I think that 5 mana is very high for something like this. At least it’s only an uncommon. Umara Skyfalls is the other side of the card and enters the battlefield tapped and taps for blue mana. It’s standard for the Modal Land cards.

Anticognition (2-Cost Common Instant): Were you waiting on a new, fun counterspell for blue? One that has an extra special effect? Maybe one with a reasonable cost (2 cost – 1 blue)? Say hello to Anticognition! This counters a creature or planeswalker spell unless its controller pays 2 colorless. However, if an opponent has eight or more cards in their graveyard, counter the spell, and then Scry 2. So if the other player has 8+ cards in the grave, they don’t get to pay that 2 mana, and you get a 2-cost counter. Brilliant.

Sure-Footed Infiltrator (4-Cost Uncommon Creature – Merfolk Rogue): A ⅔ for 4? Meh. It’s got a pair of very useful abilities, but a 4-drop? Not sold on all that. You can tap an Untapped Rogue you control to make Sure-Footed Infiltrator Unblockable, and if it deals combat damage to a player, draw a card. So it’s a great card overall, but ehhh. I sort of wish this was a ⅓, so we could at least do some wacky things in Historic. This is a card I think, as an Uncommon, could have been a 3-drop. However, Gateway Sneak was a ⅓ for 3 and had a slightly similar set of powers. Either way, this is going to be a banger in UB Rogues or Izzet Rogues.

Lulling Wizard’s Dominance (3+X Uncommon Sorcery): This is another card I’m not 100% on the name of. But it’s a much better version of Dominate. Why? Because if the other player has at least 8 cards in the graveyard, you can cast this for 3 colorless less. This card is a 3 blue+X and gives you control of target creature with Converted Mana Cost X. So you can get a 10-cost creature for 7, and that’s just beautiful. The positive side (for other players) is that this is not an Instant. That means opponents can’t drop this during your turn, through normal methods now, if they can Flash it in.

Coralhelm Chronicler (3-Cost Rare Creature – Merfolk Wizard): Today, we have a boon for Kicker spells! Whenever this is in play, you cast a kicked spell, draw a card, and discard a card. Amazing, amazing for Phoenix and Reanimator. Also, when you put it into play, look at the top five cards of your library. You may reveal a card with a kicker ability from them and put it into your hand. It’s pretty fascinating as a card and can see many ramp and power to Kicker spells.

Sea Gate Stormcaller (2-Cost Mythic Rare Creature – Human Wizard): A 2/1 with a 5-cost kicker? Whew! What does it even do? When this creature hits the battlefield, you copy the next instant or sorcery that costs 2 or less mana when you cast it. However, if you pay that 5 mana (1 blue) kicker, copy that spell twice, and you can choose new targets. This would be amazing if you could flash it in. Sea Gate Stormcaller could be a power card. I want to see what other instants or sorceries we could use this on. Possibly as a means to duplicate buff spells?

Bubble Snare (1-Cost Common Enchantment – Aura): The best part about Bubble Snare is that you don’t always have to pay its kicker to be amazing! If you pay the kicker, it’s now a 4-mana (2 blue) spell that you attach to a creature. If you paid the kicker, tap this creature. This creature does not untap during its controller’s untap step. So if you already have a target in mind that is tapped, you can deal with it for a measly one blue mana. Bubble Snare? I love it. It’s a sound, inexpensive card for control cards.

Thieving Skydiver (2-Cost Rare Creature – Merfolk Rogue): Good lord this is a powerful card! A Flying 2/1 with a Kicker of X. Why X? Because when this creature enters the battlefield, you gain control of target artifact with converted mana cost of X or less, if you paid the Kicker. Should it be an equipment card, you immediately attach it to Thieeving Skydiver. Did your opponent drop something evil and powerful, but you don’t think they deserve to use it? Take it for yourself with Thieving Skydiver! It works with any artifacts too, so don’t be shy. I could see this being a two or three of in several aggressive decks. If nothing else, it’s going to be in a lot of sideboards.

Merfolk Falconer (5-Cost Uncommon Creature – Merfolk Wizard): This isn’t a Kicker card, but a card that synergizes with kicker. Maybe that’s why it’s a 5-cost creature in Uncommon! However, it lets you Scry 2 anytime you cast a Kicked spell. In addition it’s a 4/4 with Flying, so it’s also a great card to beat the other player’s face in with! But again, Scrying 2 each time you kick, amazing.

Maddening Cacophony (2-Cost Rare Spell – Sorcery): You get this for TWO MANA?! Are you serious? Maddening Cacophony is a 2-cost Sorcery that mills each opponent eight cards. EIGHT! If you pay the Kicker (4 mana, 1 blue), each opponent mills half of their deck instead, rounded up. Good lord! Mono-Blue mill is going to make a serious comeback between this and the crab. Then you pair it with the Lithoform Engine to copy the spell. Sadly it doesn’t copy the Kicker and the cast, but we’ll get to that soon—what a powerful card.

Inscription of Insight (4-Cost Rare Sorcery): Here’s the Blue Inscription! The Kicker is 4 mana (2 blue), so for 8 mana, you get all of these effects, instead of just one. Here’s what this sorcery offers:

  • Return up to two target creatures to their owners’ hands
  • Scry 2, then draw two cards
  • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand

Honestly? This feels like the weakest of the inscriptions. But with how powerful blue is, that’s a relief. 4 mana to scry 2 and draw 2? That’s okay, I suppose, and the “return the creatures” is very hit-or-miss. It depends on what situation you’re in (enter-the-battlefield triggers, etc.). If it were an instant, it’d be great. Then you could use it in response to attacks. I still think this is in the “mediocre at best” category.

Charix, the Raging Isle (4-Cost Rare Legendary Creature – Leviathan Crab): CRAB. GANG. RISE. UP. A legendary crab! A HUGE Legendary crab! It’s a 0/17 (You read that right) for 4 mana. It also makes spells your opponent cast on it cost 2 colorless more. What if we want to attack with it? Then pay 3 colorless mana! It gets +X/-X, where X is the number of Islands you control. Sounds like a really solid addition to mono-blue tempo, or possibly even Simic. If we can give it trample, lifelink, or something like that, it can be the most annoying thing ever. It’s a great defensive and aggressive card. What I thought was a meme card at first may get used. If nothing else, it’ll see use in Pioneer/Commander.

Enigma Thief (7-Cost Rare Creature – Sphinx Rogue): This card has a  useful mechanic to not make it a freakin’ 7-cost. You can instead cast it for its Prowl cost (4 mana, 1 blue) if you dealt combat damage this turn with a Sphinx or Rogue. It also has Flying, and funny enough, not Flash. It’s a 5/5, so that’s also pretty great if you can get that Prowl cost. When Enigma Thief enters the battlefield, you can return up to one target nonland permanent that player controls to its owner’s hand for each opponent. Great for tokens, and in general just to slow down the state of the game, but if I can be honest with you, I”m not really that sold on the card in general. It’s okay, but ehhhh. Mediocre, but maybe we’ll see better uses for it.

Beyeen Veil / Beyeen Coast (2-Cost Uncommon Instant / Land): Beyeen Veil is a simple concept that’s pretty common in Blue. It’s an instant-spell speed that gives all opponent’s creatures -2/-0 until end of turn. Oh, were they attacking with a swarm of annoying 1/1s? Let’s put a halt to that, and slow the game down just a tiny bit. Conversely, since this is a Dual Modal Face card, you can play it as a land instead, with Beyeen Coast. It comes into play tapped and gives you 1 blue mana when you do tap it as normal. Overall, it’s a balanced, reasonable card for a reasonable cost. 

