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You are: Home -> Articles -> Columns -> State of Play | Email the author Editor: Audrey C Quan. Saturday 26 October 2002.

State of Play - Dan Turner

Onslaught Limited Review - White

Onslaught is a big set for white with more soldiers and clerics than you can poke a stick at. Exalted Angel leads the charge as the best white card but there are many other contenders including a wrath that also destroys artifacts and enchantments, an invincible pit fighter and the new Kjeldoran Outpost.

There are over 18 soldiers in white (8 of which are common) ranging from the efficient Glory Seeker to the powerful Catapult Master. The new Gustcloak soldiers allow players to recklessly attack and then pull them out of combat if the blocks are not favourable ready for a counterattack on the next turn. It will be interesting to see how white stacks up against the other colours......

In my final review I will be looking at the lands and artifacts in Onslaught.

Until then, keep playing them cards

Dan

Akroma's Blessing 2W
Instant Uncommon
Creatures you control gain protection from the color of your choice until end of turn.
Cycling W (W, Discard this card from your hand: Draw a card.)
The clerics saw her as a divine gift. She saw them only as allies in her war against Phage.

Very similar to Mercadian Masques Reverent Mantra, Akroma's Blessing is one of the more useful tricks for white. The fact it cycles means it will make the cut of most white draft decks and is a good foil for bombs such as Starstorm and/or Slice and Dice.

I would always prefer a decent creature to this but otherwise it is a solid midrange pick, 7th to 10th.

Akroma's Vengeance 4WW
Sorcery Rare
Destroy all artifacts, creatures, and enchantments.
Cycling 3 (3, Discard this card from your hand: Draw a card.)
Ixidor had only to imagine their ruin and Akroma made it so.

You don't have to be a genius to work out that this card is amazing. The fact it wipes out enchantments and artifacts is an added bonus, as you should always gain card advantage from this.

Like Starstorm, it does cycle, so you can always get a card out of it at the very least if you find yourself short of mana. A first pick without a doubt, Akroma's Vengeance is one of the better rares and a damn good reason to start drafting white.

Ancestor's Prophet 4W
Creature - Cleric Lord Rare
Tap five untapped Clerics you control: You gain 10 life.
"We have faced horrors of war and terrors beyond imagining. We will overcome the uncertainties of this new life."
1/5

Catapult Master and Ancestor's Prophet are the 2 white lords and are both very good in certain decks. Suited to a B/W archetype, Ancestor's Prophet will truly shine as there are 31 clerics between both of these colours (roughly a third of these are common) making 3 digit life totals a possibility. As a draft pick all of the lords are tough choices because they depend upon other creatures. Ancestor's Prophet is an early to mid range pick and best suited to a B/W deck, 4th to 7th.

Astral Slide 2W
Enchantment Uncommon
Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn.
"The hum of the universe is never off-key." -Mystic elder

Some players in Sydney really like this card as you can put damage on the stack, cycle, and then remove your creature from the game. It is good for getting rid of pesky enchantments like Pacifism and Lavamancer's Skill and is the best cycling dependant enchantment in the set.

I said before that I don't like cards that rely on other cards but Astral Slide is an exception. A sleeper card that will slowly creep into draft players maindecks, it is a mid to late range pick that will often lap the table, 7th to 12th.

Aura Extraction 1W
Instant Uncommon
Put target enchantment on top of its owner's library.
Cycling 2 (2, Discard this card from your hand: Draw a card.)
Every day, Order clerics contain as much of the Mirari's energy as possible, hoping to delay Otaria's demise.

I think you would always want to play Demystify as it is cheaper, easier to draft (ie. a common) and a permanent way of dealing with enchantments. The only situations where I can see this being used is with your own creature enchantments (ie. Pacifisms, Mistform Masks, etc) to target better creatures that have entered play. A late pick, 12th to 15th.

Aurification 2WW
Enchantment Rare
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types. (Walls can't attack.)
When Aurification leaves play, remove all gold counters from all creatures.

