Don't Bump Into Devils - A Constructed Deck for the Innistrad Block

As I was looking at the spoilers for the last set of the Innistrad Block, Avacyn Restored, I came across Vexing Devil & I was like "you have got to be kidding me".  A 4/3 Devil for 1 red mana, but if my opponent takes 4 damage, I sacrifice it instead?  So for 1 red mana either I get a 4/3 Devil (which is beyond insane) or I do 4 damage to my opponent & get a 4/3 Devil in my graveyard, which is just fine with me.

Can someone explain to me how this is not broken?  Anyone?

Immediately the card Bump In the Night popped into my head.  Not counting Bumps flashback, that's 8 cards that cost 1 mana that can do a total of 28 damage to my opponent.  Surely this is a deck to be reckoned with, yes?

So I set out to construct a deck around these 2 cards & thought about ways I could further manipulate this insanity.  It didn't take long to think of Tragic Slip & Brimstone Volley, since sacrificing Vexing Devil creates Morbid.  How about Forge Devil?  If nothing else, I can just have him kill himself to give me Morbid, but I so prefer to kill Avacyn's Pilgrim with him, heh heh heh.

With all this life drain I thought I should include Exquisite Blood.  Another insane card, in my opinion, though it costs 5 mana & I certainly don't need more than 1 in play, so just a couple shoulod be good.  Soulcage Fiend works quite nicely, alone or in tandem with Exquisite Blood.  So lets add a couple Altar's Reap, to sack the Fiend, for some much needed card drawing to power the deck. 

This is starting to look pretty sick.  Now if I can get these guys back, that would be awesome.  Oh, look... Ghoulcaller's Chant costs just 1 black mana.  Seems to me like Vexing Devil & Ghoulcaller's Chant were made for each other.

I needed some finishing touches.  I started looking through all 3 booklets, seeing what would be best to add.  Dual Casting.  What?  Copy an instant or sorcery you just cast, for only 1 mana?  Granted, it's an Aura & I'm not playing a lot of creatures & the ones I'm playing are easy to kill, but the potential power of Dual Casting seems too tempting to pass up, so I'll add 2.  I can always sideboard them out, if I need to.

Pillar of Flame seems good too.  Nice simple spell that exiles creatures, while giving me Morbid for Tragic Slip & Brimstone Volley.  Lastly, it's got to be Bonfire of the Damned.  I think it's one of, it not the best burn spell made.

So that's the deck.  Maybe I'm missing some key cards.  I put this together pretty fast.  Let me know what you think.  For lands, it's pretty simple.  Mountains & Swamps, since there's no Red/Black dual land (which sucks), but we've got to add Cavern of Souls (if only Soulcage Fiend was a Devil too).  I threw in 1 Stensia Bloodhall, because late in the game, if there's nothing you can do, you can at least do 2 damage to them, which might be all you need.

The Sideboard... well, Blasphemous Act, Human Frailty, Thunderous Wrath & Zealous Conscripts seems pretty good, though again, I didn't spend much time on the sideboard.  Let me know if there's better cards for it.

 

So here's the deck: 

Don't Bump Into Devils (or) Vexing Devils Go Bump In The Night  ; )

 

CREATURES:  x12

Forge Devil x4

Soulcage Fiend x4

Vexing Devil x4

 

ENCHANTMENTS:  x4

Dual Casting x2

Exquisite Blood x2

 

INSTANTS:  x6

Altar's Reap x2

Brimstone Volley x4

 

SORCERIES  x16

Bonfire of the Damned x4

Bump In The Night x4

Ghoulcaller's Chant x4

Pillar of Flame x4

 

LANDS:  x22

Cavern of Souls x4

Mountains x9

Swamps x8

Stensia Bloodhall x1

 

Sideboard:

Blasphemous Act x4

Human Frailty x4

Thunderous Wrath x4

Zealous Conscripts x3

My Review of Mtg's Avacyn Restored

The last set of the Innistrad block, Avacyn Restored, is out.  Here is my review of all 244 cards.  By the way, my name is Scott Meinecke.  I'm a casual player, but I've played since Invasion & have a decent knowledge of the game.  Having watched a LOT of Innistrad drafts, thanks to SeemsGoodMagic.com mostly (check them out), I think I have a pretty good grasp of which cards are good in the limited format & this review will deal mostly with how good I think each card is for that format, though I will at times comment on a card regarding whether I think it'll be good in the constructed format as well.  Actually, I'll try to do that with every card that I think might be good in constructed.  : )

My favorite cards will be in bold, while cards I don't like will be in italics.  My reasons for why I like or dislike a card has more to do with how well I think the card is designed & themed to the set.  I like cards that are interesting & fun to play.  I dislike cards that are poorly designed or boring or just plain awful or even way too powerful.

So, with that said, here's a link to each card, so you can read them for yourself & tell me, if you want, why you agree or disagree with my opinion of each card. 

http://castlesandcooks.com/magic-the-gathering-spoilers/avacyn-restored-visual-spoiler/

Oh, and if I mention a card from other sets, just google them.  Cardshark.com is one site where you can look up any card too.

 

 

WHITE:

 

Angel of Glory's Rise:  I like this card because it's a nice counter to Zombie Apocalypse.  Zombie Apocalypse is quite insane.  Angel of Glory's Rise says "Nope, not anymore".  Cool.

Angel of Jubilation:  I might've put this card in bold, but with all the +1/+1 pumps going to white creatures these days (Honor, Intangible, Drogskol, etc.) I simply can't do it.  Granted, this ability helps everybody but black, which I'm happy about, but the last thing white creatures needed was more pump ups.  But I love the 2nd. ability.  Very cool.  I'm pretty sure you'll see this card played in constructed.

Angel's Mercy:  Well, the art looks cool & I'm sure they repeated this card simply for the theme, but then why was it in M12?  In the last set I criticized Mtg for reprinting cards in new sets, instead of in core sets (M11, M12, etc.).  Well, I'd say that here's a card that definitely belongs in Avacyn Restored, so I'll alter my criticism a little.  Just the kinda guy I am  ; )  lol

Angelic Wall:  Yep... ditto.  Good card.  Perfect place for it.  So where's Angelic Destiny?

Archangel:  2 more mana for a +1/+1 Sera Angel?  Hmmm... me thinks she needs an ability.  Something.  Anything.  When she enters the battlefield, gain 5 life, or when she attacks, attacking humans gain 0/+1.  But a 5/5 flyer with vigilance is always a strong card, regardless.

Avacyn, Angel of Hope:  I like her.  I "want" to put her in bold.  So why didn't I?  Because she's just a little too boring.  Oh don't get me wrong,  she's very powerful.  The mana cost is right & I'm sure she'll win games, when she "enters the battlefield", but this is Avacyn we're talking about.  Here's how I designed her, before I saw her here.  2BBWW (thought she'd be black & white, but I think 8 cost is better than 6) 6/16 (giving her the highest defense of any creature, just for fun) flying, vigilance, first strike, hexproof (but I'll admit, indestructible is pretty awesome).  4 abilities (yes, 4).  Each costs BBWW to use.  Prevent damage to up to 2 creatures.  Give up to 2 creatures Lifelink & Deathtouch for the turn.  Return up to 2 creatures to their owners hands.  Return up to 2 creatures from their graveyard to your hand (yes, any creature).  Maybe I'm nuts, but I think Avacyn should've been the most interesting creature ever created, without making her "too powerful" like Jace (did I succeed?).  Then again, making all your permanents indestructible?  Yeah, that's pretty darn powerful.  I think the Frites deck may have just found another card.