Glasspool Mimic / Glasspool Shore (3-Cost Rare Creature – Shapeshifter Rogue / Land): I love Mimics in blue! It never gets old. This is a really low-cost Mimic, to boot. For 3 mana, you can have this 0/0 come into play as a copy of any creature you control, except it’s also a Shapeshifter Rogue in addition to other typing. What could you do with this? Well you can make it any combo card you need, or you could temporarily steal an enemy creature, and then make a copy of it to keep for yourself! Just some food for thought. There are so many great cards this could become though. You could also make it a copy of a creature that has been Pacified or something, so you can keep using their abilities/etc. Or you could make it a land! It still comes into play tapped and gives you blue mana, but in a pinch, it’s more lands!

Master of Winds (4-Cost Rare Creature – Sphinx Wizard): Sphinxes are really back in a big way – but what about artifact creature Sphinxes? Did we all just forget Alara was amazing? Anyway, this is a ¼ Flying Sphinx for 4, and when it comes into play, you draw 2, discard 1. So it’s automatically possible to use in a discard deck like Phoenixes. However, whenever you cast an Instant, Sorcery, or a Wizard spell, you can change Master of Wind’s base power and toughness into 4/1 or ¼ until the end of turn! So it would still keep any buffs you applied to it. Whatever you need to do with it, whether that’s a safe heater/big hitter or a tank, it’s got you covered. Master of Winds is awesome, and so is the artwork

Deliberate (2-Cost Common Instant): This is an interesting card, but not an overwhelmingly powerful one. Deliberate is a slightly more expensive Opt. For 2 mana (1 blue), you can Scry 2, and then draw a card. So it’s probably still going to be used in many blue decks. I believe Opt is going to be cycling out very soon, so it sounds like Wizards is trying to slow down some of those common cards that were powerful and in so many decks. Deliberate is one of those, replacing Opt. 

Green Cards


Might of Murasa (2-Cost Common Instant): Here’s a solid instance of Kicker. In addition to the 2-cost (1 green), you can tap an extra 3 mana (1 green). Typically, this gives a creature +3/+3 until end of turn, but if you pay the Kicker, it gains +5/+5 instead. In green, this is likely going to be very easy to drop. I’d love to see this dropped on the revealed Grotag Bug-Catcher as some huge clubbing fist in the mid-game.

Gnarlid Colony (2-Cost Common Creature – Beast): Ahhh, Kicker. I missed you. This is a baseline 2-cost (1 green), with Kicker of 3 (1 green). If you paid the Kicker cost, it drops into play with two +1/+1 counters on it, and it’s a baseline 2/2. On top of that, this creature gives all of your creatures that have +1/+1 counters on them trample. This is going to be a ferocious card for several green rushdown decks. The ability to give trample to creatures that don’t have it will be dandy.

Lotus Cobra (2-Cost Rare Creature – Snake): Kobe’s back! That was his nickname, way back when. This is a reprint of the original Lotus Cobra. It’s a 2/1 with a very powerful Landfall ability. Whenever we play a land, we add one mana of any color to our pool. That one kind of speaks for itself. Even if it’s a tapped land, we still get a little mana for the turn. So. Strong. This is guaranteed to be a money-card in physical MTG.

Ashaya, Soul of the Wild (5-Cost Mythic Rare Legendary Creature – Elemental): We have a Goyf-style creature in Standard again! Gods be praised! Ashaya, Soul of the Wild has Power and Toughness equal to the number of lands you control. In Zendikar Rising, that’s going to be a frightening number. It gets better. Nontoken creatures you control are Forest lands in addition to the other types. That means they also affect the strength of Ashaya. I like this card if I can be honest. All we have to do is give it Lifelink/Indestructible, and it’s going to be a frightening Force of Nature.

Inscription of Abundance (2-Cost Rare Green Instant): We’re fairly certain on this card’s name. It was translated by Mythic Spoiler. This is a mighty strong 2-cost, provided you pay the Kicker cost (3 mana, 1 green). It’s really good without it, as you get a pick of one of three abilities. But if you pay the kicker cost, you get to pick any number of them instead. What are our options?

  • Put two +1/+1 counters on target creature
  • Target player gains X life, where X is the greatest power among creatures that player controls
  • Target creature you control fights target creature you don’t control

I want to see this in Historic more than anything else. In Green/Black Fight? Oh goodness. Pair this with Phyrexian Obliterator to make it a 7/7, and then force the other player to fight it, making them sacrifice permanents in the process? Oh, I love it. This card has some serious versatility under the hood. You can gain life, remove a creature with violence, and buff something all at once, for 5 mana.

Tangled Florahedron/Tangled Vale (2-Cost Uncommon Creature – Elemental/Land): I figured we’d see a card like this for green. Both sides of the coin offer green mana! The Tangled Florahedron portion is a 2-drop Elemental tapped for 1 green (as a 1/1). The other side, Tangled Vale, comes into play tapped, and taps for 1 green mana. I like the creature form more because of Elemental synergies, but it’s more mana in a pinch. That will be a terrific turn 1 land if I’m frank with you.

Swarm Shambler (1-Cost Rare Creature – Fungus Beast): A 0/0 that enters play with a +1/+1 counter is what the Swarm Shambler begins as. However, whenever a creature we control with a +1/+1 counter on it becomes the target of an opponent’s spell, you create a 1/1 green Insect creature token. This card can also inflate once a turn, at least. You can tap 1 colorless and tap it to give the Swarm Shambler a +1/+1 counter. If you can untap it (maybe in Blue/Green), you could make it inflate more and more. It’s a neat card, but I don’t know how great it’s going to be.

Cragbound Baloth (7-Cost Rare Creature – Beast): It’s a bigger, meaner Shifting Ceratops! The best thing, perhaps about the Cragbound Baloth, is that you can’t counter it. It’s also got Hexproof and Haste. It’s fast, it’s powerful, and it’s valuable as a 6/6 for 7. I’d rather it be a 5/5 for 5 maybe, but I think this is still reasonable. If you pay the kicker (3 mana – 1 green), it also gains 4 +1/+1 counters. So if you pay 10 mana, it’s a 10/10 with Haste that can’t be countered. It’s an incredible way to put the boots to counterspell decks. Gone are the days of instant cast board wipe, and so as soon as it’s on the board, it’s a threat. Hexproof, so they aren’t deleting it. This is going to get through. The only thing that makes a difference is the lack of trample. Come on, this is Green though! Trample is a dime a dozen here! Cragbound Baloth is amazing, and Mono-Green ramp is going to be a force of nature.

Broken Wings (3-Cost Common Instant): ZAP! That’s what this card does. For 3 mana, you can destroy a target artifact, enchantment, or flying creature at instant speed. 3 mana in green? That’s nothing. Less than nothing. Turn two? That’s no problem. I love cards like this, and there are so many useful targets. Definitely going to be OP in Limited. Removal/Aggro is King in Limited, so this is the kind of thing we want to see in packs.

Roiling Regrowth (3-Cost Uncommon Instant): Good. Lord. This is going to be in practically every Landfall deck with green in it – you can count on it. No kicker cost, you just have to sacrifice a land. If you do, you search your library for two Basic Lands and put them into play tapped. Goodness. This is bare minimum 3 lands in one turn. 30-40 land decks are about to be the New Normal. Get ready for it.