Aurification is a really good reason for players to play main deck enchantment removal in limited at the moment. If you cannot get rid of this enchantment it won't take long for your creatures to turn into stunned muppets whilst your opponent figures out another way to finish you off.

I don't think this is a first pick card as I would pick a quality creature over this every time but it is one of the most annoying enchantments in the set and should not be overlooked. An early pick, 3rd to 5th.

Aven Brigadier
3WWW Rare
Creature - Bird Soldier
Flying
All other Birds get +1/+1. All other Soldiers get +1/+1.
He represents what little pride the Order has left.
3/5

White has 25 birds and soldiers in Onslaught making the Brigadier quite a powerful card. He makes Dive Bombers and Gustcloak Harriers 4/4 fliers, which is not bad considering they are common!

The triple casting cost means you have to commit to white early if you open this guy but he does making drafting creatures easy as you can ignore clerics in favour of soldiers and/or birds. Suited to either an aggressive U/W deck with lots of fliers or a W/R deck with cheap removal, Aven Brigadier is an early pick, 1st to 3rd.

Aven Soulgazer 3WW
Creature - Bird Cleric Uncommon
Flying
2W: Look at target face-down creature.
"Every question has a proper answer. Every soul has a proper place."
3/3

3/3 fliers for 5 mana are fine in a format that lacks big evasive creatures. The soulgazers ability will come in handy against common morphs Spitting Gourna and Ascending Aven, making him a solid early pick (remember he is a cleric also!), 2nd to 4th.

Battlefield Medic 1W
Creature - Cleric Common
T: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play.
"Death never stops to rest. Neither can we."
1/1

Another good tribal creature, Battlefield Medic is useful as he can protect your face down creatures on the third turn. Suited to a B/W deck where the cleric count can be maximized Battlefield Medic is worthy of a midrange pick, 6th to 9th.

Catapult Master
Go tribal with the Catapult Master
Catapult Master 3WW
Creature - Soldier Lord Rare
Tap five untapped Soldiers you control: Remove target creature from the game.
"There's no 'I' in 'team,' but there's a 'we' in 'weapon.'"
3/3

Catapult Master is one of the strongest lords as his ability to remove creatures from the game at instant speed is quite good. The fact that white has 18 soldiers in Onslaught (6 of which are common) makes him a first draft pick in my opinion. Suited to any archetype the Catapult Master gives white a good removal option in a set where there is very little.

Catapult Squad 1W
Creature - Soldier Uncommon
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.
Together they could hit anything between the heavens and the horizon.
2/1

A good 2-drop for white, Catapult Squad stops face down creatures in their tracks, as they don't even have to tap to use their ability. They are quite fragile but their ability is well worth it. An early pick, 3rd to 5th.

Chain of Silence 1W
Instant Uncommon
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.

Let me get this straight, I target one of my opponent's creatures so that it doesn't deal any damage, they sac a land and target one of mine as well...

This sounds like a fancy fog to me as your opponent will always have the option of nullifying its effect. A late range pick unless I am proved otherwise, 12th to 15th.

Circle of Solace 3W
Enchantment Rare
As Circle of Solace comes into play, choose a creature type.
1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.

So we now have COP creatures. In limited this can be mildly frustrating if your deck is jammed full of goblins and/or zombies and you have no means of getting rid of enchantments.

Everyone will be playing tribal creatures in Onslaught making this a "must get rid of" enchantment. Like Aurification, Circle of Solace should be drafted early 3rd to 5th.

Convalescent Care 1WW
Enchantment Rare
At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card.
Enlightenment comes most swiftly at life's end.

I had this played against me at the prerelease and my opponent used its ability once before I stormed him down in an alpha strike. There are better enchantments out there for white life gain, (look at Righteous Cause). A mid to late pick, 10th to 12th.

