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You are: Home -> Articles -> Feature Article | Email the author Editor: Chris Aitchison. Saturday 21 February 2004.

Feature Article

Scrubbarama - A Random Review of Darksteel Limited - Part 1 (Green & Blue)

No doubt many "good players" have written endless amounts of articles analysing sets of cards, but today I want to present a review written by myself - a random scrub! I have only been playing draft seriously for the last six months and have learnt a lot. I have written this review in order to help me as well as everyone else, so it's imperative that you give me your opinions on my many misjudgments.

I've used a simple grading system for cards. These are not hard and fast but are a general guide to where I think the cards fit on the pecking order in the Limited environment. The following is an idea of how good each level is:

'A': Cards with an 'A' grade are the ones that win you tournaments. They should virtually always be a first or second pick. Many removal spells come in this category and it's a good idea to get some men of this calibre in your draft pile. Examples include Dark Banishing, Volcanic Hammer and Abyssal Specter. 'A+' spells should be an automatic no-brainer first pick.

'B': The bread and butter of sealed deck or draft, cards in this category should always be played in your deck. You are unlikely to get four Spikeshot Goblins or four Viridian Shamans. The more cards in this category to fit out your deck the better. A classic example of a 'B' card is Hill Giant. Mostly fits around 4th to 6th pick in most drafts.

'C': Spells in this category should be avoided unless you really have to. However, they may just get into your deck as a 23th or 24th card. Typical examples include Ogre Leadfoot (C+) and Clockwork Condor. A 'C' card in a draft usually stands at about an eighth or ninth pick.

'D': We're getting to the crappier levels now. Cards in this level should never be played, however they sometimes hit the table in the decks of random scrubs. After a few years of playing I've discovered that one way to gauge a player's ability is to look through their limited deck and see what their worst card is. Typical 'D' cards include Sizzle and Chrome Mox (the latter is great in Constructed, but is a no-no in Limited).

'F': Only an absolute moron would ever bother playing anything in this class, although there certainly some of them out there. Examples are Chimney Imp and Dripping Dead.

OK, onto the review!

Ageless Entity - 3GG
Creature - Elemental (R)
Whenever you gain life, put that many +1/+1 counters on Ageless Entity.
4/4

Without the ability, he would be marginally inferior to Fangren Hunter, which still makes him a solid front-rower in most non-professional teams. With Loxodon Warhammer, he'd be a world beater. I once saw him in a deck with three Nourishes in a draft. He also goes well with Leonin Elder, but that is a crappy 1/1. The general consensus is not to rely on life gain or combos in limited, but even so, he's still an early pick. B+

Echoing Courage - 1G
Instant (C)
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.

Echoing Courage is a slightly less potent version of Predator's Strike. It will still have a surprise factor but with one less power the capability of this to be a really good combat trick is somewhat reduced. I consider this to be the third best of the Echoing spells, after Echoing Ruin and Echoing Decay. However, if you have a lot of Insect tokens from One Dozen Eyes it's a lot stronger. B

Fangren Firstborn - 1GGG
Creature - Beast (R)
Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature.
4/2

This is a very offensive guy who is a tad fragile in defence. However, once he is out there and attacking all your dudes get a big boost. An effective five power for four is certainly nothing to be sneezed at, but look for him to be swiftly dealt with once he hits play. The ability puts him a cut above the merely playable category. However, the three green is a bit of a problem, meaning you must be going heavy green before you consider picking him. That's why he'll sometimes be passed  to you in the Darksteel Booster. B+

Infested Roothold - 4G
Creature - Wall (U)
Protection from artifacts
Whenever an opponent plays an artifact spell, you may put a 1/1 green Insect creature token into play.
0/3

Come on, five mana for a 0/3 that can't attack? Yes it has pro artifacts but does that mean much? At best, it will hold off one of your opponent's men. In addition, I'd say I have to have three or four tokens just to break even for the mana cost. Even in Mirrodin block, not every spell is an artifact. No thanks! D

Karstoderm - 2GG
Creature - Beast (U)
Karstoderm comes into play with five +1/+1 counters on it. Whenever an artifact comes into play, remove a +1/+1 counter from Karstoderm.
0/0

Karstoderm is no Blastoderm or Balduvian Horde, but by any standards it's still a wannabe green Juzam Djinn. On average, it will be a 4/4 when it gets its first attack and early in the game that size for four mana is a good deal. Unfortunately, expect it to get smaller pretty soon after that. Late game, it's not as good. I just don't think it's the new Blastoderm, but it's better than a Jade Leech. B

Oxidize - G
Instant (U)
Destroy target artifact. It can't be regenerated.