Vastwood Surge (4-Cost Uncommon Sorcery): At least this one is a Sorcery. We have a 4-cost spell with a 4-cost (colorless) Kicker. This card, for just the 4 mana lets you search your deck for two Basic Land cards, and put them into play tapped. If you paid that 4 colorless kicker, each of your creatures gets two +1/+1 counters. Your big creatures get bigger, and your Landfall triggers get. . . Landfallier, I guess. I didn’t really think this one through, I’m afraid.

Oran-Rief Ooze (3-Cost Rare Creature – Ooze): Ooze. Tribal. Yes. It’s gonna happen. A 2/2 Ooze doesn’t sound so great for 3 mana, but it packs much punch. When it hits the battlefield, Oran-Rief Ooze gives a creature you control a +1/+1 counter. We need to find a way to make this unblockable or indestructible. Whenever it attacks, you put a +1/+1 counter on each attacking creature with a +1/+1 counter on it. We can make some huge creatures in a very short amount of time, and when/if they die, they will, in turn, feed Grakmaw, Skyclave Ravager.

Kazandu Mammoth / Kazandu Valley (3-Cost Rare Creature – Elephant / Land): Today, we have another Dual Modal Faced card, and it’s also a land! I see that pattern more and more. The Mammoth itself is a 3-cost (2 green) and is a +2/+2 with Landfall. Whenever we play a land, this creature gains +2/+2 until the end of turn, so if we slap Trample on this Mammoth, it will be a terror. I’m kind of surprised it’s not a permanent buff since this card is rare. While at first, I looked down on this card, it’s still a 3/3 for 3 that can also be land and can reliably buff itself virtually every turn. It’s so easy to hit land drops in this meta. If you pull this with Turntimber Symbiosis, however, it’s truly terrifying. This would bring it into play as a 6/6!

Scute Swarm (3-Cost Rare Creature – Insect): Oh. God. Scute Swarm is going to be terrifying until mass board wipe starts happening. A 1/1 with Landfall, whenever you drop a land, you create a 1/1 green Insect creature token. However, if you have six or more lands, you make a copy of Scute Swarm instead. So we drop lands, create extra Scute Swarms, that create even more Scute Swarms. Good lord, this is going to be annoying to deal with. From there, we need to make way for them to come into play with +1/+1 counters, or to buff them.

Ancient Greenwarden (6-Cost Mythic Rare Creature – Elemental): Hey, it’s a mono-colored Yarok/Muldrotha! Sort of! A 5/7 with Reach for 6 (2 green) lets you play lands from your graveyard. So that’s part of Muldrotha/Crucible of Worlds. Does it get better? It’s a Mythic Rare, so of course! If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. This wording is very deliberate. This is more than “triggers Landfall abilities again”. Other Elementals have powers that trigger when you play a land, so it will be a very powerful, and probably a money card. It’s certainly going to be a card used in a variety of Mono-green or Elemental decks, to great effect.

Strength of Solidarity (1-Cost Common Sorcery): I’m glad this isn’t an Instant if I can be honest. This is another card that focuses on having a Party. For each member of your party, target creature gains a +1/+1 counter. So, in theory, you could give someone +4/+4 for 1 green mana. That’s a ton of value. For 1 mana? Even the 1 +1/+1 counter is useful, but the more, the better. I can’t help but wonder if this “Party” mechanic is forced too hard. We’ll have to see how many people are utilizing it to full effect.

Red Cards


Grotag Bug-Catcher (2-Cost Common Creature – Goblin Warrior): Here’s the first instance of Party I’ve seen in the MTG Arena Zendikar Rising spoilers. Grotag Bug-Catcher is a ½ Trample, but for each creature in your Party, he gains +1/+0 until the end of turn. Your Party consists of up to one of each: Cleric, Rogue, Warrior, and Wizard. So he could go in as a 5/2 if you have enough creatures in play. Mono-Red aggro/RW Aggro could be getting mighty feisty.

Spitfire Lagac (4-Cost Common Creature – Lizard): Spitfire Lagac is sure to be a staple of cheap, obnoxious Mono-Red decks. This little lizard comes with Landfall: When a land enters play under our control, it deals 1 damage to each opponent. It’s a ¾ by itself, so it’s also durable and a solid hand to attack or defend.

Ardent Electromancer (3-Cost Common Creature – Human Wizard): What’s that you say? Do you want a little mana ramp for Red? As a treat, maybe? Ardent Electromancer adds 1 red to your mana pool for each creature in your party, so a 4 red max. This could easily let you cast another creature, or cast something like Tormenting Voice, which lets you draw 2 cards (though you also have to discard a card). A 3/2 for 3, that also provides more mana? Definitely going to be useful in Jeskai Adventurers.

Teeterpeak Ambusher (2-Cost Common Creature – Goblin Warrior): Sneaking Guide will pair neatly with this. That Goblin lets you tap 2 colorless and make a creature with power 2 or less become unblockable. The Teeterpeak Ambusher is a ⅓ for 2, that can tap 3 mana (1 red) to gain +2/+0 until end of turn. So you make it unblockable, and once things are declared for combat, buff him as much as you can to do as much free damage as possible. I like this combo idea, even more so if we can flash some kind of equipment or other buffs onto him. Mono-Red Goblins or Red/White Goblin Warriors could be pretty wild.

Relic Robber (3-Cost Rare Creature – Goblin Rogue): Oh. My. Goodness. I’m so glad this isn’t a 1 or 2 cost creature because that would be filthy. This is one useful Goblin! If you can sneak this past the other player, you can make then miserable. A 2/2 Haste that creates creatures on the other player’s side? Oh yes. Whenever Relic Robber deals combat damage to a player, that player creates a 0/1 Colorless Goblin Construct artifact creature token. It has two important abilities:

  • This creature can’t block
  • At the beginning of your upkeep, this creature deals 1 damage to you

As it’s colorless, you can’t use protection from red to stop the damage. It also can’t be used as a chump blocker! Why would you even block those little jerks? They can’t hurt you unless the other player buffs them! Honestly, this is an amazing new form of damage from red, and I’m 100% here for it.

Fissure Wizard (2-Cost Common Creature – Goblin Wizard): Goblin. Tribal. I can feel it in my blood. It’s calling to me. All we need now is a reprint of Kiki-Jiki, Mirror Breaker. While this would be rad in Goblin Tribal, I like this for Phoenixes and Reanimator. When this goblin enters the battlefield, you can choose to discard a card. If you do, draw a card! Pitch that Phoenix to the grave, and get something in its place! That’s a lot of value for a 2/1 for 2.

Goma Fada Vanguard (2-Cost Uncommon Creature – Human Warrior): Another way to prevent blockers in red! Huzzah! Enter the Goma Fada Vanguard! Whenever it attacks, a target creature an opponent controls with power less than or equal to the number of warriors we control cannot block this turn. It’s a 2/2, which is okay, but this feels like it’s going to pave the way for Red/White Warriors, and I think it will be a very fast, very powerful deck.