Crowd Favorites 6W
Creature - Soldier Uncommon
3W: Tap target creature.
3W: Crowd Favorites gets +0/+5 until end of turn.
"The rabble likes them. Make sure they win, then book them for tomorrow." -Cabal Patriarch
4/4

Are these guys worth it? 7 mana for a 4/4 is a lot but they do have a useful ability and should be able to hold off some of the biggest creatures in the set. The fact they are white means you can't really take advantage of green's mana acceleration (W/G is a bad combo!) making them very clunky. The format is slow so they will still remain popular with the crowd, a mid to late pick, 8th to 12th.

Crown of Awe 1W
Enchant Creature Common
Enchanted creature has protection from black and from red.
Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.
"Honor, guide my step."

Realistically you could play this maindeck as most decks will have either black or red in them, but other than that it does nothing, nada, zero. It is hard to compare this to the other crowns, as there is no stat boost and is very defensive in nature. I think this will be a sideboard card more often than not and is a late draft pick as a result, 12th to 15th.

Crude Rampart 3W
Creature - Wall Uncommon
(Walls can't attack.)
Morph 4W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Success is one part inspiration, nine parts desperation.
4/5

A good, solid and cheap blocker, that is what you expect from a white wall! This thing can block or take down most of the common beasts in the set and can be hardcast for just 4 mana. These sorts of creatures should be drafted early, as they will not go around the table, even to the point of drafting the rampart over a card like Gustcloak Harrier, if your deck lacks defense. An early pick, Crude Rampart should be taken 3rd to 6th.

Daru Cavalier 3W
Creature - Soldier Common
First strike
When Daru Cavalier comes into play, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library.
2/2

The Daru Lancer is so much better than this guy it is not funny. 4 mana for a 2/2 first striker is pretty bad; he even makes the Screaming Seahawk look good! A late pick, 12th to 15th.

Daru Healer 2W
Creature - Cleric Common
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/2

I think the Battlefield Medic is better than Daru Healer only because you can play the medic on the second turn. Still, this guy is not that bad, is cheap to morph and has the potential to make a good combat trick. Suited to the deck of clerics (ie. B/W), Daru Healer is a midrange pick, 7th to 10th.

Daru Lancer 4WW
Creature - Soldier Common
First strike
Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Although the Order frowned upon his preparations for the pits, behind closed doors most saw the fights as a necessary evil.
3/4

Daru Lancer is the best common soldier for white and should always be played as a face down creature so you can morph and first strike your opponent's creatures on the next turn. Not as efficient as the Glory Seeker (manawise) however the Daru Lancer will often stop your opponent's ground attacks dead in their tracks. An early pick, 3rd to 6th.

Daunting Defender 4W
Creature - Cleric Common
If a source would deal damage to a Cleric you control, prevent 1 of that damage.
"I will wield the stone of my homeland as though it were the fists of the Ancestor."
3/3

White's beefiest common cleric is a must have in any cleric based deck. Daunting Defender will give red decks headaches as he often trades 2 for 1 with their removal spells. Remember this guy prevents 1 damage to any other cleric you control making blocking decisions that little bit trickier for your opponent. A solid early to midrange pick, 5th to 7th.

Dawning Purist 2W
Creature - Cleric Uncommon
Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls.
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2

Another good cleric, Dawning Purist is similar to the Soltari Visionary from Exodus. If played as a face down creature the purist will often be able to take out an enchantment before your opponent can get rid of him. I wouldn't rely on this guy to be your only enchantment removal though, so make sure you pick up a Demystify or two. A midrange pick, 7th to 10th.

Defensive Maneuvers 3W
Instant Common
Creatures of the type of your choice get +0/+4 until end of turn.
"Only on the battlefield can we repay all the Order has given us."

This is too defensive in my opinion and will often end up in the sideboard. There are only a few cards this is any good against (Kamahl, Starstorm, Slice and Dice, etc) and even then it is only a short term answer. Total chaff, 12th to 15th.

Demystify W
Instant Common
Destroy target enchantment.
"The truth will outshine all lies."