Banishing Stroke:  So here we have the first of 2 new mechanics; Miracle.  I like it.  It's interesting, potentially devastating & most importantly, very well themed.  My one issue is that I fear that at times it could be too powerful & that without the miracle, the card sometimes is a little weak; like this card.  Without miracle, would you draft this?  I'm not sure.  Maybe.  6 mana is steep, but the ability is very strong.  Will this ability play better in limited or constructed?  Not sure.  I think I could make a case for both.  We'll see.

Builder's Blessing:  Nice.  Cool defensive enchantment.  Would 0/+3 been better for a 4 cost enchantment?  Hmmm...

Call to Serve:  Are you surprised I put this card in bold?  Think about how perfectly themed this card is & how cool it is?  It's Holy Strength+ & not working on a black creature is just perfect.  Great design & the art is just perfect too.

Cathars' Crusade:  Wow!  Rally the Peasants was cool.  This is more like pump up the masses.  Potentially devastating card, but it doesn't do anything when you play it, which I like, considering how powerful it can be.  Do I see a constructed deck with Gavony Township?  Maybe.   

Cathedral Sanctifier:  Looks like it's time to construct a Chalice of Life deck?  Even in Limited, this could get out of hand pretty quickly, especially with all the cards in Avacyn Restored that exile cards, only to return them to play.  Keep your eye on this Cleric.

Cloudshift:  Like I was saying?  : )  So this would've been a good ability for Avacyn's weapon on my card design with her 4 abilities.  This card isn't only good for using on a creature with a come into play effect, but also to prevent it from being targeted by your opponent too.  This could get interesting.

Commander's Authority:  Even without all the token shenanigans that are currently in the game, this card is great all on its own, simply because it gives you a potentially endless army of blockers.  I totally agree with the 5 mana cost too.  Cool card.

Cursebreak:  Boring card, but it's a decent card for the game, but if you're going to call this Cursebreak, shouldn't it have a special effect when you destroy a Curse?  Lets see... Destroy an enchantment.  You gain 2 life.  If it's a curse, your opponent must discard a card.  That's a little better.  Might've even put it in bold  ; )

Defang:  So Pacifism prevents the creature from attacking or blocking.  This only prevents the creature from dealing damage.  So shouldn't this card only cost 1?  It's still decent though, regardless.

Defy Death:  I like this card.  Always wondered why they didn't continue with Breath of Life & only Zombify.  Well now we've got Black, Black/White & now White, but especially for Angels.  Just nasty.

Devout Chaplain:  I usually like cards where you have to tap it + 2 other creatures to get an effect.  Here we see the power of Avacyn at work.  Great ability.  Yes, mostly for sideboard, but it's still very cool.

Divine Deflection:  Maybe I'm wrong but I think this card might make constructed.  Red does X damage & has been used in a variety of ways; Devil's Play being the most recent.  This adds damage prevention as well.  Good thing this is rare, cause this will win games in limited, I'm sure.

Emancipation Angel:  Cards like this are quite powerful, because the drawback is rarely a drawback (try Cathedral Sanctifier) & even if it is, you're still putting a 3/3 flyer out on turn 3, maybe even turn 2.  Yikes!

Entreat the Angels:  I think this is a great mythic card?  Why?  Cause even without Miracle if X is 1 you're getting a 4/4 flying angel for 5.  If X is 2, you're getting 2 4/4 flying angels for 7.  While that's not exactly mythic, it's still really good, but if you draw this card... oh my.

Farbog Explorer:  I almost put this card in italics cause it's pretty boring, but it's themed fairly well & it is a decent common card.

Goldnight Commander:  This + Cathars' Crusade?  That's just nuts.  Lets add Honor of the Pure & Angel of Jubilation.  Sorry, but I think this all just makes White too powerful.  None of these cards go in italics, cause they're all good cards, but together they're quite insane.  Too much so for my taste.

Goldnight Redeemer:  Perfect with Chalice of Life, but a really good card on it's own too.  Almost put her in bold

Herald of War:  Originially I was going to put this guy in italics cause I was like "no way, this guy is way too powerful.  why isn't he mythic".  But on further reflection, I think his power level is just fine.  Why?  Well consider that he's initially only a 3/3 flyer for 5.  If your opponent can deal with him, you get no benefit.  So he's a 4/4 when he first attacks & now Angels & Humans you cast cost 1 less, but only if he's still in play.  Now if you can get 2 or 3 counters on him, then yes, he's VERY powerful, but that's a pretty big "if".  I think his power level is potentially very strong, but because he has to attack & not die for his ability to kick in, I think this is a good card.

Holy Justiciar:  At first I thought this card was very weak; a 2/1 for 4 with a tapping ability that requires 3 mana?  Yep, she's pretty weak, unless you're going up against Zombies, in which case she's very strong.  So put her in your sideboard for sure. 

Leap of Faith:  I like combat tricks & this one is quite fun.  My opponent has a 5/5 flyer & I have a 5/5 non-flyer & am at 5 life.  He attacks, thinking the game's over.  I play Leap of Faith, block his flyer with my 5/5 & my guy takes no damage.  His guy is dead.  To me, this is what makes magic great.

Midnight Duelist:  He looks cool.  Against Vampires he's pretty cool, but other than that, he's pretty boring.  Again, I think a "Duelist" should have an ability that's... how do you spell it... Duely?  : )
In the L5R card game you could have your guy challenge another guy to a duel.  It's a cool mechanic.  How about this...  Midnight Duelist deals 2 damage to a Vampire.  The vampire may tap to avoid the damage.  I like it, but maybe he's now uncommon or he costs 2.  Maybe both.

Midvast Protector:  Nice Wizard.  Wish he had flash, but it's still a cool ability.  I could even see him working in a constructed deck, possibly.

Moonlight Geist:  A decent defensive creature.  I can see him being used quite effectively in the right situation.  Nice card.

Moorland Inquisitor:  Not sure why the ability costs 3, instead of 2.  I think 3 is a bit high, but at least he's not some boring vanilla 2/2 for 2.  Love the flavor text (as usual)

Nearheath Pilgrim:  I really like Soulbound.  I think it's an excellent mechanic.  Not too powerful, but potentially very powerful & his Soulbound ability is quite nice.  I really see Chalice of Life getting played more now.  This guy is definitely one of my favorites.

Restoration Angel:  I think this is a great card.  Saying you "may" exile is what really makes it great.  Just an awesome card that has tons of potential.  I could see this card in constructed.

Riders of Gavony:  Another well themed card.  Potentially very powerful; maybe even good enough for constructed.  I know it doesn't work this way, but it's fun to try to find a loophole in the rules.  Consider:  I choose shapeshifter as the creature type.  Since shapeshifter is "every" creature type, that means my humans have protection from all of your creatures?  No?  darn  ; )

Righteous Blow:  Nice!  Cool!  My only fear is that White is now too powerful, but this is a great card, no doubt.  I'd play it in constructed, I think.

Spectral Gateguards:  This is a pretty good themed card, but I doubt it'll see much play.  5 mana for a 2/5 that "might" have vigilance?  I would've made it cost 4.  Then I think it would see some play.  Am I wrong?

Silverblade Paladin:  Awesome looking card.  The ability could be very powerful.  I almost put him in bold too.  Is he good enough for constructed?

Seraph of Dawn:  A very good card.  Should see a lot of play.  I'll take her over Abbey Griffin, vigilance or no vigilance.