Cleansing Wildfire (2-Cost Common Sorcery): Reasonable cost land destruction! However, there’s a catch. You can destroy target land, but that player gets to go to their library and put a basic land into play tapped. You also get to draw a card. If you’re playing against someone with tons of non-basics and just a handful of basic lands, this will be deadly. Destroy whatever special land the other player needs to win the game (say, a powerful Gate, or something that can become a creature, et cetera). I’m a fan of Cleansing Wildfire in this case.

Roiling Vortex (2-Cost Rare Enchantment): Whoo, doctor. Damage over time has ramped up in red. Each player takes 1 damage from this enchantment every start of their turn. It is better too. Whenever a player casts a spell, if no mana was spent to cast that spell, Roiling Vortex hits them for 5 damage. This is fantastic if it works the way I think. If this ruins cards you play for free from the grave/hand, or 0-cost spells, you can ping someone for serious damage. It won’t trigger off of copies of cards, though (so Lucky Clover).

Skyclave Geopede (3-Cost Uncommon Creature – Insect): A 3/1 with Trample and Landfall? For decks that can drop multiple lands a turn, this is going to be brutal. When you play a land, this creature gets +2/+2 until end of turn. So the more lands you can produce at once, the better.

Shatterskull Smashing / Shatterskull, the Hammer Pass (2+X Mythic Rare Sorcery/Land): What I find interesting is that Shatterskull, the Hammer Pass is not a Legendary Land. That’s only because it’s a Mythic Rare. It doesn’t do anything special other than being a pain land. But first, Shatterskull Smashing. It’s a Sorcery that requires 2 mana + X mana, and it deals X damage divided as you choose between up to two creatures and/or planeswalkers. But if the X is 6 or more, it deals twice that much, still among the two as you choose. The land section of this card comes into play tapped unless you pay 3 life. It taps for red mana. It’s a fascinating card, for sure. I love the Sorcery part though as an excellent way to deal with threats.

Kazuul’s Fury / Kazuul’s Cliffs (3-Cost Uncommon Instant/Land): Huzzah, Fling is back! Again! You know what I’d like to see here? A Gruul combo of Cragbound Baloth, and swing with it. Then we follow up the same turn (or next turn), drop Kazuul’s Fury.It requires you to sacrifice a creature (the Baloth), but then Kazuul’s Fury deals damage to any target with that creature’s power. So if it’s a 10/10, you can two-turn someone down with these two cards. Fling is amazing anyway. Plus, Kazuul’s Fury is an Instant! You can do it on the other player’s turn! Kazuul’s Cliffs is a Rare land that comes into play tapped, and gives you 1 red mana when tapped. What a brilliant card! The land again, is okay. In the right situation, it’s great, but Kazuul’s Fury is absolutely brilliant.

Roil Eruption (2-Cost Common Sorcery): Whew! A 5 colorless cost of a kicker? Interesting. That means it’s likely to be used in various multi-colored decks, since it only requires one red. You can splash in a little red on top and not stress. Roil Eruption deals 3 damage to any target, but if you pay the kicker (7 mana total), it deals five damage to any target instead. It’s a powerful shot as a sorcery, that’s for sure.

Scavenged Blade (2-Cost Common Artifact – Equipment): I’m not really sold on this change to artifact equipment. Like all artifact equipment in the expansion, this automatically equips to a creature when it is cast/enters the battlefield. This creature gives the target +2/+0 and has a re-equip cost of 3 mana (1 red). It’s okay. Honestly, it’s not bad. For 2 mana, this can be a really big deal for mono-red aggro or even a Warrior deck.

Geode Rager (6-Cost Rare Creature – Elemental): High-cost red creatures? They almost always come across as both parts “Wildly powerful” and “Highly impractical due to mana cost”. This one kind of straddles that line. Geode Ravager has Landfall that states “Whenever a land enters the battlefield under your control, goad each creature target player controls”. Goad makes them have to attack if possible until your next turn. This is amazing if you have a strong front, and the other player has weak creatures with awesome abilities, that you want to see leave the battlefield. So I think Geode Rager will be a really solid sideboard creature to slot in for the right situation. 

Shatterskull Charger (3-Cost Rare Creature – Giant Warrior): Do you know why this card is so great? It has value if you don’t pay the kicker. It’s a 3-cost base (2 red) with a 2 colorless Kicker. This creature is a 4/3 with Trample and Haste. If you do kick it, it comes into play with a +1/+1 counter on it. At the end of the turn, if Shatterskull Charger does not have a +1/+1 counter on it, return it to its owner’s hand. So you can either 1: play this, attack with it, and safely return it to your hand every turn, 2: pay the kicker, or 3: play one of the billion cards that give +1/+1 counters, and don’t lose this card to your hand. I love this as a constant, annoying source of damage, and 3 mana in mono-red, or even red/white (he IS a Warrior) isn’t unheard of. Shatterskull Charger has the potential to be very disruptive and frustrating at all phases of the game. You could also drop him, buff him, and just trample him over blockers.

Tuktuk Rubblefort (3-Cost Common Creature – Wall):  A creature that’s also a Wall! I love Walls. A 0/3 Defender/Reach wall is pretty great right off the bat, especially with how easy it is to buff creatures in Zendikar. However, it also gives your creatures Haste. So RDW has a new tool to be defensive, while also making the entire deck far angrier and aggressive? There absolutely could be! 

White Cards


Tazri, Beacon of Unity (5-Cost Mythic Rare Legendary Creature – Human Warrior): Here’s one of the big “party” creature cards. Fitting that it’s in White. This card costs 1 less to cast for each creature in our Party. So down to 1-cost total. This card brings back Split Cost too. These symbols have a slash and a color+a generic cost. It’s Blue/Black/Red/Green, and the other side is 2 colorless. For each of these, you can pay either cost. So you could pay 1 green, 1 red, 1, black, and the 2 colorless instead of blue. But here’s what it does: Look at the top six cards of your deck, and you can reveal up to two Cleric, Rogue, Warrior, Wizard, and/or ALly cards, and put them into your hand. I already love this card, and the possibility of 5-color adventurers is very real.

Farsight Adept (3-Cost Common Creature – Kor Wizard): When this creature enters the battlefield, you and an opponent each draw a card. It says “target opponent,” which makes me think this was more designed for Commander. Not crazy about it, mostly due to its cost. It is a 3/3. But meh.

Legion Angel (4-Cost Rare Creature – Angel Warrior): What an absolutely fascinating creature. A 4/3 Flying Angel Warrior, and when it enters the battlefield, you can take a Legion Angel from out of the game (sideboard) and put it into your hand. This means you will have Legion Angels in your sideboard, but the question is: How many versus how many are in your deck? It’s a question I’m looking forward to finding an answer to.

Kabira Outrider (4-Cost Common Creature – Human Warrior): When this creature enters the battlefield, it gets +1/+1 until the end of turn for each creature in your Party. As a default 3/3, it could easily be a 7/7. All it needs now is haste. I have a feeling that won’t be hard to get. . .

Skyclave Apparition (3-Cost Rare Creature – Kor Spirit): I see that powerful exile isn’t going to leave anytime soon. Don’t let someone tell you this is a “Bad Fiend Hunter” because those people are fools of the highest caliber. When this comes into play, you can exile target nonland/nontoken permanent we don’t control, that costs 4 or less. When Skyclave Apparition leaves play, the card’s owner (the exiled card) receives an X/X Blue Illusion token, where X is the converted mana cost of the exiled card. So they get a creature token, but the permanent they lost is gone forever. It doesn’t come back when Apparition dies, so it’s amazing, especially as a 3-cost white creature (2 white).