Demystify is pretty straightforward cheap enchantment removal. You should always have at least one of these, as they are a lot of irritating enchantments around. It should come around late and that is when to take it, 10th to 15th.

Disciple of Grace 1W
Creature - Cleric Common
Protection from black
Cycling 2 (2, Discard this card from your hand: Draw a card.)
1/2
Dread was as foreign to her as the landscape ahead.

I mentioned in my previous review that the Disciple of Malice was really bad but now I have different thoughts....

Firstly they are both cheap clerics and great for powering up Profane Prayers and all those other tribal mechanics. They both cycle, which is handy especially if your opponent is not playing any black or white cards. The Disciple of Grace is also a good blocker for Wretched Anurid, as this guy can dominate the table early if you don't have any defence. These guys are still late picks though but worth looking out for, 10th to 12th.

Dive Bomber 3W
Creature - Bird Soldier Common
Flying
T, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature.
"Your graves will lie beneath my final nest."
2/2

This is the second best common flier for white and it is pretty good. Dual creature types makes the Dive Bomber fit into most tribal strategies and its ability will often give you 2 for 1 card advantage. An early pick as evasive creatures are limited (no pun intended) in Onslaught, 3rd to 5th.

Doubtless One 3W
Creature - Cleric Avatar Uncommon
Doubtless One's power and toughness are each equal to the number of Clerics in play.
Whenever Doubtless One deals damage, you gain that much life.
"Share your devotion with me."
*/*

All of the avatars are quite good and I rank the Doubtless One third behind Soulless One and Heedless One. The Heedless One just edges out the white avatar because every green deck will play some elves whereas white decks are torn between the cleric or soldier route (in most cases).

Again the B/W archetype is the strongest for the Doubtless One and it works really well with a Daunting Defender in play. This should be an early pick but will vary depending upon your deck, 4th to 8th.

Exalted Angel
Best white card in Onslaught
Exalted Angel 4WW
Creature - Angel Rare
Flying
Whenever Exalted Angel deals damage, you gain that much life.
Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
4/5

Now this is what Onslaught is all about, 4/5 spirit linked fliers that you can play on the fourth turn! If you cast this as a 2/2 then your opponent has one turn to deal with it before it reveals it's true self. Surprise value is key here especially if you play several morph creatures in your deck as your opponent will never be sure which one is the angel and try to kill everyone you play.

Six mana is still pretty good anyway for this sort of creature so don't be afraid of holding back to play it later on in the game. A solid first pick and one of the best creatures for white in the set.

Foothill Guide W
Creature - Cleric Common
Protection from Goblins
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
"Like any pests, goblins must be repelled quickly or they multiply."
1/1

There are enough goblins in this set to warrant playing this guy. He also has morph so can be used as a decoy for your better morph creatures. A good sideboard card, Foothill Guide should only be played maindeck if you are really lacking creatures or need an extra cleric. A late pick, 12th to 15th.

Glarecaster 4WW
Creature - Bird Cleric
Flying Rare
5W: The next time damage would be dealt to Glarecaster or you this turn, that damage is dealt to target creature or player instead.
3/3

The Glarecaster really punishes decks that play no or little removal, as you should be able to win if he comes out in the late game. If your opponent can't get rid of it (with black removal) then it becomes a 3/3 unblockable flier as long as you keep 6 mana open (unless your opponent has a whole army of fliers of course). The fact you can redirect damage from yourself makes attacking difficult for your opponent and they will often have to waste 2 burn spells or creatures on it. This is one bird you want to draft 1st to 3rd.

Glory Seeker 1W
Creature - Soldier Common
The turning of the tide always begins with one soldier's decision to head back into the fray.
2/2

In a set where there are a lot of 3 casting cost 2/2's the Glory Seeker can really put the hurt on your opponent especially if you played first. The soldier archetype can be played in 2 different builds, the U/W aggressive, creature heavy, evasive deck with Gustcloak Harriers, Ascending Avens, Mistform Dreamers etc, or the W/R (or W/B) soldier/goblin (soldier/zombie) with removal and gamebreakers such as Wave of Indifference and Dirge of Dread.

