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You are: Home -> Articles -> Columns -> State of Play | Discuss this article Email the author Editor: Audrey Chin Quan. Saturday 29 June 2002.

State of Play - Dan Turner

Judgment Limited Review - Blue

Read the first parts of this series:

  • Judgment Limited Review - Green
  • Judgment Limited Review - White
  • Judgment Limited Review - Red

    Cephalid Constable
    'Ello, 'ello, 'ello whats going on 'ere then?
    Blue has always traditionally been one of the strongest colours in magic but in Judgement it had to settle for third place behind Green and White.

    Card Name: Aven Fogbringer
    Mana Cost: 3U
    Type & Class: Creature - Bird Wizard
    Card Text: Flying. When Aven Fogbringer comes into play, return target land to its owner's hand.
    Rarity: Common
    Pow/Tou: 2/1

    The fogbringer is a great tempo card and good at sniping opposing Squirrel Nests, Chambers of Manipulation, etc. Works well in a U/B or U/W style deck that has a lot of flying beatdown.

    A high range pick you would often want to take Aven Fogbringer around 3rd or 4th.

    Card Name: Cephalid Constable
    Mana Cost: 1UU
    Type & Class: Creature - Wizard
    Card Text: Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owner's hand, where X is the damage dealt to that player.
    Rarity: Rare
    Pow/Tou: 1/1

    I think the constable is just what blue needs, and requires a bit of thought to use properly. He needs evasion or beefy enchantments, (ie. Ghostly Wings, Shade's Form etc) so he can really go to town, returning permanents left, right and centre.

    Ideally suited to a U/B deck, (as you will often need removal to clear a path for him), Cephalid Constable is a mid range pick (around 5th or 6th).

    Card Name: Cephalid Inkshrouder
    Mana Cost: 2U
    Type & Class: Creature - Cephalid
    Card Text: Discard a card from your hand. Cephalid Inkshrouder can't be the target of spells and is unblockable until end of turn.
    Rarity: Uncommon
    Pow/Tou: 2/1

    While the inkshrouder is not as good as the constable it will still find it's way into most blue based draft decks. Although he is quite fragile if you enchant him with Elephant Pants, Arcane Beatings etc he soon becomes an unblockable, untargetable monstrosity.

    He is a mid range pick but make it worth your while by drafting some nasty creature enchantments.

    Card Name: Cunning Wish
    Mana Cost: 2U
    Type & Class: Instant
    Card Text: Choose an instant you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game.
    Rarity: Rare

    The main problem with Cunning Wish is that you need good instants in the board. For example, if you are playing U/W with no removal but grabbed a Waste Away in Torment you would consider splashing it, right? Maybe, but with Cunning Wish you could leave it in the board until you needed it along with your enchantment removal, situational counterspells (Grip of Amnesia, Laquatus' Disdain, etc) and sub par combat tricks (Defy Gravity, Pay No Heed, etc).

    If you are thinking of doing this make sure you draft some sac lands as you will need them and draft the Cunning Wish around 5th to 8th. Otherwise a late pick.

    Card Name: Defy Gravity
    Mana Cost: U
    Type & Class: Instant
    Card Text: Target creature gains flying until end of turn. Flashback: U
    Rarity: Common

    Defy Gravity is a good example of sideboard fodder that will often see some action. The fact it has flashback makes it more attractive and is best used in a U/G deck where you have big creatures.

    A late pick and nothing to get excited about.

    Card Name: Envelop
    Mana Cost: U
    Type & Class: Instant
    Card Text: Counter target sorcery spell.
    Rarity: Common

    This gets the award for worst counterspell in Judgement, although there are several contenders. Envelop is too narrow in limited and will end up in the sideboard. It is only useful against bomb sorceries such as Upheaval, Kirtars Wrath and Overrun.

    If you think your opponent will play with bombs first pick it or alternatively take the bomb and get the Envelop when it comes back to you.