Thraben Valiant:  I almost put this card in italics cause I just don't see why he's in here.  Sure, a 2/1 with vigilance for 2 is fine.  Just wish he was a little more interesting.  How about this?  2: Thraben Valiant gains first strike.  You may only use this abily when he is defending.  Well, he's a little better.

Terminus:  Now here's another card that I think is pretty good even without it's Miracle ability.  If you draw it... yeah, I'd say that's quite a nice miracle.

Voice of the Provinces:  Okay, so this Angel doesn't seem very good.  A 3/3 flyer for 6 + a 1/1 human token.  Normally I'd say eh, but with cards like Cloudshift, she becomes quite nice, so she's a pretty good common card.  Certainly nothing to complain about.  Besides, her ability is fairly unique, which is cool.

Zealous Strike:  While I like combat tricks, this is Skillful Lunge with a +2 defense added on.  So it's better than Skillful Lunge, in one sense, but it's virtually the same card.  I don't get it.  If Skillful Lunge wasn't in Dark Ascension this card wouldn't be in italics, but it is.

 

BLUE:

 

Alchemist's Apprenctice:  Good card.  Awesome hilarious flavor text.  Sorta makes me think I should put this card in bold.  "well, it turns out my apprentice was very helpful.  course he's dead now"  lol

Amass the Components:  I'm not certain but I believe this card already exists, just with another name.  These card drawing effects all start to sound the same after a while.

Arcane Melee:  Really?  Maybe I'm wrong but I don't like this card..  I'm seeing blue/white dominating this set fairly well & then you give blue a card like this?  Aren't control decks already powerful enough?  Now they've got blue/white spirits & stalkers & delvers too.  So now they're aggressive bashing smashing control decks.  Oh great.  Thanks.  How about I just concede now.

Captain of the Mists:  What a cool card.  I'm worried there's some seriously powerful combo with this guy, but it's hard not to put him in bold.  I just like everything about him, except maybe his power should be 1 & not 2.  Don't see the need for that extra point of damage from him.

Crippling Chill:  At first I thought "boring".  Claustrophobia & other cards do this with a permanent effect, so why bother making this card?  Then I thought about it a little more.  I tap down my opponents creature.  It stays tapped through his next turn (that's 2 turns for me with him tapped) & I get to draw a card.  That'll work. 

Deadeye Navigator:  So I'm looking at this card & I'm thinking "is this going to get played much".  If this is my first pack I open & this is my rare, am I taking this?  Maybe.  What's interesting about this card is that it's ability does nothing for itself, except that you can target another card & give it Soulbound, so here's the Soulbound effect where you can reuse it, if you lose 1 creature with Soulbound.  Yes, you have to be able to play the ability or you'll lose it.  I get it.  This card is very interesting.  Could be really strong, but why it's a 5/5 for 6 mana is anybodys guess.  Maybe they didn't want this guy coming down early in the game, I guess.

Devastation Tide:  Another pretty cool card, even at 5 mana it's quite useful.

Dreadwaters:  Okay.  I was going to put this in italics cause "oh look, another mill card", but it's different from the other mill cards in this set & it could be very useful, especially for self mill.  Don't think it'll see much play though.

Elgaud Shieldmate:  So if Phantasmal Image ever gets phased out, don't worry; Elgaud Shieldmate will protect your Drogskol Captain just fine.  Yeah yeah, she costs 2 more mana & she's not as powerful, but Phantasmal Image is rare.  Elgaud is common.  I'd say that's a pretty sweet common.

Favorable Winds:  I really should like this card.  I mean, it's pretty cool.  It's effective.  It'll see a lot of play, no doubt, but you know why I don't like it, don't you?  Surely you know.  Blue/White Spirits.  White Flying Tokens.  Drogskol Captain.  Everything you've already seen in this set.  Need I say more?

Fettergeist:  I must be missing something.  This card sucks, doesn't it?  In what scenario, other than if he's the only creature you have in play, maybe one other, is this a good card?  If he was a 4/4, I think he might be playable, but this seems like a helluva drawback for a 3/4 flyer for 3.  What am I missing here?

Fleeting Distraction:  At first glance this card seems pretty weak.  Sure, you get to draw a card, but -1/0?  Big deal.  Well... it's not so bad.    My 2/3 blocks your 3/2 or a 2/2 blocks a 2/2 or something like that.  Now your guy dies & mine doesn't & I draw a card.  Thus, I'd draft this card.  Could be good.

Galvanic Alchemist:  Galvanic?  Wait, why is this Wizard a "Galvanic" Alchemist?  Isn't that word from the Scars of Mirrodin block & I think it was in Ravnica too.  Is that why it's here, cause Ravnica is coming next?  So what.  Her Soulbound ability is okay.  Might be useful, depending on the other creature, but I don't think there's any Galvanic cards in Innistrad, so I gotta give you guys some crap for this - lol

Geist Snatch:  But then we get a cool counter spell like Geist Snatch.  Yes!  How cool.  Yes, this is awesome for blue/white spirits, but a cool card is a cool card.  Another unique counter spell.  I'm impressed.

Ghostform:  Yikes!  Now see, I thought Artful Dodge was a darn good card, yet it rarely gets played.  I don't get it.  Actually though, how is this card any different?  In one sense it's weaker, since it has no flashback.  Artful Dodge effectively gives you 2 unblockables for 2 blue, where Ghostform does it for 1 & a blue, but you can't use it on 1 creature at a time like you can with Artful Dodge, so I think Artful Dodge is better, which means this card shouldn't see any play.  I think you guys are nuts.  I'd draft both.  I'm gonna have to playtest them together & see how they do.  Elbrus anybody?

Ghostly Flicker:  So does this mean I "could" exile 6 cards (2 of each)?  So up to 6 cards, but no more than 2 of each type?  This is a very interesting card.  I'm not sure if it sucks, if it's decent, good, or awesome - lol, but I'm guessing it won't see much play.

Ghostly Touch:  Another creature Aura that I like.  I like cards like this because, as I've said many times, they're "potentially" very good, but it's always a risk to play an aura on a creature, because if your opponent kills your creature, you lose the aura too, but on creatures with Hexproof, I think it's a small risk.

Gryff Vanguard:  Okay sure, there's nothing wrong with this card.  It's actually pretty good.  A 3/2 flyer for 5 + a card draw.  Fine.  No problem.  So why the italics?  Because I just don't see any point for this card, other than to give blue another flyer, I guess.  It'll see play, but I think it's a boring card.

Havengul Skaab:  Okay, this is interesting.  Should be in italics, right?  I mean it's a 4/5 for 6, which is weak & it has a negative ability.  Oh look, it's a Zombie.  Whoopie!  Nobody cares.  Well, that negative ability will usually be a positive ability in this set.  Just think about it.  Slayer of the Wicked, Ghoulraiser, heck - even Gryff Vanguard - lol.  So while in one sense this guy sucks, in another he could be quite good.  I like that.

Infinite Reflection:  Call me nuts, but I'd definitely try to make this work in a constructed deck.  This is definitely one of my favorite cards.  It's just "so cool".  It's Essence of the Wild+ & it's retro-active too.  I play Spider Spawning with Murder of Crows in play (or pick another cool creature with a cool in play effect) & then I play this on that creature.  Falkenrath Noble?  Rage Thrower?  Get the picture?  It's called FUN!  : )

Into the Void:  Okay, so lets see.  Grasp of Phantoms: 4 cost sorcery with 8 cost flashback.  Griptide:  4 cost instant.  Ah, but Into the Void only puts them in their owners hand & not on top of their library.  Still, this card will win games, easily.  Might even make constructed.  Eh, probably not. 