A key card to both of these decks is Piety Charm, which is really good with the Glory Seeker especially if he is played on the second turn as he can block (and kill) any face down creatures your opponent plays on the next turn. A mid range pick, 5th to 8th.

Grassland Crusader 5W
Creature - Cleric Soldier Common
T: Target Elf or Soldier gets +2/+2 until end of turn.
"Everyone deserves a chance to live. My job is to make sure they get it."
2/4

I tried this guy out in a soldier heavy deck and didn't like him at all. 6 mana for a 2/4 is just too much and it will often spend most of its time languishing in your hand. Ideally he is suited to W/G, but who is going to play that in this format?

Sorry but the Grassland Crusader has been relegated to the chaff division, 12th to 15th.

Gravel Slinger 3W
Creature - Soldier Common
T: Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/3

Gravel Slinger is the second best playable common morph creature behind Daru Lancer. He is great for combat tricks and can be used to wipe out other face down creatures as he can be morphed after damage has been put on the stack. Most white decks should have at least one of these guys and is a solid midrange pick for white, 5th to 8th.

Gustcloak Harrier 1WW
Creature - Bird Soldier Common
Flying
Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.
Banking steeply, the aven streaked toward the ground-and vanished.
2/2

This is the best white common creature in Onslaught. A 2/2 flier for 3 mana is a good deal and it has a useful special ability to boot! All of the Gustcloaks are very good (with the exception of the runner) as they can be withdrawn from combat ready to block on the next turn.

The Harrier is an early pick and also benefits from having a dual creature type. A 1st to 3rd pick.

Gustcloak Runner W
Creature - Soldier Common
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.
Cabal spies trying to follow the Order's movements are constantly frustrated by tracks that stop dead.
1/1

The weakest of the Gustcloak creatures, the Runner is by no means unplayable but he won't be dominating the table either. He is good against quick R/B goblin style decks that play a lot of 1 drops. A late pick though, 12th to 15th.

Gustcloak Savior 4W
Creature - Bird Soldier Rare
Flying
Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
"Our death-arrows flew in high arcs towards the aven. And then... nothing." -Coliseum guard
3/4

The Saviour is the best Gustcloak creature with a very powerful ability. A 3/4 flier is tough for most decks to deal with and he works nicely with all of the soldier tribal cards like Piety Charm, Unified Strike, etc. The fact you can attack without caution makes the Gustcloak Saviour a first pick in my opinion.

Gustcloak Sentinel 2WW
Creature - Soldier Uncommon
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.
Entire platoons have mysteriously vanished from battle, leaving enemy weapons to slice through empty air.
3/3

The Sentinel is strong, come on a 3/3 for 4 mana in white! This guy would be a lot better if he wasn't in the same set as Daru Lancer as they can be both played on the 4 turn (although the Sentinel is more efficient). Like all of the other Gustcloaks he is great on both offence and defence, although the Sentinel is only a soldier (unlike the Harrier, Skirmisher and Saviour). An early pick, 2nd to 4th.

Gustcloak Skirmisher 3W
Creature - Bird Soldier Uncommon
Flying
Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.
They're trained in the art of pressing their luck.
2/3

I prefer the Skirmisher to the Sentinel, as evasion is a precious commodity in Onslaught. It is the 3 toughness that makes this guy stand out from the rest of the fliers in the set as he can block (and kill) all of the common ones (except for Ascending Aven and Sage Aven). He is also a Bird Soldier so combines nicely with tribal cards, (including Seaside Haven!) making him an early pick, 1st to 3rd.

Harsh Mercy 2W
Sorcery Rare
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
"There is no greater burden than choosing who to save." - Kamahl, druid acolyte

In a set that is dominated by creature types, Harsh Mercy looks like a very powerful card as it punishes players who stray away from tribal strategies. I can see this being used with the Mistform creatures (and Imagecrafter) to good effect but will fit nicely into any white based deck that plays with 2 main creature types. An early pick and a card that will increase in power once players realize how good it is, 1st to 3rd.