    Card Name: Flash of Insight
    Mana Cost: X1U
    Type & Class: Instant
    Card Text: Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library. Flashback: 1U, remove X blue cards in your graveyard from you game.
    Rarity: Uncommon

    Hey it's the new impulse but it costs...six mana! Card drawers have been dumbed down over the years but Flash of Insight is not too bad. These sorts of cards are only good in limited if you have drafted gamebreakers like Aboshan, Cabal Patriarch and the like otherwise they become cantrips. I can't really see the flashback cost having any impact on the game unless your opponent has advocates.

    The flash is a mid range pick if you need to go find your bombs otherwise a late pick.

    Card Name: Grip of Amnesia
    Mana Cost: 1U
    Type & Class: Instant
    Card Text: Counter target spell unless its controller removes his or her graveyard from the game. Draw a card.
    Rarity: Common

    This is better than Envelop for two reasons:-

    1. you draw a card no matter what
    2. removing your opponent's graveyard is a good thing

    I'm not sure if this is maindeck material but a lot of decks do rely on threshold and graveyard interaction so this could get the nod.

    Make sure you have enough creatures before you play this sort of card. A late pick.

    Card Name: Hapless Researcher
    Mana Cost: U
    Type & Class: Creature - Wizard
    Card Text: Sacrifice Hapless Researcher: Draw a card, then discard a card from your hand.
    Rarity: Common
    Pow/Tou: 1/1

    The researcher is the best 1/1 for blue in Judgement, in fact he is the only 1/1! He digs further into your library, combos with madness and is always willing to sacrifice himself in combat.

    These guys will come around late and that's when to pick them (9th upwards).

    Card Name: Keep Watch
    Mana Cost: 2U
    Type & Class: Instant
    Card Text: Draw a card for each attacking creature.
    Rarity: Common

    Keep Watch falls into the love or hate category of magic cards whose denizens include Spirit Flare, Shade's Form and Cabal Surgeon to name but a few. I must say that I'm not a fan of this card as you really need to play defensively to make it work effectively. It is also a late game card in the respect that you need a lot of mana open to play Keep Watch then respond with what you've drawn from it - a bit too shaky non?

    Then again I'm sure I will be proved wrong. Against a R/G player with squirrels and firecats this is great but still a late pick in my opinion.

    Card Name: Laquatus's Disdain
    Mana Cost: 1U
    Type & Class: Instant
    Card Text: Counter target spell played from the graveyard. Draw a card.
    Rarity: Uncommon

    Ah the power counterspells keep on coming. Laquatus's Disdain is a sideboard card at best that may see some use in this draft block. Handy for stopping Firebolts, Prismatic Strands and the like but I won't be wetting my pants over it.

    A late pick.

    Card Name: Lost in Thought
    Mana Cost: 1U
    Type & Class: Enchant Creature
    Card Text: Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn.
    Rarity: Common

    I played against this at the prerelease and was quite impressed. The graveyard is an important resource now and Lost in Thought can severely deplete it. This is especially good on creatures with threshold abilities (like Werebears, Fledgling Dragons) as it can shut them down completely.

    This card suits an aggressive or defensive style deck and is a mid to high range pick.

    Card Name: Mental Note
    Mana Cost: U
    Type & Class: Instant
    Card Text: Put the top two cards of your library into your graveyard. Draw a card.
    Rarity: Common

    A cheap cantrip that nets you three cards in the graveyard and one in the hand. This is good for threshold but that's it - play Obsessive Search instead.

    This is definitely a late pick and I wouldn't be worried if I didn't get one.

    Mirror Wall
    Definitely not as good as Phantom Flock

    Card Name: Mirror Wall
    Mana Cost: 3U
    Type & Class: Creature - Wall
    Card Text: W: Mirror Wall may attack this turn as though it weren't a Wall.
    Rarity: Common
    Pow/Tou: 3/4

    For U/W mages the Mirror Wall is very solid. It can hold off the ground indefinitely then turn to attack when the game is under control. Draft this reasonably early if you are going U/W (ie. 2nd to 4th pick) otherwise a mid to late pick.