With half the spells in this block being artifacts, we all thought Shatter was the new Terror. Now Oxidize is the new Vendetta plus! Barring a very, very good rare (and those are hard to come by in Darksteel), Oxidize should be picked first! A

Pulse of the Tangle - 1GG
Sorcery (R)
Put a 3/3 Green Beast token into play. Then if target opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.

I got a foil one of these at the Pre-release! It's a poor man's Call of the Herd and it's definitely playable, especially if you are going second and they get an early Myr out and have two creatures on the board. It's not going to break a stalemate but early on it's a cheap 3/3 for three which has a chance of being recycled. A good card in an environment where cheap guys are definitely few and far between. B+

Reap and Sow - 3G
Sorcery (C)
Choose one: Destroy target land; or search your library for a land card, put that land card into play, and then shuffle your library.
Entwine: 1G

This definitely has Constructed potential, notably in Urzatron decks, but unfortunately you need four mana on the board when you use it and at that stage, you'd rather be playing a creature than wasting your turn just to search for another land. If your opponent is mana screwed, you can use it to wipe off one of their few mana to ensure a win, but probably you wouldn't need to in that case anyway. So in general, a poor choice in limited. Journey of Discovery and Sylvan Scrying are both better. C- (somewhat higher in 3 colour decks)

Rebuking Ceremony - 3GG
Sorcery (R)
Put two target artifacts on top of their owners' libraries.

Plow Under is good, Rebuking Ceremony is better. In most instances, you will be using this to clear away two mechanical men. Your opponent loses two draws, has to waste mana re-casting these, and even then they'll be subjected to summoning sickness for another turn making this spell a virtual double Time Walk. When you're winning it can get you the win, when you're losing it buys time and heaps of it. I love it. A+

Roaring Slagwurm - 5GG
Creature - Wurm (R)
Whenever Roaring Slagwurm attacks, tap all artifacts.
6/4

Roaring Slagwurm is a very expensive creature and has a symmetrical effect, pretty much meaning that all your artifacts get tapped as well, unless your artifact creatures are attacking too, and this limits your options. Seven mana is getting very high on the curve and I'd expect way more than a 6/4. There's a lack of evasion here also. Not allowing your opponent's artifact creatures to block is good, but then you'd need other attackers and it all seems a bit situational. A mid-range pick at best. C-

Stand Together - 3GG
Instant (U)
Put two +1/+1 counters on target creature and another two on another target creature.

A super Symbiosis, this one is probably nastier than a Soul Nova, because it can remove two target attacking creatures and make yours bigger, permanently. A very strong combat trick that is an early to mid range pick. B+

Tangle Spider - 4GG
Creature - Spider (C)
You may play Tangle Spider any time you could play an instant. Tangle Spider may block as though it had flying.
3/4

This guy is all about surprise. I have seen it win games. It should almost always be played as a instant to remove one of your opponent's flying creatures. At this size, he can deal with most flyers in the set short of Angels and Demons. Early to mid, B+

Tanglewalker - 2G
Creature - Elf Shaman (U)
Creatures you control are unblockable as long as defending player controls an artifact land.
2/2

Without the ability, he is just another lousy Grey Ogre. However, if your opponent does have an artifact land, the effect is devastating. If it ever comes into effect, opponent is likely to side out all their artifact land for basic ones. B-

Tel-Jilad Outrider - 3G
Creature - Elf Warrior (C)
Protection from artifacts
3/1

Tel-Jilad Chosen was 2/1, so that's a gain of only one power and costs two more. The Chosen always made a very good half-back on any team, but the Outrider is much slower and less economical. With the fact that the former is still hanging around in the format, one could play with way better guys than this one. C

Tel-Jilad Wolf - 2G
Creature - Wolf (C)
Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn.
2/2

Moderately playable, think of this one as somewhat worse than a Tel-Jilad Chosen. It effectively has pro artifacts in the early game, but later on its impact is expected to be substantially less. C+/B-