Latch Seeker:  Pretty boring card, but pretty effective too.  I still say this is what Invisible Stalker should've cost (1UU).  This with Drogskol though is just unfair.  I think Werewolves & Vampires should file a complaint at WotC.  They're getting outgunned (is it outgunned or out gunned? lol)

Lone Revenant:  Hexproof definitely makes him rare, that's for sure.  Good ability, but I'm not sure how often it'll actually work, but so what?  Having a 4/4 hexproof for 5, and it's a spirit too?  Yep... I'd take him.

Lunar Mystic:  Glad Lunar Mystic is a human & not a Spirit - lol.  This is a very cool card.  Potentially very powerful, but not too hard to deal with.  Well designed.

Mass Appeal:  While this could be an absolutely ridiculously powerful card, I'm good with it because the theme is right.  It's perfect, actually.  The humans have won.  They're in control.  Thus, draw some cards.  So surely you're going to play human tokens & splash blue now, yes?

Mist Raven:  It's a weaker version of Aether Adept, so why bother?  Sure it's a good common card & it looks cool as hell, but there's no reason to have this card in this set.  No reason to have 244 cards, as far as I'm concerned.  But it'll see play, that's for sure.

Misthollow Griffin:  I don't think this is a very powerful mythic.  I could be wrong, but it's basically just a 3/3 flyer for 4, but unless I'm mistaken I think this is the first card that can be cast from exile, which is very cool.  Just keep such an ability as a very rare ability, cause otherwise you'll ruin what exile is, compared to destroying a creature.  This is a cool Griffin, but I think giving him a cool ability in addition to his exile ability would've been even cooler.  Also, what's with Svenska, Norske & Dansk?  Some secret code, right?  lol

Nephalia Smuggler:  A nicely designed card.  The same ability that's a clear theme in this set, but it fits perfectly with this Rogue.  Very cool.

Outwit:  One word:  NASTY!  Just nasty.  Will probably be in every constructed blue sideboard.  Again, the flavor text is just awesome.

Peel from Reality:   This is from Ravnica, yes?  I'm not bothering to look it up.  Instead I'll just type this - lol.  It fits in this set though, so I'm cool with it.

Rotcrown Ghoul:  This guy would be better if he was a cheaper weaker zombie, but he's still okay.  Then again, if I'm trying to mill my opponent, he provides quite a nice defense for me, doesn't he? 

Scrapskin Drake:  Boring!  Nobody cares.  Make him a 2/4 or a 2/5 & he'd be a little more interesting & more desirable in draft, that's for sure.

Second Guess:  Another good counter spell.  How many more "good & unique" ways can they keep making counter spells?  Here's a better question.  Since they can keep making interesting & unique ways to counter a spell, why do they keep repeating so many concepts on creatures & other spells?

Spectral Prison:  This is similar to Ice Cage, but it's different enough that I won't put it in italics.  It's a decent aura.  I'm sure it'll see some play in limited.

Spirit Away:  Now see... this is good.  It's Mind Control, but it's different.  It costs 2 more mana because the creaure gets +2/+2 & has flying.  That's huge.  But the point is (someone please pass this on to WotC) that it's not nearly as boring when you make a similar card that has a little difference, vs. the same card with a different name.

Stern Mentor:  I love the look of this card & it's ability is pretty good.  Soulbound really adds a unique element to magic.

Stolen Goods:  Another very cool card.  Well designed, well themed & quite powerful too.  Course it could do very little, so I can see why it might not see a lot of play, but it's still a cool card.

Tamiyo, the Moon Sage:  Love this Planeswalker.  All the costs seem right too.  Very cool abilities.  I'd be shocked if she's not in constructed.

Tandem Lookout:  Another very nice Soulbound ability.  He's easy to kill, which is good.  He should be.  Otherwise he'd be quite insane & would probably have to be a rare.

Temporal Mastery:  Here's one Miracle ability where if you don't get it, I don't see this card being very good.  The Miracle is awesome, but is paying 7 mana to get an extra turn worth the risk?  I don't think so.

Vanishment:  Again, the Miracle is amazing, but otherwise I'd rather have Grasp or Griptide.  Oh, but it is a nonland permanent & not just a creature, so I guess 5 mana isn't so bad.

Wingcrafter:  A very nice card with a simple, yet effective ability.  Should see plenty of play.

 

BLACK: 

 

Appetite for Brains:  Pretty cool card.  Dam scary looking too.  Surely this will be in constructed.

Barter in Blood:  I wonder why they brought this card back.  It's a good card, but why not put it in M12 or 13?  Well, it is Sorin in the pic, so I guess it fits.

Blood Artist:  This is one cool card.  The "art" is amazing (sorry, couldn't resist)  : )

Bloodflow Connoisseur:  Very similar to Devouring Swarm, but different enough that I like it.  A very cool vampire.  Almost put her in bold.  Lots of good strategy with her.  Pretty awesome with Undying.

Bone Splinters:  Another cool card.  Pretty powerful, if you think about it.  Sacrifice your Undying creature, or any creature with a dying ability, or just a little creature to kill your opponents nasty creature.  Definitely one of the best commons in the set.  Looks good for constructed too.

Butcher Ghoul:  This guy is fine, but why the 2 mana cost?  Young Wolf costs 1 green & it's the same thing.  Undying makes more sense on a Zombie, but if you're going to have Butcher Ghoul cost 2 then shouldn't he have an ability?  Lets see... "When Butcher Ghoul enters the battlefield from a graveyard, he deals 1 damage to target creature".  Ooh... nice.  He's a "Butcher" Ghoul, so I think it makes sense.  When he comes back from the dead, he's quite irate.  ; )

Corpse Traders:  An interesting card, that's for sure.  Not sure why he's a 3/3 for 4.  Maybe he's just that much of a badass.  Should see some play.  Thought about putting him in bold for his uniqueness alone.

Crypt Creeper:  Okay, he's different from Thraben Heretic; not as good in that it's a 1 shot deal, but good in that you can exile any card, as opposed to just a creature.  Goodbye flash.  So what I initially thought was a pretty weak card turns out to be quite a useful card.  Good sideboard card, if nothing else.

Dark Imposter:  So I was like "6 mana? Nah, too expensive".  Now I'm thinking maybe too powerful?  (see Helvault).  This is more powerful than Helvault, is it not?  You can exile any creature & they never come back.  True, Helvault can exile your creatures for 1 mana & then you can get them back, which is cool, but that's not how it's mainly used, is it.  But giving this guy all the abilities of the exiled creatures?  Oh yeah.  I like Dark Imposter.  Very cool.

Death Wind:  A very good common card.  Almost put it in bold.  Like Death's Caress, it can be expensive, but the flexibility of the X cost makes this card very useful.

Demonic Rising:  Another very cool card.  It's somewhat limited in its use, but it has to be, otherwise it'd be insane.  A 5/5 demon every turn?  Maybe for 8 & make it mythic.  Nope, 5 & rare with the restriction is better.  Cool card.

Demonic Taskmaster:  Normally I don't like cards with serious drawbacks, but I like this one.  The cost is right.  The drawback is right & there's potential to use it to your advantage.  Might even be good in a constructed deck.  Good card.