Improvised Armor
"Cycle Pants"
Improvised Armor 3W
Enchant Creature Uncommon
Enchanted creature gets +2/+5.
Cycling 3 (3, Discard this card from your hand: Draw a card.)
"I trust what I make for myself. Do you trust more what is made for you by another?"

From now on I will refer to Improvised Armour as Cycle Pants. Cycle Pants is one of the better creature enchantments in the set even though it is an uncommon. Put this on any of the common fliers and your opponent has a 4/7 creature on their hands! Alternatively a 5/9 first striking Daru Lancer is pretty good too!

The great thing about Cycle Pants is that, yes you can cycle them if you don't need them or are slightly manascrewed. A very good card, I rate the pants highly, 3rd to 5th.

Inspirit 2W
Instant Uncommon
Untap target creature. It gets +2/+4 until end of turn.
"We will force the Cabal into their own pits!"

Inspirit is another good combat trick for white that has 2 separate effects. Obviously useful with creatures like Sparksmith and Battlefield Medic, Inspirit is great when you are on the offensive to smash holes in your opponent's defence.

An early pick and one of the better white combat tricks, 3rd to 5th.

Ironfist Crusher 4W
Creature - Soldier Uncommon
Ironfist Crusher may block any number of creatures.
Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/4

Ironfist Crusher is better played as a face down creature as he is cheaper to morph. When he is in play slap a Sandskin on him and he becomes a super blocker! Like the Crude Rampart, Ironfist Crusher is very defensive but his ability may well save you from an alpha strike. An early to midrange pick, 4th to 6th.

Jareth, Leonine Titan
This is one big kitty you
don't want to mess with!
Jareth, Leonine Titan 3WWW
Creature - Cat Giant Legend Rare
Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn.
W: Jareth gains protection from the color of your choice until end of turn.
Light's champion in the stronghold of darkness.
4/7

Jareth is the big 6-mana legend for white and weighs in well compared to the other colours. His special ability is really handy to squeeze thr ough 4 damage a turn or alternatively he can become a super blocker and crunch anything on the ground like a bug. He also shrugs off creature enchantments and laughs at creature removal. This is a high pick for white but Exalted Angel edges it out on pure power. A first pick.

Mobilization 2W
Enchantment Rare
Attacking doesn't cause Soldiers to tap.
2W: Put a 1/1 white Soldier creature token into play.
Newcomers to Otaria find themselves at the bottom of the heap. In the pits, they at least have the chance to climb atop a heap of bodies.

Mobilization
The new Kjeldoran Outpost

How good is Mobilization? Very good indeed. It is even better if your deck is packed full of soldiers like Dive Bombers and Gustcloak Harriers. I had 2 Mobilizations in a draft recently and was amazed at how quickly this can dominate the table if your opponent's deck is full of ground creatures.

Another good reason for main deck enchantment removal, Mobilization is the best white enchantment in Onslaught. Once you hit 6 mana your opponent will be struggling to keep up with your little factory of soldiers. It also combos well with cards such as Nantuko Husk, Catapult Squad/Master and any other of the soldier tribal mechanics. A first pick.

Nova Cleric W
Creature - Cleric Uncommon
2W, T, Sacrifice Nova Cleric: Destroy all enchantments.
"Our noblest thoughts are our very first and our very last."
1/2

I like the idea of this little guy in limited, as there are always pesky enchantments that will have players wringing their hands in frustration (see Mobilization above). The Supernova Cleric deals with this and more by eliminating all enchantments in play, even though he is a bit fragile. Is he better than Dawning Purist? Maybe, as he is cheaper and will definitely nail those enchantments (including your own).

Not a high pick by any means, but keep an eye on him if you see a lot of crazy enchantments going around, 7th to 10th.

Oblation 2W
Instant Rare
The owner of target nonland permanent shuffles it into his or her library, then draws two cards.
"A richer people could give more but they could never give as much."