Archpriest of Iona (1-Cost Rare Creature – Human Cleric): Here’s yet another incredibly powerful white creature. This is a */2 for 1 white mana with power equal to the number of creatures in the party. At the beginning of combat, if you have a Full Party, target creature gets +1/+1 and then gains Flying until the end of turn. Combine this with Tajuru Paragon to swing for at least 4 right away. I’ve got an excellent feeling about this card. Have something big on hand that could get free damage with flight? Archpriest is your card!

Kor Blademaster (2-Cost Uncommon Creature – Kor Warrior): Kor Equipment’s back! Does this mean we’re going to see an unban of Stoneforge Mystic? Yeah, that’s not likely. We can dream though/ Kor Blademaster is a 1/1 for 2, that has Double Strike and “Equipped Warriors you control have Double Strike.” We’re going to see a lot of this card. We certainly are willing to bet.

Skyclave Cleric/Skyclave Colonnade (2-Cost Uncommon Dual Modal Card – Creature – Cleric/Land): Here, we see the next Uncommon Dual Momdal land card! This one’s creature form is also the main face. We receive a ⅓ white creature (Cleric), and when it enters the battlefield, you gain 2 life. Skyclave Colonnade also enters the battlefield tapped, and taps for 1 white mana. We’re mostly just interested in these cards’ practical applications and if they will be in major decks.

Resolute Strike (1-Cost Common Instant): A plain, simple, useful White instant. This gives a creature +2/+2 until the end of turn, and if it’s a Warrior, you can also attach an Equipment card you control to it. This would be amazing with TeeterPeak Ambusher if we have already made it unblockable, and they passed on the “Select Blocker” phase. So much damage!

Angelheart Protector (3-Cost Common Creature – Human Cleric): Thank God this doesn’t have Flash. A 3/2 for 3 with that and its ability would be terrifying. When this creature comes into play, target creature you control gains Indestructible until the end of turn. So we can’t flash this in as a surprise through normal means, but we can apply indestructible to a creature we plan on doing serious damage with (even better if it has Trample). It’s a decent card and will probably show up in Jeskai Adventurers. Not a banger, but not terrible.

Seagate Banneret (1-Cost Common Creature – Kor Warrior): A ½ for 1, just like old times with White. However, it’s got a banger of a mid-game bomb ability. For 5 mana (1 white), you can give all of your creatures +1/+1 until the end of the turn! Thank goodness it’s not permanent. This is an amazing 1-drop warrior and would go well in Kor Equipment, Jeskai Adventurers, and other decks. The fact that it gives all of your creatures, and not just White creatures, Warriors, or whatever +1/+1 is quite good. With the possibility of 30-land decks incoming, this could be quite strong to win the game with.

Angel of Destiny (5-Cost Mythic Rare Creature – Angel Cleric): Oh goody; an alternate win condition! I unironically love these. But this is a 2/6 Flying/Double Strike for 5! That’s got to have one amazing power to be Mythic Rare. And you’d be right! Whenever a creature we control deals damage to a player, you and that player gain that much life. So we can’t harm the other player through combat damage! Why is that so good? Because, at the beginning of our end step, if we have at least 15 life more than our starting total, every player we attacked with Angel of Destiny this turn loses the game. The damage doesn’t have to go through either for this! We have to attack! In a serious life-ramp deck, this could be hilarious and brutal. I have a feeling they are going to be a must-include in the Historic Mono-White decks for another way to win.

Emeria’s Call/Emeria, Shattered Skyclave (7-Cost Mythic Rare Sorcery/Land): What a fascinating card. Emeria’s Call is a 7-cost Sorcery for White, which has you create two 4/4 Flying Angel Warrior tokens. Non-Angels you control are indestructible until your next turn. That’s what makes this spell so powerful. You get two turns of basically free attacks. What’s the other side of this coin? As a Dual Modal Card, it’s also a land. This card comes into play tapped unless you pay 3 life. It’s a land that taps for 1 white mana. I was hoping for a Mythic Rare, maybe it would be 2 white, but it’s still decent. I like the Sorcery better, more than the land. However! If you are desperate for land, you can use it as one! That’s what makes this so great.

Maul of the Skyclaves (3-Cost Rare Artifact – Equipment): It was only a matter of time before we saw an awesome equipment piece. There are other ones, like Ravager’s Mace or Mind Carver. But this is the first strong artifact equipment I’ve seen so far. When it comes into play, you immediately attach it to a creature you control. This creature gains +2/+2, Flying, and First Strike. God bless, that’s amazing. Also, you can equip it to someone else for 2 colorless and 2 white.

Archon of Emeria (3-Cost Rare Creature – Archon): RULE OF LAW IS BACK. This is like Ethersworn Canonist but without the Artifact clause! A ⅔ flyer, this creature makes each player only able to cast 1 spell a turn. Also, nonbasic lands your opponents control enter the battlefield tapped! I love this card already. It’s going to be featured highly in several control decks, we think. At least, pure lockdown decks.

Kabira Takedown / Kabira Plateau (2-Cost Uncommon Instant/Land): This card leads me to some really interesting thoughts. Namely, these Modal Dual-Faced cards in the MTG Arena Zendikar Rising spoilers. Why are the uncommon and rare ones both coming into play tapped? That’s just a weird decision, but it’s probably a balance issue. I just think it’s curious. However, Kabira Takedown is a new instant for White for 2 mana (1 white), and it deals damage to a creature or planeswalker, based on how many creatures you control. Guess where this is going? That’s right, UG tokens, or Mono-White token! This will give you serious stopping power for major planeswalkers. Kabira Plateau is again, a standard “comes into play tapped” white land.

Fearless Fledgling (2-Cost Uncommon Creature – Griffin): Ah, yes! This card was revealed by the fantastic Skybilz! A 1/1 for 2 that I honestly think is going to be a mighty bomb in limited play. It will likely be great in constructed too. But this is a 1/1 with Landfall. It gains a +1/+1 counter whenever we play a land. On top of that, it gains flying until end of turn. This is a card, that, in white/green can very quickly get out of control. The permanent +1/+1 counters are very nice.

Makindi Stampede / Makindi Mesas (5-Cost Uncommon Sorcery/Land): Hey! The Lion King gets a card in Magic: the Gathering! How lovely. Makindi Stampede is surprisingly not an Instant though. Instead it’s a 5-cost Sorcery that gives creatures you control +2/+2 until end of turn. That’s. . . okay? 5 mana seems like an awful lot, especially as a sorcery. The land on the other side of this Modal Dual Card comes into play tapped, and taps for white mana. Either way, it’s an okay card at best.

Paired Tactician (3-Cost Uncommon Creature – Human Warrior): Mono-White/Red-White Warriors will definitely like Paired Tactician. If this creature attacks with at least one other Warrior, Paired Tactician gets a +1/+1 counter. It’s just going to get bigger the more aggressive you get. Just slap a good equipment piece on him (Darkspear immediately comes to mind), and you have a creature that will just become a bigger and bigger threat, the longer the game goes on.

Attended Healer (4-Cost Uncommon Creature – Kor Cleric): Honestly, I’ve been a little underwhelmed with White in Zendikar Rising so far. There are good cards in it, but it falls short compared to the other colors. But I do like what this brings to token decks/lifegain decks. Whenever you gain life for the first time each turn, you create a 1/1 white Cat creature token, and she’s a ⅔. 3 mana also gives a Cleric you control lifelink until end of turn. It’s solid, it’s useful, but not amazing by any stretch. At least, not yet.