Demonlord of Ashmouth:  Wow!  A 5/4 flying undying for 4.  I think the drawback isn't much of an issue, so I think this card is very powerful.  Maybe too powerful.  We'll see.  There's just so many creatures you can sacrifice to your advantage.  I definitely want to construct a deck with him.  Should be fun.

Descent into Madness:  Very cool card.  Interesting idea with a lot of potential power, but I'm guessing it won't see constructed.  It's pretty risky in limited too, but being able to discard creatures into your graveyard can be powerful, obviously.  Then again, I'd want to be able to get rid of this card, if I needed to.

Dread Slaver:  The problem with Slaver is the same as Sengir Vampire.  Good luck getting its ability to work.  Well... there's Deadly Allure.  Hmmm...

Driver of the Dead:  The moment I saw & read this card, I knew it was going to be one of my favorites.  What don't you like about this card?  The awesome art?  The fun flavor text?  The cool ability?  I'm guessing he won't see constructed, but I'm sure he'll see plenty of play.  Love it.

Essence Harvest:  Can you see playing this after you just transformed Ludevic's Test Subject?  This is quite a powerful card.  Should see lots of play.

Evernight Shade:  I was like "another Shade?  really?".  Oh wait.  It's a Shade with Undying.  Uh-oh!  Here comes mono-black with a vengeance.

Exquisite Blood:  So I'm thinking great card.  Then I'm thinking is this too powerful?  I'm really not sure.  I thought Undying was too powerful & so far I've been wrong, as far as I know, but this "seems" like a very powerful ability.  If my opponent gets this in play in limited, I don't know how I'm going to win, unless I've got a card to destroy an enchantment..  Note to self - If you didn't already realize this, don't draft a deck without at least one way to destroy an enchantment.  ; )

Ghoulflesh:  So is this a good card?  Sure, it can kill some creatures for just 1 mana, but Dead Weight is twice as powerful, so where's the advantage in turning the creature into a black zombie?  Endless Ranks?  Undead Alchemist?  Maybe.  It'll probably see play, simply for the removal.  Lets see if the black zombie aspect comes into effect.

Gloom Surgeon:  If I'm missing something fine, I'll take it back, but I do not like this card.  Why would you play it?  It's a wussy little 2/1 for 2.  Sure it's immune to damage, but the ability can ruin you.  I'd rather play Gloom Surgeon only if I could give control of it to my opponent.  I hope I'm wrong & this is an awesome card.  That would be great.

Grave Exchange:  I think this is a good common card.  It's a nice effect.  It might not work well, but it might work great.  6 mana is a lot, but I think it's right, especially since it's common.  I'm guessing it won't see much play though.  Maybe in sideboard in limited.

Griselbrand:  I like Griselbrand for several reasons.  Being Mythic with an 8 mana cost (4 black) is great, unlike Titans which I think should've at least cost 7.  They should be Legendary too.  A demon that's focused around the #7, instead of 6?  How cool.  IF he hits for 7, or gets you 7 life, now his ability is quite insane, but at least he's gotta do damage before it's safe to use it.  True, he could use it right away, depending on your life total, which might make him too powerful, but I still think he's awesome.

Harvester of Souls:  Cool Demon.  Very powerful.  Very wicked.  I think his power level with his mana cost is fine.  Compare him to a Titan.  See?  This is good... well, evil.  You know what I mean.  ; )

Human Frailty:  Perfect.  Even though the humans are taking back their land, evil refuses to go down without a fight, kicking ass as they go.  Take that humans.  Love it.  Nasty card.  Perfect sideboard, even for constructed.

Homicidal Seclusion:  So this plus Demonic Rising is quite sick.  So I thought.  Then I read Demonic Rising again.  This is awesome.  Do I want to play Demonic Rising & put out a 5/5 flying demon, or do I want to stick with Homicidal Seclusion & give my 1 creature +3/+1 & lifelink?  (thought I could do both.  glad I reread the card - lol)  So I'm putting Homicidal in bold.  It's just too cool.

Hunted Ghoul:  Okay, he's different & yes, he's well themed, so maybe I shouldn't put him in italics, but come on guys... he sucks.  A 1/2 for 1 & he has a negative ability.  Why not make him a 2/2 or a 2/1 & add "humans have protection from Hunted Ghoul"  Now I like him.

Killing Wave:  Whoa!  Again I'm torn.  I really like this card but I'm questioning if it's too powerful.  I'd certainly sideboard it in constructed & I'm sure it'll see plenty of play, regardless.  This card will ruin token decks.  Wait, maybe that's a good thing.  ; )

Maalfeld Twins:  Sure it's expensive, but this is a great card.  It reminds me of Moan of the Unhallowed, in a strange sorta way.  It's a unique Zombie ability.  Kill it & then there are 2 Zombies.  How cool is that?

Marrow Bats:  Nope, sorry, don't like Marrow Bats.  I guess they're not really bad.  A 4/1 flyer can cause plenty of problems & being able to regenerate it is good, even with a Pay 4 life cost, but I just don't care for this card, but maybe I'm being too picky.  After all, they are different, kinda.

Mental Agony:  What?  Come on guys.  I'm sure this card already exists under a different name (can't remember).  How about this?  Add "for each creature card discarded this way, exile it instead & you gain 2 life".  There.  Now I like this card.  A lot.

Necrobite:  How cool is this card?  What a deadly combat trick Necrobite is.  It's perfect.  You totally turn the tide on your opponent.  Necrobite is just nasty.  Black seems to have a lot of really good commons.  Uh-oh!  : )

Polluted Dead:  I think this is another repeat, but this is a welcome addition & as far as I'm concerned it should go in the next core set, or the one after.  We need more ways to deal with some of these insanely ridiculous lands, like Inkmoth Nexus.  I hate that card.

Predator's Gambit:  Okay.  Unholy Strength with a little kick.  Homicidal Seclusion + Predator's Gambit.  Nice.

Renegade Demon:  I don't need to tell anybody why this card is in italics, right?  Yes, there's nothing wrong with it.  He's a 5/3 demon for 5.  Whoopie!

Searchlight Geist:  Ya know, I'm glad they finally gave one of these Geists a searchlight.  I'm sure they get lost all the time, floating around in the dark like they do  ; )  Seriously though, read the flavor text.  Think about what this guy does & ask yourself why is he so darn easy to kill?  How does he "extinguish souls" without dying himself?  Give him First Strike &/or make him a 2/2 at least.  He shouldn't be easy to kill.  How about a 1/3 with first strike & deathtouch for 4?  Ooh... watch out now.  I'm starting to think WotC could use my input sometimes.  : )

Soulcage Fiend:  Not great, not bad.  I can see where he could be useful, but I can also see where he'll flat out ruin your day.  Ah, but I'm supposed to like cards like that, aren't I? 

Treacherous Pit-Dweller:  Okay, let me explain.  The reason I really like this card is cause it's dangerous, obviously, but also because a good player will use the Pit-Dweller to his advantage.  1:  Use Thraben Heretic, or similar, to avoid giving your opponent control of it.  2:  Make sure you'll be able to get rid of it after your opponent takes control of it.  3:  After giving control of him to your opponent, play a card that will hurt your opponent in some way for having this 5/4 demon in play.  What card?  I don't know.  Figure it out.  Heh heh heh

Undead Executioner:  Good card.  Why the executioner must die, in order to kill a creature is a mystery to me.  Must be some Zombie Executioner thing.  ; )

Unhallowed Pact:  Hmmm... play this on Treacherous Pit-Dweller?  Careful.  Read both cards carefully.  This can work though.  Just think it through.  Unhallowed Pact.  Cool card.  Very cool card.