This is a tough card to call in my opinion, as you don't want your opponent drawing cards from this if you can help it. It is best cast on your own permanents (especially on creatures once damage is on the stack!) as a response to a removal spell. I will go out on a limb here and say it is an early pick, but I do need to play with it some more, 4th to 6th.

Pacifism 1W
Enchant Creature Common
Enchanted creature can't attack or block.
Even those born to battle could only lay their blades at Akroma's feet.

Pacifism has now appeared in 6 magic base sets and is still one of the best white "removal" spells. It fits into any of the white/tribal archetypes and should always be drafted highly. An early pick, 1st to 3rd.

Pearlspear Courier 2W
Creature - Soldier Uncommon
You may choose not to untap Pearlspear Courier during your untap step.
2W, T: As long as Pearlspear Courier remains tapped, target Soldier gets +2/+2 and has "Attacking doesn't cause this creature to tap."
2/1

Like all of the couriers, Pearlspear Courier is very fragile and there are better creatures you want to be playing on the third turn. Still, if you have a soldier deck you may want to draft this card a little higher. A midrange pick, 6th to 10th.

Piety Charm W
Instant Common
Choose one - Destroy target enchant creature; or target Soldier gets +2/+2 until end of turn; or attacking doesn't cause creatures you control to tap this turn.

This is a good charm as it handles all of the common crowns and annoying stuff like Lavamancer's Skill and Pacifism. If your deck is laden with soldiers then Piety Charm is a real gem as a +2/+2 boost for 1 mana is really good. A mid to late range pick, Piety Charm may just go around the table, 9th to 12th.

Renewed Faith 2W
Instant Common
You gain 6 life.
Cycling 1W (1W, Discard this card from your hand: Draw a card.)
When you cycle Renewed Faith, you may gain 2 life.

Instant life gain has never been my thing in limited unless it was something like Death Grasp (yes, I know it is a sorcery but you know what I mean). Renewed Faith does have cycling so it can't be all bad, but it does look like deck filler to me, 12th to 15th.

Righteous Cause 3WW
Enchantment Uncommon
Whenever a creature attacks, you gain 1 life.
"Until the world unites in vengeful fury and Phage is destroyed, I will not stay my hand." - Akroma, angelic avenger

I lost to this at the prerelease so have developed some respect for Righteous Cause. You gain life whenever a creature attacks (including your own) and is especially good with the Gustcloak creatures as they can be removed from combat after being declared as attackers.

This is ideally suited to a deck packing a lot of creatures, to maximize the life gain but you don't want to sacrifice creature removal/tricks for it. A mid range pick, 7th to 9th.

Sandskin 2W
Enchant Creature Common
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
"Those who live by the sword will die by the sword. I choose to do neither."

So white has a Gaseous Form in Sandskin. It is good to see R & D mixing things up a bit. Maybe in the next base set black will have enchantment removal! (that was a joke). Gaseous Form was good back in Tempest block as there were lots of Shadow creatures around (which could only be blocked by other shadows). It could shut down these creatures easily making it quite a useful card.

In Onslaught it is not as good because if you enchant your opponent's creatures they become superblockers that never deal or receive combat damage. Still it will see some marginal usage, a late pick, 12th to 15th.

Shared Triumph 1W
Enchantment Rare
As Shared Triumph comes into play, choose a creature type. Creatures of the chosen type get +1/+1.
"Win together, die alone."

This looks pretty good to me, as most decks will be playing 2 solid creature types. Mistform creatures bend the rules with this card so watch out or draft them yourself!

Like Divine Sacrament, Crusade and all the other global enhancers, Shared Triumph is a solid first pick that will always be useful. Just remember you can't choose face down creatures as a creature type!

Shieldmage Elder 5W
Creature - Cleric Wizard Uncommon
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn.
Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.
"You may fight if I deem your cause worthy."
2/3

Shieldmage Elder works well in a B/W or U/W deck (like you didn't know that already) especially if you have Mistform creatures. His first ability is the strongest as Onslaught is all about creature battles but you only need one other wizard to prevent damage from spells.