Disenchant (2-Cost Common Instant): This is a classic reprint. This goes all the way back to Alpha/Beta as far as I remember. Simple, easy, useful. Two mana destroys an artifact or enchantment, and I have a feeling it’s going to be wildly practical in this expansion.  In a set with plenty of focus on Artifact Equipment/Warriors with equipment, we need a way to drop destruction out of nowhere. Say hello to the return of Disenchant! It’s not exactly been gone long (Core Set 2020), but it’s wildly useful right now.

Ondu Inversion / Ondu Skyruins (8-Cost Rare Sorcery / Land): As soon as I saw this card, I feel like W/G lands will be a horror. For 8 mana, Ondu Inversion is a sorcery that destroys all nonland permanents. That’s 8 mana! I feel it costs so much and isn’t an instant, so it isn’t an auto-include in every white deck. However, I think it still will be, because the other side of the card is a white land that comes into play tapped. It’s still going to be useful in so many scenarios. However, consider Ashaya, Soul of the Wild. Nontoken creatures you control are also considered to be Forest lands. Now, your board won’t be destroyed, but the opponents likely will!

Journey to Oblivion (5-Cost Uncommon Enchantment): In theory, this could be a 1-cost Oblivion Ring. It costs 1 colorless less for each creature in Your Party (Rogue, Wizard, Warrior, Cleric). So in theory, this is a 1-drop exile. Journey to Oblivion exiles a nonland permanent when it comes into play, and that card does not come back until Journey to Oblivion leaves the battlefield. This is a terrific card to pair with Lithoform Engine.

Felidar Retreat (4-Cost Rare Enchantment): This card has no ability other than its Landfall, but it’s a doozy. Whenever you play a land, choose one of two effects:

  • Create a 2/2 white Cat Beast creature token
  • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Remember all that talk we’ve done about WG? Scute Swarm needing a way to buff creatures? Well, here it is. Felidar Retreat makes that deck absolutely, bafflingly strong if you can get it online.

Trove Warden (4-Cost Rare Creature – Cat Beast): A ¾ with Vigilance for 4? That’s honestly already pretty great, but this is a rare. So it’s got to be stacked with abilities. Trove Warden’s Landfall exiles a permanent card with a converted mana cost 3 or less from your graveyard. Not the opponents. There has to be a catch, right? When Trove Warden dies, you put each permanent that you exiled with it back into play under the owner’s control. If you do this in a self-mill deck with low-cost cards, you could really do a lot. Or you could simply play it in the mid-game and start building an army to bring back. I’ve got a rule: If there’s no room on the card for flavor text, it’s probably going to be overpowered. I think this is going to be a very strong card. Not “please run this in every deck” strong, but “Wow, this is really stupid. Why is this so strong?”

Allied Assault (3-Cost Uncommon Instant): Boy is that “Party” concept being pushed ahead of the D&D expansion coming in 2021! This card gives up to two target creatures +X/+X until the end of turn, where X is the number of creatures in your party. Best case scenario, two creatures in combat get +4/+4 until the end of turn. Even the possibility of +1/+1 until the end of turn could really turn a combat phase around in your favor – but why not go as big as possible?

Squad Commander (4-Cost Rare Creature – Kor Warrior): Speaking of really powerful cards say Hello to Squad Commander! When this enters play, it creates a 1/1 white Kor Warrior token for each creature in your party. That’s okay, but if you have a full party, creatures you control get +1/+0 and Indestructible until the end of turn. If you have a Wizard, Rogue, Cleric, and Warrior in your field, you can attack without fear every single turn. The creatures you have can still be exiled, but they can’t be destroyed, and that’s wonderful (for you, not so much the other player). 

Trove Warden (4-Cost Rare Creature – Cat Beast): A ¾ with Vigilance for 4? That’s honestly already pretty great, but this is a rare. So it’s got to be stacked with abilities. Trove Warden’s Landfall exiles a permanent card with a converted mana cost 3 or less from your graveyard. Not the opponents. There has to be a catch, right? When Trove Warden dies, you put each permanent that you exiled with it back into play under the owner’s control. If you do this in a self-mill deck with low-cost cards, you could really do a lot. Or you could simply play it in the mid-game and start building an army to bring back. I’ve got a rule: If there’s no room on the card for flavor text, it’s probably going to be overpowered. I think this is going to be a very strong card. Not “please run this in every deck” strong, but “Wow, this is really stupid. Why is this so strong?”

Allied Assault (3-Cost Uncommon Instant): Boy is that “Party” concept being pushed ahead of the D&D expansion coming in 2021! This card gives up to two target creatures +X/+X until the end of turn, where X is the number of creatures in your party. Best case scenario, two creatures in combat get +4/+4 until the end of turn. Even the possibility of +1/+1 until the end of turn could really turn a combat phase around in your favor – but why not go as big as possible?

Squad Commander (4-Cost Rare Creature – Kor Warrior): Speaking of really powerful cards say Hello to Squad Commander! When this enters play, it creates a 1/1 white Kor Warrior token for each creature in your party. That’s okay, but if you have a full party, creatures you control get +1/+0 and Indestructible until the end of turn. If you have a Wizard, Rogue, Cleric, and Warrior in your field, you can attack without fear every single turn. The creatures you have can still be exiled, but they can’t be destroyed, and that’s wonderful (for you, not so much the other player). 

Multi-Colored Cards


Nissa of Shadowed Boughs (4-Cost Mythic Rare Black/Green Planeswalker – Nissa): I remember hearing rumors of Nissa having Landfall, and it appears to be true! What kind of obnoxious nonsense is this?! She gains a Loyalty counter anytime you play a land. That’s already pretty filthy. But here are her Loyalty abilities (baseline 4 Loyalty).

  • +1: Untap target land you control; you may have it become a 3/3 Elemental creature with haste and menace until end of turn. It’s still a land.
  • -5: You may put a creature card with converted mana cost less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it

Good. Lord. This is going to be vile in Reanimator decks. I’m just glad that her lands don’t stay creatures. They do have Menace (can’t be blocked by just one creature). She’s going to be brutal in Historic, I can see it now. She’s much better than the old Nissa.

Zereth San, the Trickster (5-Cost Rare Black/Blue Legendary Creature – Merfolk Rogue): Boy, does this feel like Ninjutsu! A 4/4 Black/Blue with Flash? That’s not a shock. Whenever Zareth San deals combat damage, you can put a permanent from that player’s graveyard and onto the battlefield under your control. Good lord. But it gets better! You can pay 4 (1 blue, 1 black) and return an unblocked attacking ROgue we control to our owner’s hand. Then put Zareth San, the Trickster from your hand onto the battlefield, tapped and attacking. You can use this to do all kinds of very annoying things, that’s for sure. That ability makes me think of the old mechanic Ninjutsu. Positive side: It’s not cheap to do this on one turn!

Orah, SKyclave Hierophant (4-Cost Rare White/Black Legendary Creature – Kor Cleric): A 3/3 Lifelink for 4 mana? Not too shabby. Whenever this creature or another Cleric we control dies, return a Cleric card with lesser converted mana cost from your graveyard to the battlefield. This was probably written so you can’t infinitely loop some weird sacrifice combo out of them. I like this card. There’s a lot of potential in Orah Orah Orah Orah!