    Card Name: Mist of Stagnation
    Mana Cost: 3UU
    Type & Class: Enchantment
    Card Text: Permanents don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a permanent for each card in his or her graveyard.
    Rarity: Rare

    This seems to combo nicely with Grip of Amnesia... That being said the mist is not really a great rare in limited. It is playable but your deck will need to be built around it and threshold intensive. If your opponent's deck abuses threshold too you could be in trouble so this may become a sideboard card.

    Mist of Stagnation is a late pick but if you can build a deck that abuses this take it higher.

    Card Name: Quiet Speculation
    Mana Cost: 1U
    Type & Class: Sorcery
    Card Text: Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then that player shuffles his or her library.
    Rarity: Uncommon

    Scalpelexis
    Just a little off the top sir?

    This card has already taken off in constructed but it is not the case in limited play. There are far too few flashback cards in an average draft deck making Quiet Speculation useless.

    Card Name: Scalpelexis
    Mana Cost: 4U
    Type & Class: Creature - Beast
    Card Text: Flying. Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process.
    Rarity: Rare
    Pow/Tou: 1/5

    The thing to note about is Scalpelexis the fact the cards are removed from the game when it deals combat damage. This has a big impact in limited as you are denying your opponent threshold and the ability to play flashback cards. The chances are you won't be double milling your opponent much but if you are unopposed in the air they are losing 10% of their deck a turn.

    The key to using Scalpelexis well is in good creature enchantments. Make sure you draft cards like Seton's Desire, Arcane Beatings, Shade's Form and Floating Shield to maximize Scalpelexis's ability.

    A high pick and one of the better rares for blue in Judgement.

    Card Name: Spelljack
    Mana Cost: 3UUU
    Type & Class: Instant
    Card Text: Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. If it has X in its mana cost, X is 0.
    Rarity: Rare

    Spelljack is good because of its surprise value - hey I even enjoy having it played on me! Once you know your opponent has it you can try and bait it out whilst holding on to your trump card. Six mana is expensive for a counterspell and the game may be over before you can use it but it is still a good draft pick so don't underestimate it.

    I'm not sure if this is first pick material but definitely a 2nd or 3rd.

    Card Name: Telekinetic Bonds
    Mana Cost: 2UUU
    Type & Class: Enchantment
    Card Text: Whenever a player discards a card from his or her hand, you may pay 1U. If you do, tap or untap target permanent.
    Rarity: Rare

    So let me get this straight - if I have a Cephalid Looter in play I can use it, then pay U1 to untap it, then keep doing it until I run out of mana. Sounds like dodgy combo territory to me and too reliant on discard effect cards - a late pick unless you are a combo freak.

    Card Name: Web of Inertia
    Mana Cost: 2U
    Type & Class: Enchantment
    Card Text: At the beginning of each opponent's combat phase, that player may remove a card in his or her graveyard from the game. If that player doesn't, creatures he or she controls can't attack you this turn.
    Rarity: Uncommon

    As this affects both players you need to have a deck that is not reliant on threshold. Web of Inertia works well with Lost in Thought and other graveyard manipulators such as Gravegouger, Nantuko Tracer and the advocates and is best suited to a slow U/W or U/B deck.

    There are better uncommons to take over this but it is a card that could be interesting to experiment with. A mid to late range pick.

    Card Name: Wonder
    Mana Cost: 3U
    Type & Class: Creature - Incarnation
    Card Text: Flying. As long as Wonder is in your graveyard, and you control and Island, creatures you control have flying.
    Rarity: Uncommon
    Pow/Tou: 2/2

    Wonder is the best uncommon incarnation in Judgement and can be a potential game winner if you can get it into the graveyard. It suits a deck that has a lot of fat creatures and/or discard, making U/G an attractive option.

    The best blue uncommon and a strong first pick. Remember if you want to splash blue just for Wonder you will need a few islands in your deck (this may seem obvious but a lot of players don't realize you need the basic land in play).