Triumph of Cruelty:  Very nice.  Might not see much play, since it can do nothing at times, but I think it's a solid card, regardless.  I see Liliana is a comic now - lol

 

RED: 

 

Aggravate:  This is an interesting card.  I don't think it'll see much play, except maybe in sideboard.  However, forcing wounded creatures to attack you can be quite effective.  You might want to take another look at this card, if you don't think it's any good.  But on to what's really important, or should I say "and now for something completely different".  Lets see how many Monty Python fans there are out there.  Obviously those "Barbarians" burned "The Comfy Chair".  NO!!!!!

Archwing Dragon:  I like Archwing Dragon.  He hits, then flies away.  He hits again, then flies away.  How's that for annoying.

Banners Raised:  Cute little ability.  I'm guessing it won't see much play though.  Just not powerful enough, probably.  But I kinda like it.

Battle Hymn:  I've said before how I don't like cards that give you more mana, unless it makes sense.  Consider Seething Song.  Why does spending 3 mana give me 5 mana?  That's stupid.  I hate that card.  Look at Infernal Plunge.  You want more mana?  Fine, kill one of your creatures.  There ya go.  I like Infernal Plunge.  Battle Hymn is pretty good.  You got 3 or more creatures in play, so you can generate some extra mana, cause that's what happens when your guys start singing.  It's just magical.  : )  

Bonfire of the Damned:  This is Mythic, so the Miracle cost should be freaking amazing.  It is.  How about the normal cost.  It should be very strong.  3 mana & X = 1 (eh).  5 mana & X = 2 (could be good).  7 mana & X = 3, 9 & X = 4.  Thus it has the potential, even at the normal cost, to wipe your opponents creatures.  Yeah, that's good.  Good card.

Burn at the Stake:  So the damage to target creature or player, for 5 mana, is 3, 6, 9, 12, or 15, etc.  3 - not so good.  6 - that's good.  9?  9?  Yes, boys & girls, 9 damage to target creature or player for 5 mana is GOOD!  I like Burn at the Stake.

Dangerous Wager:  I really like cards like this.  It's great when you have 0 or 1 cards in your hand, or 2, or even 3 cards that you don't want.  But with Burning Vengeance, this card is flat out wicked.

Demolish:  Another repeat that belongs in M12.  Oh well.

Dual Casting:  This is another one of those concepts that magic keeps putting out in various ways.  This effect sees little play usually & I'm sure this latest version won't see much play, if any, in constructed, as most auras never see the light of day in constructed, but I think this is the most interesting version of this ability yet.  I have a feeling Dual Casting will see play in limited, as this is quite a powerful ability.  I'm surprised the cost is so cheap; 1 red + tap to copy an instant or sorcery?  Wow!  It's a rare, so you won't see it often, but I have a feeling this is one Aura that will seriously kick ass.

Falkenrath Exterminator:  This guy is in bold simply for being a Vampire Archer.  How's that for uniqueness?  He's not overly powerful, but he is potentially powerful, but only if he can hit a player for some damage, so he's quite limited in that sense & maybe isn't even that good of a card.  Here's a good creature to play Artful Dodge & Ghostly Touch on.  Nightbird's Clutches & similar cards come to mind as well, cause if this guy gets going, watch out.  Lastly, is that picture cool or what?

Fervent Cathar:  A red Cathar.  Okay, cool.  Nice ability too, but why the 1 toughness.  He costs 3 mana.  Sorry, but 1 toughness for 3 mana sucks.  Other than that, I like him.

Gang of Devils:  A very nice multi-player card.  Decent in 2 player too, but we all wish he cost 5 instead of 6, right?  But 3 damage, divided as you choose is strong & since Pitchburn Devils cost 5...  Well, maybe 3 & 2 red would've been better.

Guise of Fire:  Hmmm... I'm trying to figure out which is best... play this on my creature or my opponents.  Guess it depends on what creatures I & my opponent have in play, which makes this card quite interesting.  I can see this working pretty well on Bloodcrazed Neonate, once his toughness goes up, but I "think" it'll be used more on your opponents creatures, whether to kill them, due to their 1 toughness, or to force them into an attack that they don't want to make.  For those reasons I think this is a decent card.

Hanweir Lancer:  Nice simple card with a nice ability.  Very effective in limited, that's for sure.  Good common card.

Havengul Vampire:  Okay, we have a Havengul Human Wizard, a Zombie Wizard & now a Vampire.  Interesting.  He's pretty cool.  Like Lumberknot, he could get huge rather quickly.

Heirs of Stromkirk:  Great common card.  I think red really needed a creature like this too.  A potential game winner.  Cool.

Hound of Griselbrand:  Okay, now this guy is a badass.  Hits for 4 & when he dies he comes back hitting for 6?  OUCH!  Nice to see red getting some serious hitters like this.  I'd consider him for constructed.

Kessig Malcontents:  Fun card.  I love the concept.  I love how they're using all the names in this set (Kessig, Griselbrand, etc.)  A bunch of malcontents come on the scene & start off by smashing you in your face.  Exactly.  Yet, one hit & they're gone.  Cowards - lol

Kruin Striker:  Another very nice card.  How about that card that puts 10 human tokens onto the battlefield, or Spider Spawning?  Where I come from we call that FUN!  : )

Lightning Mauler:  Nice!  A simple card with a good ability.  Just think if this is the 2nd. creature you played this turn.  Oh yeah.  Red is looking good.

Lightning Prowess:  Nah, don't like it.  3 mana to give your creature haste?  When will that come into play?  Okay, late game, maybe.  So let me fix this.  Look at the flavor text.  Cost R Enchanted creature has haste (Nice!) & RR tap: This creature deals 1 damage to target creature or player or 3 damage to a Zombie.  I like it.  What do you think?

Mad Prophet:  Call me nuts, but I think Mad Prophet is awesome, both in the theme, the flavor text & his ability, along with the cost, though why this loon is a 2/2 is beyond me - lol.  This is a looter effect in reverse, but I believe if you have 0 cards in hand this still works, yes? (maybe I "have" to discard a card in order to draw a card?)  Regardless, he's still good because he's got Haste.  I think he'll see lots of play, maybe even in constructed.

Malicious Intent:  I love Malicious Intent.  Yes, the cool art has a lot to do with it, but this is a really fun ability to play in limited.  Talk about frustrating your opponent.  It's yet another interesting & unique use of this ability.  Very cool.

Malignus:  Will this card see constructed?  I'm gonna guess no, but I hope it does, cause I think Malignus is a pretty cool card.  In multi-player he's a no brainer, but I'm pretty certain I'd draft him in limited too.  I don't think he'll see constructed because when your opponents life gets low, he becomes pretty useless.  If his power & toughness were 3+, then maybe.  Would that be too powerful?  Maybe, but I don't think it would be in constructed.  Oh well.  How about playing this guy against a life deck.  "I'll attack with my 40/40 Malignus, who's damage can't be prevented".  Sideboard anyone?

Pillar of Flame:  Awesome.  It's Shock with a beatstick - lol.  I'm guessing this will be the end of Shock?  Or will they let red have both?  We'll see, won't we.