Linvala, Shield of Sea Gate (3-Cost White/Blue Rare Legendary Creature – Angel Wizard): Linvala’s back! And she’s as awesome as ever! We have yet another 3/3, but this one Flies! At the beginning of our combat, if we have a Full Party, we pick a nonland permanent of our opponents. Until our next turn, that permanent can’t attack, block, or activate abilities. Or we can sacrifice her and choose Hexproof or Indestructible. Creatures we control get that power until the end of turn. Board wipe? Lol no, not on Linvala’s watch! She’s amazing. She’s in my top 10 cards so far in the MTG Arena Zendikar Rising spoilers.

Spoils of Adventure (6-Cost White/Blue Uncommon Instant): This card costs 1 less to cast for each creature in your Party. So it can get down to 2-cost (1 white and blue), but you gain 3 life and draw 3 cards, and it’s an instant. They’re pushing Party far, but I still like it. It will make players consider what they play.

Omnath, Locus of Creation (4-Cost Red/Green/White/Blue Mythic Rare Legendary Creature – Elemental): Omnath continues to grow more powerful. This 4/4 now has a fourth color in its casting cost, as it spreads across the flow of mana. You draw a card when he comes into play, and he has Landfall. Whenever you play a land, you gain 4 life, if this is the first time this ability is resolved for the turn. If it’s the second time, you add 1 red, green, blue, and white mana to your mana pool. If it’s the third time, Omnath deals 4 damage to each opponent and each planeswalker you don’t control. Get ready for absolutely obnoxious 4-color mana ramp decks. It’s happening, and you can’t stop it.

Murasa Rootgrazer (2-Cost White/Green Uncommon Creature – Beast): Here’s a card that will benefit Omnath! A ⅔ with Vigilance, and you can tap it for one of two abilities. The first lets you put a basic land card from your hand and put it into play. Or you can return a basic land you control to its owner’s hand. Any way to play more lands for the turn is going to be powerful in Zendikar Rising.

Cleric of Life’s Bond (2-Cost White/Black Uncommon Creature – Vampire Cleric): Whenever another Cleric enters the battlefield under your control, gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on this creature. Goodness. We need some cards to gain life on the other player’s turn, and we can make a huge, evil Cleric. I like this card.

Kaza, Roil Chaser (2-Cost Rare Legendary Creature – Human Wizard): 1 red and 1 blue gets you a ½ with Flying and Haste – I hate this already. You can tap it to make the next instant or sorcery spell you cast this turn cost X less to cast, where X is the number of Wizards you control as this ability resolves. So you could Flash in another Wizard or two in response to tapping this creature for the ability, and make counters or other cards cost significantly less. Izzet Wizards? It’s going down. We can put safe money on that.

Zagras, Thief of Heartbeats (6-Cost Rare Legendary Creature – Vampire Rogue): Great in BR Sac, BR Vampires, decks! This card makes me ask the question, “Why doesn’t Deathtouch affect planeswalkers by now?” Or they could get their ability, like Despark or something. However, this card’s cost is prohibitive, at least from the outset. This spell costs 1 less for each creature in your party so that it could be a 2-drop at best. On top of that, it has Flying, Deathtouch, Haste, and is a 4/4. Somehow, I feel like it could stack something more on top of that. All of your other creatures now also have Deathtouch, and whenever a creature we control deals combat damage to a planeswalker, destroy it. This gives us a strong weapon against Superfriends decks, but jeez. This creature does so much! This on the same level as Questing Beast. Plus, potentially drop this for 2 mana (1 black, 1 red) and destroy at least one planeswalker that turn? Strong stuff!

Yasharn, Relentless Land (4-Cost Rare Legendary Creature – Elemental Boar): This is a nice, simple, but powerful (potentially) legendary creature for white/green. When this creature enters the battlefield, search your deck for a forest and plains card and put them into your hand. These are both basics, mind, so no fancy Forest Plains. Also, players can’t pay life or sacrifice nonland permanents to cast cards or use activated abilities. As a 4/4 for 4, this is a pretty valuable card.

Grakmaw, Skyclave Ravager (3-Cost Black/Green Rare Legendary Creature – Hydra Horror): I do love creatures that get bigger and meaner as the game progresses, and that’s what Grakmaw, Skyclave Ravager does! A baseline 0/0, it enters play with 3 +1/+1 counters. Whenever a creature we control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on Grakmaw. When Grakmaw dies, we create an X/X black and green hydra creature token, with power/toughness equal to the number of +1/+1 counters it had on it. This pairs nicely with another card we discussed today, Oran-Rief Ooze. Our creatures dying, if they have counters, make Grakmaw bigger, and it’s so darn easy to put +1/+1 counters out there, especially with green.

Soaring Thought-Thief (2-Cost Uncommon Creature – Human Rogue): Flying, Flash, only costs 2 mana (1 black, 1 blue)? Yup that checks all my boxes for a wildly powerful Rogue. UB Rogues have a new tool to mill with! Whenever you have one or more Rogues attack, each opponent mills two cards. It’s not “per Rogue” at least. However, as long as the opponent has at least 8 cards in the grave, all Rogues have +1/+0. It’s not an amazingly OP card, but it’s going to slot into the already annoying UB Rogues deck quite nicely. Since it’s uncommon and has Flash, it’s going to be fun. You can drop this easily on turn 2 of your opponent’s turn, saving you for other moves.

Verazol, the Divided Stream (2-Cost+X Blue/Green Rare Legendary Creature – Serpent): This creature is a 0/0, but everything you tap after the 1 blue 1 green gives a +1/+1 counter. So if you tap a total of 12 mana, it comes in as a 10/10. It doesn’t have flying. It doesn’t gain life and offer card draw as a certain previous flying hydra did. What it does, is it enhances your Kicked spells. When you cast a kicked spell, you can remove two +1/+1 counters from Verazol. If you do, copy that spell, and choose new targets for the spell. Simic is already wildly powerful. Even though a few of their ramp cards were banned, it’s not going to stop how strong and fast this deck archetype is. There are plenty of blue/green cards that can be kicked that will be overbearing if you copy them repeatedly. This isn’t even looking at Historic! You can bet Verazol’s going to see use, thanks to how easy it is to add +1/+1 counters to creatures.

Kargan Warleader (3-Cost Uncommon Creature – Human Warrior): A Warrior Lord! I don’t remember the last time I saw one of these! That means all other Warriors control gain +1/+1, and is a baseline 3/3 for 3 (1 red, 1 white). Yes, RW Warrior Aggro is coming. As a side note, I’m very glad that it’s a female warrior. It’s just nice to see that kind of inclusion in MTG’s art – a badass, heavy armored female warrior with a huge, wicked sword.

Anowon, the Ruin Thief (4-Cost Black/Blue Mythic Rare Legendary Creature – Vampire Rogue): Anowon, the Ruin Sage is back and better than ever! The original Anowon was popular to force players to sacrifice creatures, but he does so much more now. The present iteration is Black/Blue instead of Black and is a Rogue Lord. All the other Rogues you control gain +1/+1, and he’s also a powerful mill tool. Whenever one or more Rogues you control deal damage to a player, that player mills 1 card for each damage dealt to them. If that player mills at least 1 card, you draw a card. It’s not going to eliminate someone’s deck in one turn, but it’s definitely going to help you sneak lots of useful cards out of their deck. This will also go great with one of the new artifact weapons, Whispersteel Dagger.