Any creature that aids 2 creature types will be in high demand, especially if that creature counts as both of those types himself. An early pick, 2nd to 4th.

Sigil of the New Dawn 3W
Enchantment Rare
Whenever a creature is put into your graveyard from play, you may pay 1W. If you do, return that card to your hand.
"We lay our dead to rest in a beautiful bed, in hopes that the Ancestor will think it a fit cradle for the next life." - Mystic elder

This looks like another broken enchantment. I think Mobilization is better because it is stronger in the late game while the Sigil is reliant on creatures going to the graveyard. It is still very powerful however and fits into any white based archetype. A first pick.

Sunfire Balm 2W
Instant Uncommon
Prevent the next 4 damage that would be dealt to target creature or player this turn.
Cycling 1W (1W, Discard this card from your hand: Draw a card.) When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to target creature or player this turn.

Another good trick for white, Sunfire Balm is the Embolden of Onslaught. It looks like a good W/R card where you can protect your fragile utility creatures (eg. Sparksmith) from burn spells and the like. Sunfire Balm should make the cut just because it has cycling, a mid range pick 6th to 9th.

True Believer WW
Creature - Cleric Rare
You can't be the target of spells or abilities.
So great is his certainty that mere facts cannot shake it.
2/2

This guy is like an Ivory Mask on legs but at half the cost. Being a creature he is susceptible to the usual array of removal/burn spells around but he may well buy a turn when those same spells could be aimed to the dome. Still this does not warrant a high pick but don't expect this guy to go around the table. A midrange pick, 6th to 9th.

Unified Strike W
Instant Common
Remove target attacking creature from the game if its power is less than or equal to the number of Soldiers in play.
The tall, reedy grass of the Daru Plains rustles loudly in the winds, a perfect cover for any ambush.

I must say that I quite like this card. It is the only cheap instant removal white has in Onslaught (I'm not counting Oblation here!), even though it is dependant on the amount of soldiers in play (it also counts your opponent's soldiers).

It suits the quick U/W deck (with Gustcloak Harriers, Ascending Avens, etc) and the fast W/R deck with the usual assortment of removal, goblins and soldiers. Watch out for removal spells in response to casting Unified Strike, as you don't want to be caught with your pants down. Better still, make sure you have a couple of Mistform creatures around waiting to turn into soldiers. An early to midrange pick depending on your style of deck, 4th to 7th.

Weathered Wayfarer W
Creature - Nomad Cleric Rare
W, T: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Play this ability only if an opponent controls more lands than you.
1/1

Land Tax was banned years ago right? The wayfarer may feel a bit weathered but you won't be when your library is thinned down by one land a turn. This strategy only really works if you are drawing but is also good if you miss a land drop in the early game.

I really think this card is overpowered for 1 mana but time will tell if I am right or not. The wayfarer is an early pick for white but you may want to take a solid removal spell (or creature) instead, 4th to 6th.

Whipcorder WW
Creature - Soldier Rebel Uncommon
W, T: Tap target creature.
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
His bolas whirl like galaxies, but it's his enemies who see stars.
2/2

This is so much better than the Nomad Decoy from Odyssey and it even has the morph ability to boot (not that you would use it much!) A 2/2 for 2 mana is a good deal even without this special ability, so the Whipcorder is going to be in high demand in Onslaught drafts. A good early pick, 1st to 3rd.

Words of Worship 2W
Enchantment Rare
1: The next time you would draw a card this turn, you gain 5 life instead.
"The faithful don't succumb to terror, nor are they ruled by passion. They adhere to order, for order is life." -Volume I, The Book of Faith

This has constructed play written all over it but I'm sure it will see some usage in the limited environment as well. Nowhere near as good as Words of War, Words of Worship is more of a sideboard card against quick, aggressive beatdown (ie. B/R). A late pick, 10th to 12th.

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