Viridian Acolyte - G
Creature - Elf Shaman (C)
1, T: Add one mana of any color to your mana pool.
1/1

Obviously 1/1s have limited value in Limited. I just don't think the mana conversion ability is going to make it a huge exception, although I have been known to have more than my share of color screw. D+ (marginally higher in 3-colour decks, but you should avoid them anyway)

Viridian Zealot - GG
Creature - Elf Warrior (R)
1G, Sacrifice Viridian Zealot: Destroy target enchantment or artifact.
2/1

Viridian Zealot will be a staple on all surfaces of the game, and it is being seen in the majority of Oversold Cemetery decks already. Early in the game, he will often be a two-for-one, taking out a creature in addition to removing an artifact. Don't forget to sac him after damage goes on the stack! Also one of the few cards that can deal with Arrest - but obviously much better than Elf Replica. A

Carry Away - UU
Enchant Equipment (U)
When Carry Away comes into play, unattach enchanted Equipment. You control enchanted Equipment.

This would be a very, very good combat trick if it could be played as an instant. It is probably maindeckable, because stealing even a mediocre equipment such as Bonesplitter can swing the game. Carrying Away Warhammers happens more often that most people think. A moderately high pick. B+

Chromescale Drake - 6UU
Creature - Drake (R)
Affinity for Artifacts
Flying
When Chromescale Drake comes into play, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard.
3/4

With three or four artifacts being the norm, Chromescale Drake would usually cost about five or six, a reasonable price given that he is fairly solidly built and flies and has a fairly good ability. The ability isn't nearly as good as Furnace Dragon's though. Unfortunately, the triple blue will prevent him being played until fairly late in the game and commits you to a color. Therefore don't expect it to be taken very early. B-

Echoing Truth - 1U
Instant (C)
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.

Bounce is not as good as outright removal, but this is cheaper than Regress, and even if they were mana screwed that was very rarely used to return a land to your opponents hand anyway. Returning both of their Dross Golems would be even better. In a losing position, it will often buy you a turn or even more - in which time you can swing the board control. This was the card that caused me to lose my last final in a draft - so underestimate it at your peril. B+/A-

Hoverguard Observer - 2UU
Creature - Drone (U)
Flying
Hoverguard Observer can block only creatures with flying.
3/3

It should be manifestly obviously that three power flyers are great - they fly through and put your opponents on a clock. In an environment where flyers are rarely seen outside blue, and where men are not known for their low playing salaries, this has to be one of the most cost-effective guys in the whole block. A-

Last Word - 2UU
Instant (R)
Last Word can't be countered by spells or abilities. Counter target spell.

Counterspells are generally bad in limited, unless they're really cheap. Also, in limited the extra ability of this spell is utterly irrelevant. I don't think this is even vaguely worth the $15 it's made out to be in Constructed. D+

Machinate - 1UU
Instant (C)
Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.

Pretty much an overcosted Brainstorm, most of the time it's effectively the same as a Thirst for Knowledge but not as flexible, you don't get to choose what to discard and also it's double blue. Therefore it isn't exactly good. C-

Magnetic Flux - 2U
Instant (C)
Artifact creatures you control gain flying until end of turn.

A combat trick, but when you are going blue you should have enough flyers. I don't think you really need to play this. D+

Neurok Prodigy - 2U
Creature - Human Wizard (C)
Flying
Discard an artifact card from your hand: Return Neurok Prodigy to owner's hand.
2/1

Seemingly a bit fragile, but the ability makes it much harder to remove than at first glance. In this environment, a 2/x flyer for three is always a good deal. If you are finding that blue is under-drafted you should try to get as many of these as possible. I had five of them once! B+

Neurok Transmuter - 2U
Creature - Human Wizard (U)
U: Target artifact creature is not an artifact creature until end of turn.
U: Target non-artifact creature is an artifact creature until end of turn.
2/2

This card is much better than a lousy Grey Ogre! It is best in U/G or U/R (both highly viable combinations) where you have artifact destruction. In the sneak peek, I used this to remove an attacking Pristine Angel by Oxidizing it. I also killed an annoying Archers by using the ability then casting Viridian Shaman. The fact that its ability costs mana to use means it won't be of any help in constructed, but it has synergy with the Arcbound creatures - I once was able to put counters on a Spikeshot Goblin. It also goes well with Nim Shrieker and his family. A fun card to play with and will win a few games. B in U/G and U/R, B- otherwise.