    Card Name: Wormfang Behemoth
    Mana Cost: 3UU
    Type & Class: Creature - Nightmare Beast
    Card Text: When Wormfang Behemoth comes into play, remove all cards in your hand from the game. When Wormfang Behemoth leaves play, return the removed cards to their owner's hand.
    Rarity: Rare
    Pow/Tou: 5/5

    The Wormfang creatures all have a redundancy mechanic that can sometimes be very frustrating. The Behemoth is only good when your hand is depleted and/or if you only have lands in your hand. The way to use this guy is to have three or four lands in your hand, play him and then recklessly attack hoping your opponent won't block/kill it so you don't get those cards back.

    This card is an early pick (3rd to 5th) if you are good at Jedi Mind Tricks or a mid range to late pick if you aren't.

    Card Name: Wormfang Crab
    Mana Cost: 3U
    Type & Class: Creature - Nightmare Crab
    Card Text: Wormfang Crab is unblockable. When Wormfang Crab this comes into play, an opponent choose a permanent you control and remove it from the game. When Wormfang Crab leaves play, return the removed card to play under its owner's control
    Rarity: Uncommon
    Pow/Tou: 3/6

    Four mana for a 3/6 unblockable critter is pretty good despite its drawback. If the crab is played out early chances are you will lose a land but avoid casting late in the game (if you can) when you have really good creatures on the table.

    An early pick, the crab is the second best uncommon for blue. Teach your opponent a lesson by drafting some nasty creature enhancers to put on it.

    Card Name: Wormfang Drake
    Mana Cost: 2U
    Type & Class: Creature - Nightmare Drake
    Card Text: Flying. When Wormfang Drake comes into play, sacrifice it unless you remove a creature you control other than Wormfang Drake from the game. When Wormfang Drake leaves play, return the removed card to play under its owner's control.
    Rarity: Common
    Pow/Tou: 3/4

    The Wormfang Drake is the most efficient flyer in the set so it must warrant some attention. The fact you get to choose the creature it removes is a big plus as there are several creatures that have come into play effects. For example - if you choose to remove Teroh's Faithful from the game you will gain the four life if/when it comes back into play. This is also true for phantom creatures as it resets their counters.

    Bearing this in mind it is a tempo creature and you will not always have the right creatures to use with the drake. If you have the right sort of deck take it early otherwise it is a mid range pick.

    Card Name: Wormfang Manta
    Mana Cost: 5UU
    Type & Class: Creature - Nightmare Beast
    Card Text: Flying. When Wormfang Manta comes into play, you skip your next turn. When Wormfang Manta leaves play, you take an extra turn after this one.
    Rarity: Rare
    Pow/Tou: 6/1

    The Wormfang Mantra is quite expensive for a 6/1 flyer and I don't really like the prospect of giving my opponent an additional turn. It's one toughness makes it extremely fragile and most decks should have some way of dealing with this.

    I can't really see this being played in limited unless you are desperate for another warm body. A late pick.

    Card Name: Wormfang Newt
    Mana Cost: 1U
    Type & Class: Creature - Nightmare Beast
    Card Text: When Wormfang Newt comes into play, remove a land you control from the game. When Wormfang Newt leaves play, return the removed card to play under its owner's control.
    Rarity: Common
    Pow/Tou: 2/2

    The problem with the newt is you want to play it on the second turn but by removing a land you lose too much tempo. Unfortunately this has sealed it's fate in limited play and is not even worthy of a pick at all.

    Card Name: Wormfang Turtle
    Mana Cost: 2U
    Type & Class: Creature - Nightmare Beast
    Card Text: When Wormfang Turtle comes into play, remove a land you control from the game. When Wormfang Turtle leaves play, return the removed card to play under its owner's control.
    Rarity: Uncommon
    Pow/Tou: 2/4

    Unlike Wormfang Newt the turtle may see some action as it can tie up a lot of ground creatures. Four toughness is a lot nowadays and the removal of a land should not hurt too much since the turtle is a mid game creature.

    Not a high pick for an uncommon but if you are lacking defence on the ground by all means draft him. A mid to late range pick as a result.

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