Raging Poltergeist:  Okay, it's a red spirit.  Fine.  It has 6 power for just 5 mana.  Sure.  I still hate it.  Oh wait, I have to make it better, right, cause that's what I do with cards I don't like.  Oh okay, fine!  He's a Spirit.  He's a Raging Poltergeist.  Read the flavor text.  He's a 6/4 for 5 mana.  "As an additional cost to play Raging Poltergeist, exile a creature from your graveyard.  If Raging Poltergeist is in your graveyard, you may exile a creature from your graveyard to return him to your hand."  See, that wasn't so hard.  It just takes a little thought.  That took about 1 minute.  Not even, actually - lol.  What do you think?  : )

Riot Ringleader:  He's Hamlet Captain light - lol, but he's common, so cool.  I like his shield too.  I'd like to have it hanging on my wall.  How cool would that be.

Reforge the Soul:  It's Wheel of Fortune for 5.  I thought Wheel was considered too powerful, which is why you haven't seen it again, yes?  Well I'll gladly pay 5 to have all players discard their hand & draw 7 cards.  Thank you very much.  Oh look, it's a miracle.  Mill, Burning Vengeance, what else?  Heck, what deck wouldn't this card be good in?  ; )

Rite of Ruin:  This is one of those fun expensive cards that probably won't see much play at all, but I kinda like this one more than most.  I'd definitely play it in multi-player, but still mostly just for fun.

Rush of Blood:  Cool.  There are plenty of cards that have abilities keyed to their current power, some right here in Avacyn, so this card will be very useful with those creatures.  Neat card.

Scalding Devil:  He starts off weaker than Goblin Fireslinger & he costs 1 more mana, so not so good, but in the mid to late game he's potentially more powerful & thus very dangerous.  Don't underestimate this little devil or he'll whack you good.  : )

Somberwald Vigilante:  I love it.  You block me, I kill you.  Oh no, I just made him into the human version of Achmed - lol.  Somberwald Vigilante gets blocked by the gigantic Raging Poltergeist.  Down goes Raging Poltergeist!  Down goes Raging Poltergeist!  Okay, I'll stop.

Stonewright:  A 1/1 for 1 that can pump?  That's pretty insane, yes?  I "hope" this creature doesn't cause some serious problems.  Since it only works with Soulbound, I "think" it'll be just fine.  Hope I'm right.

Thatcher Revolt:  What are we doing here; leading lambs to slaughter?  How cruel.  Effective yes, but sheesh.  Well, if they're gonna die anyway, might as well go out in glory, right?  : )

Thunderbolt:  Another repeat.  Belongs in M12.  Am I wrong about that?  Is it better to put some of these cards in the current set, instead of the current core set?  Let me know.  I'm curious what others think about this.

Thunderous Wrath:  5 damage to creature or player for 6 mana.  Eh.  Not so good.  1 mana?  Yep... it's another miracle.  Talk about your unbelievably lucky topdeck.

Tibalt, the Fiend-Blooded:  I think this is the weakest planeswalker yet? (yes, I'm asking)  I love that we have a 2 mana cost planeswalker.  I'm glad he only starts with 2 loyalty counters; seeing that he only costs 2 mana.  However, you have to use his first ability, which I don't think is all that good, 3 times in order to safely use his second ability, which may or may not be worth it.  His last ability is awesome.  If anyone ever actually plays it though, let me know, okay?  Thanks.  : )

Tyrant of Discord:  Yes, I'm putting a 7/7 creature for 7 mana in bold.  I wonder how this will be done if your opponent has a lot of tokens in play.  Well, if you're using cards for the tokens, it shouldn't be a problem, but if you're using actual tokens?  Why in bold?  Because here you have a Fire Elemental who really can do what you'd think a Fire Elemental would do.  Burn everything in sight, potentially.  How cool is that?

Uncanny Speed:  I think I'd use this more as a combat trick & play it after blockers are set.  Then again, playing it on a creature that you know can attacked unblocked?  Yeah, that works well too.

Vexing Devil:  Now you're saying "oh come on Scott, you're putting this awesome powerful creature in italics?  Why?"  Because he's freaking ridiculous, that's why.  Look, I play him on turn 1.  You're most likely gonna take 4 damage instead, unless you feel very confident you can kill him.  If you fail, oh well.  So now I've just hit you for 4 on turn 1.  Turn 2, I play another Vexing Devil, or maybe 2 (okay, now we're dealing with constructed & not limited, obviously).  Maybe in limited he might be okay, but in constructed do you want me to be able to play this guy on turn 1 & 1 or 2 more on turn 2?  How about bringing him back from the graveyard to my hand or back into play?  Are you seeing a serious problem here?  If I'm wrong, please explain to me how this is "not" overly powerful. 

Vigilante Justice:  Good card.  Glad it costs 4.  Using a red enchantment for a human deck is good too, though I see plenty of red humans in Avacyn.  Looks like somebody ticked them off - lol.

Zealous Conscripts:  Oh yeah.  Very cool.  Just more red humans, kicking butt & taking names.  Love it.  Don't think she'll make constructed, but I'm pretty sure she'll do quite well in limited.

 

GREEN: 

 

Abundant Growth:  Surely this is a great card, which will see constructed play as well as limited.  1 mana & you get to draw a card & your land is now effectively a City of Brass without damage?  If this card doesn't get serious play, I'll be shocked.

Blessings of Nature:  Naturally the Miracle cost is amazing.  5 mana for 4 +1/+1 counters?  Not great, but not too bad.  Love the art, as always.

Borderland Ranger:  He was in M10.  So they clearly said lets not include him in M12.  But then they say lets put him in Avacyn.  I don't get it.

Bower Passage:  YES!  Non-flying creature:  "I hate that we can't block flyers.  They have such an advantage over us".  Other non-flying creature:  "Welcome to Bower Passage.  Now "they" can't block us either".  Flying creatures:  "What the heck?!!"  Gotta love it.

Champion of Lambholt:  Another awesome creature.  The Innistrad block has all kinds of Lords.  Hamlet Captain - human lord, Drogskol Captain - spirit lord, etc.  Now we have Champion of Lambholt - Lord for any & all creatures.  Awesome.

Craterhoof Behemoth:  So at the very worst Craterhoof is a 6/6 Trample Haste for 8 mana.  At the very best he's Overrun on steroids.  Can you say, game over?

Diregraf Escort:  Okay.  I almost put him in italics, cause he's pretty weak, but the art (as usual), the name & the theme are perfect, so I can't.  He's nicely designed, just not very useful in most circumstances.  Good for sideboard for limited at least.

Descendants' Path:  Similar to Call to the Kindred, yet very different in some ways too.  Weaker in some & stronger in others.  A very interesting card, that's for sure.  I think in the right deck, these cards could be very powerful.

Druid's Familiar:  Okay, so he hopefully comes into play as a 4/4 for 4, which is very good.  Another creature also gets +2/+2 in addition, which is also very good.  But if that other creature is removed from play, he's now just a 2/2 for 4.  That's the one issue with Soulbound, but I think that's the way it should be.  Potentially good.  Sometimes you need a little luck, but strategy also can come into play a great deal, especially with all the bouncing effects of this set.

Druids' Repository:  A potentially deadly card.  I'm very concerned about the "potential" power level of this card.  Normally it should be a very nice strong card, but imagine if you attack with 5 or more creatures.  Now you've got 5 mana available, in any combination of colors, in addition to whatever amount of mana you're normally capable of producing.  Those cards with X in their cost are salivating right now, let alone those crazy gold & expensive cards.

Eaten by Spiders:  This card gets bold simply for its name.  I really like that they destroy equipment too, but I'm not sure I get the flavor text.  Some undead are flyers, but most aren't.  I don't get it.