Psychic Overload - 3U
Enchant Permanent (U)
When Psychic Overload comes into play, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step. Enchanted permanent has "Discard two artifact cards from your hand: Untap this permanent."

Creature removal in blue is rare indeed. In the core set of course we have Dehydration, but here we have the added flexibility of being able to use it on artifacts as well such as Serum Tank. The clause to untap is expensive indeed; it is a zero-for-two with card disadvantage written all over it. I nearly won my last draft until this was played on my Dross Harvester. Ouch! I think you should agree this is one of the best blue cards in the set. A

Pulse of the Grid - 1UU
Instant (R)
Draw two cards, then discard a card from your hand. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.

On balance this card sounds good, but is only really worth it when you are short on cards. In blue, you could just as easily get a Mask of Memory on a flyer and it would be just as good. Thoughtcast is two cards without discard for two mana most of the time. Hence there are better ones out there. C/C+

Quicksilver Behemoth - 6U
Creature - Beast (C)
Affinity for Artifacts
When Quicksilver Behemoth attacks or blocks, return it to owner's hand at end of combat.
4/5

Blue hasn't really had a big front-rower so far - a commodity in abundance in other colours, notably green with its Fangren Hunters. This one will cost about four or five and will discourage your opponent from attacking, but it's probably best seen as a rather limited wall; it will often waste you a turn re-casting it. If you have the board advantage, it is a different story. Overall, it's moderately playable. B-

Reshape - XUU
Sorcery (R)
As an additional cost to play Reshape, sacrifice an artifact. Search your library for an artifact card with converted mana cost X or less and put it into play. Then shuffle your library.

If only it was Tinker. That pretty much sums up the story. I'd rather have Fabricate - then I wouldn't have to pay two extra mana and that isn't even double blue. D

Retract - U
Instant (R)
Return all artifacts you control to their owner's hand.

What, are you stupid? There's no Akroma's Vengeance or Shatterstorm in this block. Even then Retract isn't going to bring you back in the game. Maybe if your opponent had Furnace Dragon you could sideboard it, and even then that's iffy. F

Second Sight - 2U
Instant (U)
Choose one - Look at the top five cards of target opponent's library, then put them back in any order; or look at the top five cards of your library, then put them back in any order.
Entwine - U

Library manipulation will give you a bit of an advantage and if you entwine the ability, and with a bit of luck, it might swing things around somewhat. But it's not going to alter what's in your opponent's hand. It will obviously increase the chance of drawing into something that might save you. I've never actually played with this one but I get the feeling that this is just marginally playable. C+/B-

Synod Artificer - 2U
Creature - Vedalken Artificer (R)
X, T: Tap X non-creature artifacts, or untap X non-creature artifacts.
1/2

A 1/2 for three obviously isn't strong enough to ever make it to the playing field. This guy's ability is near irrelevant in Limited, just like no-one plays Blinkmoth Well. Expect to see him among the last three picks. D-

Vedalken Engineer - 1U
Creature - Vedalken Artificer (C)
T: Add two mana of any color to your mana pool. Spend this mana only to play artifacts or their activated abilities.
1/1

In MMD drafts, Myrs will be somewhat less abundant. That makes getting acceleration more important. On the other hand, if you are going blue, this is insane. On turn three you effectively can cast a five cost artifact creature such as Pewter Golem or Clockwork Vorrac. I think Juggernaut will do just as well. Once an opponent of mine had this on the second turn followed by a Leonin Sun Standard - ugh! A-

Vex - 2U
Instant (C)
Counter target spell. That spell's controller may draw a card.

OK, this may not be the best Counterspell, but it will counter their bomb. Think of it has a panic button when their Furnace Dragon comes out. Most of the time it's not main deck worthy, but if your opponent happens to have two or three true bombs I'd actually play it! C

Here ends what passes as my first really serious Limited review. Hope you enjoyed it and I will be going through the other colours in the near future. The aim of this article though is to get some of your ideas, and criticism would be strongly encouraged in the forums section. In the meantime, happy drafting and may your broomsticks never be blighted by mana screw!

by Cameron Chen

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