Obuun, Mul Daya Ancestor (4-Cost Red/White/Green Mythic Rare Legendary Creature – Elf Spirit): Was this created solely for Commander/Pioneer? Yeah, probably. That’s how I view pretty much all three-color legendary creatures though. What does this one do? At the beginning of combat on your turn, you can take one target land you control and tu rn it into an X/X Elemental creature with Trample/Haste. X is the present power of  Obuun, and the creature is still a land. Whenever a land enters the battlefield for you though, his Landfall triggers, and you put a +1/+1 counter on a target creature (presumably him, to make the lands bigger). For 4 mana, you get a lot of value out of this creature, even if it requires 3 different colors to make it happen. Very reasonable to see this on turn 3 or 4, we imagine. This could really do a lot in Elemental decks, even if he’s an Elf/Spirit. Big Beefy Lands aren’t going anywhere.

Colorless Cards


Lithoform Engine (4-Cost Mythic Rare Legendary Artifact): “Behold, the Tanden Engine!” – Seth, Street Fighter IV. This card is going to be in so many decks. You may not think so at first, because all of its abilities require mana. This is a meta with lots of very high costs, thanks to Kicker. We have a 4-cost legendary artifact, and it’s colorless, so it goes everywhere. Let’s analyze what it can do.

  • Tap 2, Tap This: Copy target activated or triggered ability you control. You may choose new targets. This goes for Landfall, Planeswalker abilities, or virtually anything else that activates/is triggered.
  • Tap 3, Tap This: Copy target instant or sorcery spell you control. You may choose new targets for the copy. If we can untap this, and tap it again, we could probably copy a Kicker if we paid for it. We would be copying the Kicker’s triggered ability, if it is indeed, a triggered ability. That’s where things get a little messy. But you could still duplicate the initial effect (Maddening Cacophony, for example).
  • Tap 4, Tap This: Copy target permanent spell you control (this copy becomes a token). Now, it’s important to note that permanents aren’t spells unless they’re on the stack. This has to be used in response to casting a permanent. With the likelihood of this meta, including 30+ lands in decks, it will be very easy to do this.

This is going to be in so many decks. Copy landfall, make doubles of annoying spells or creatures that trigger landfall abilities? It can do it all! Lithoform Engine’s in the top five strongest cards, calling it now (for this expansion).

Forsaken Monument (5-Cost Legendary Artifact): I’m torn on this one. I love the idea, but it doesn’t seem very useful in the current meta. This feels like it was built for Historic/etc. There aren’t a billion amazing colorless cards in this expansion (not yet, at least). This could be designed for the future too. This card gives your colorless creatures +2/+2, and whenever you tap a permanent for colorless mana, add an addition to it. On top of that, whenever you cast a colorless spell, gain 2 life. The power creep in Magic is starting to get exhausting.

Skyclave Relic (3-Cost Rare Artifact): A 3-cost with Indestructible, that also has a kicker of 3? IF you kick this card, you create two tapped tokens that are copies of Skyclave Relic. You tap this to add one mana of any color, so it’s a really serious mana ramp for your mid-game. It’s another card that goes well in virtually any deck to help you get whatever color you need. For 6 mana, you can tap 3 of any color (at least, on the following turns). I don’t hate it, that’s for sure. Being indestructible is nice.

Relic Vial (3-Cost Uncommon Artifact): This card was practically invented for Rakdos/Mono-Black/Jund Sac. That’s it. On its own, it’s a 3-cost Uncommon that allows you to tap it and sacrifice a creature to draw a card. But suppose you control a Cleric (Priest of Forgotten Gods, for example). In that case, it also has: “Whenever you control a CLeric, Relic Vial has ‘Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.” So all you have to do is keep a Cleric in play and keep up your constant sacrificing of creatures. You will slowly whittle away at the other player, and they will fall to your frustrating, tedious tactics.

Myriad Construct (4-Cost Rare Artifact Creature – Construct): WOW. Colorless was, of course, going to be fierce on Zendikar, but good lord! As frequent as non-basic lands pop up, you’re almost going to have to pay the 3 mana kicker. If you do, this enters play with a +1/+1 for each non-basic land your opponents control. Not only is it going to be in Uro/Ramp decks, but it’s also going to be a possible answer to those. However, when it becomes the target of a spell, you sacrifice it and create as many 1/1 colorless Construct artifact creature tokens equal to Myriad Construct’s power. It’s possible to get this across to the other player and OHKO them. Many people only run 4 or so basic lands (unless it’s a mono-colored deck), thanks to the plethora of non-basics available. We’ll have to see what decklists run now. Drop this in the mid-game, slap lifelink or color protection on it, and swing lethal!

Relic Golem (3-Cost Artifact Creature – Golem): The Jewish part of me wishes they’d stop using Golem as a catch-all for non-human constructs, but here we are. I feel a very similar way about the art behind most Goblins, but we’ll cover that another day. Relic Golem is essentially a Millstone from the days of old. It can be tapped (for 2 mana) to make a player mill two cards. It’s also a 6/6 that can’t attack unless an opponent has eight or more cards in their graveyard. That makes me think it’s likely going to be featured heavily as a possible card in UW, or UB mill decks. 

Cliffhaven Kitesail (1-Cost Common Artifact – Equipment): Has this ever happened to you? You have a huge creature, in the 10-15 power range, but it doesn’t have trample! You think “Boy, if I could get this creature into the air, it would be the end of the game!”, but you don’t have the answer. Cliffhaven Kitesail is just what you need. Sure, it’s common. But it’s a common for 1 colorless, and it equips to a creature you control when it comes into play. This gives the equipped creature flying, and could be the difference between victory and defeat! Don’t underestimate how good cards like this are! 

Lands


There are new Modal Dual-Faced Lands in this expansion. Instead of being traditional Dual Lands, they have a different color on each face. You have to pick which one you need and put that into play. It will only tap for that color.

  • Boulderloft Pathway/Branchloft Pathway: White or Green Land
  • Lavaglide Pathway/Riverglide Pathway: Red or Blue Land
  • Brightclimb Pathway/Grimclimb Pathway: White or Black Land
  • Clearwater Pathway/Murkwater Pathway: Blue or Black Land
  • Cragcrown Pathway/Timbercrown Pathway: Red or Green Land
  • Needleverge Pathway/Pillarverge Pathway: Red or White Land

Base Camp (Uncommon Land): This is a nice, simple land we’ve seen before. It adds colorless mana (Hello, Forsaken Monument), and it also taps for any color, if we’re casting a Cleric, Rogue, Warrior, or Wizard. It will also be any color for a Cleric, Rogue, Wizard, or Warrior ability. I can see four of these being in five-color adventurer decks.

Throne of Makindi (Rare Land): Attention, Decks that run lots of kicker and landfall! Throne of Makindi is a card you will probably want to consider. Sure, you have to charge counters to really use it efficiently, but you won’t be kicking spells multiple times every time. This is a land that taps for 1 colorless mana but can also be tapped for 1 mana to put a Charge Counter on it. This land can be tapped, and remove a Charge Counter to add two mana of any one color, but only for Kicker Costs. It’s not a broken card, but it will be really handy. If you can swing some proliferate, you could stack plenty of charge counters, but I don’t know if that’s in Standard right now. It’s still quite a decent card, all things considered.

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