Flowering Lumberknot:  Very interesting card.  Very limited in its use though, so I think if it cost 3, instead of 4, I might've put it in bold.

Geist Trappers:  I'd hardly call these folk Geist Trappers.  Geist Fighters maybe, but trappers?  Having Reach makes you a Geist Trapper?  Um no, it doesn't.

Grounded:  Wow.  There's nothing wrong with this ability.  It's perfectly fine, actually, but how many times have we seen this?  Tons.  How many times does it get played?  Few.  Why does it cost 2 mana instead of 1?  Well clearly it's because it would be "too powerful" if it only cost 1... right???

Gloomwidow:  When I first saw the name I thought this Spider was gonna kick ass, but I see it's just a 3/3 Spider.  Oh well.  Yes, a 3/3 Spider for 3 is very good, which is the only reason he's not in italics.  If it was a 3/4, it would be even better.  Why a Spider named Gloomwidow doesn't have an ability though?  Your guess is as good as mine.

Howlgeist:  Good card.  6 mana is a lot, but the cost is correct.  Creatures with power of 3 or less can't block him.  That's strong.  If you kill him, now power 4 or less can't.  Having a Spirit Wolf is also very interesting.  I think Howlgeist is going to cause a whole lotta problems in limited.

Joint Assault:  Very nice synergy with Soulbound, giving you 4 more points of damage for 1 green mana.  Nothing wrong with that.

Lair Delve:  Reveal the top 2 cards of your library?  2?  Just 2?  I don't see this card being played much as I don't think it's very effective.  Maybe it's okay, but I think it should say 3 cards, not 2, or maybe only cost 2 green?

Natural End:  Another boring card that I feel is just not necessary in this set.  There's plenty of ways to gain life & destroy artifacts & enchantments.  Did we really need another generic card like this?

Nettle Swine:  Another unnecessary vanilla creature.  Again, I see no reason to add more generic cards.  What need is there for them in this set?  Aren't there already enough of them?  What's the point in making more generic cards in each & every set of cards that comes out?  How about this... make Nettle Swine a 2/2 & say he gets +1/+1 for each other Boar that you have in play.  That's one idea, anyway.  Now at least Boars are a little more interesting.

Nightshade Peddler:  There's only 1 reason I put this card in italics.  He's a Druid with Deathtouch.  Ya know... I hate Druids.  They're always going around killing everything they come in contact with.  They just hate life so much.  They're just so darn evil.  I wish they cared more about nature & in preserving life.  Druids.  What are ya gonna do with them?  Seriously WotC?  Are you freaking kidding me?  He should be black & be a wizard or a cleric, or something.  If you want a green human to have deathtouch, the "last" thing he should be is a Druid.  Sheesh!

Pathbreaker Wurm:  Okay, now Green is really starting to tick me off.  What's going on?  Was Green "too powerful"?  Those darn Werewolves were just too much for the game, huh?  If I see another 6/4 Wurm for 6, so help me.  See, this is the problem with magic.  They come up with a cool ability (Soulbound) & then they just copy the same concepts with it.  To a point, I get that, but enough is enough already.

Primal Surge:  What to make of this card.  It's potentially insane, but it's also potentially pointless.  10 mana for something that might not work?  Not a chance.  Surely you'd never consider such a card unless you knew you'd get something out of it.  With ramp, 10 mana is certainly reachable.  Emrakul proved that, but do you want 4 Rampant Growths in a deck with Primal Surge?  Only if I had a way to look at cards & put them back in any order, which I do, so this card "might" see some play at times, but it'll be pretty rare I bet.

Rain of Thorns:  This is a decent sideboard card.  If you destroy 3 cards, it's awesome; totally worth the 6 mana.  Even 2 is decent, but that's about it.  Just an okay card.

Revenge of the Hunted:  Even at 6 mana I'd have no problem playing this card.  The Miracle cost is insane, but aren't they all?  Will Miracle cards make constructed?  Not sure, but I'm thinking some will.  Will they see play in limited?  I'm fairly certain they will.  I think they'll be pretty strong in limited too, miracle or no miracle.

Sheltering Word:  I think Ranger's Guile is the best of this type of card.  The 1 mana cost is awesome.  I have 4 in my Werewolf deck.  Can't imagine not having them.  This card is also good.  2 mana is fine & the lifegain is nice, no doubt.  I'm guessing this won't get played as much as Ranger's Guile, simply because of the extra mana cost.

Snare the Skies:  A simple combat trick that's effective enough simply because it allows you to block a flyer.  Decent card.

Somberwald Sage:  I would've made her cost double green, but this is potentially one powerful card, that's for sure.  Oh look, she's a Druid.  Huh.  Well whaddya know.  A Druid who actually acts like a Druid.

Soul of the Harvest:  Another good 6 mana cost rare card, unlike those (oh okay, I'll let it go - lol).  6/6 Trample for 6 & everytime you play a creature card you may draw a card?  Nice.  Good card.

Terrifying Presence:  Another nice common card.  Fog+ for 1 more mana.  The potential to win a game, or even turn a game around, with this card should be pretty clear.

Timberland Guide:  Okay, this is a great card.  Why?  Simple.  One word.  Undying.  I'll leave it at that.

Triumph of Ferocity:  I wonder why there's only a Black Triumph card & a Green one.  Why not Red, Blue & White?  Well, this is very cool though.  If you make a black/green deck & get both in play working, I'm fairly certain you're going to win.  Garruk:  "I'm tired of you witch.  You're going down"  Liliana:  "Apparently you don't notice this fire that's in my hand".  No, I said witch.  ; )

Trusted Forcemage:  Man this card looks awesome.  It's ability is fine, but nothing great.  Just a simple decent common for green.

Ulvenwald Tracker:  Yes, very cool.  A Shaman.  I think that's good.  So if Nightshade Peddler was a Shaman, would it make sense?  I think so.  This is a great ability cause it's similar to Daybreak Ranger's fight ability, yet just different enough to keep things interesting.  Very cool card.

Vorstclaw:  He's a boring vanilla creature so I should put him in italics, but it's the words in italics that saved him - lol.  Too funny.

Wandering Wolf:  So what do you do with a boring vanilla creature?  Simple.  You give it an interesting ability.  I almost put him in bold, simply because I think his ability is really good, but I don't like the 1 toughness on a Wolf.  The weakest Wolf should have a toughness of 2, don't'cha think?  ; )

Wild Defiance:  Awesome Enchantment.  Just awesome.  Have fun trying to kill my creatures with your red instants & sorceries, but if you do succeed, I'll just play Ranger's Guile, or Joint Assault, or... heh heh heh.  Love that Garruk is in the picture & the flavor text too.

Wildwood Geist:  Nice try but this Geist isn't worth your time.  +3/+3?  Ah, now I'm somewhat interested.  How about a 4 mana cost 3/3 that gets +2/+2.  Yes!  Now we're talkin'.  Think about it this way... Hollowhenge Beast (a 5/5 for 5) or Wildwood Geist (a 3/3 for 5 that's a 5/5 when it's your turn).  If you still don't get it...?  I can't help you.

Wolfir Avenger:  Oh yeah.  See... a 3/3 for 3.  Strong but boring.  Give it flash... Better.  Give it Regeneration.  Nice!  Good card.  Good enough for constructed???

Wolfir Silverheart:  I gotta put this guy in bold.  In limited, a 4/4 for 5 is fine.  With Soulbound, this guy is just the bomb.  Very nice card.

Yew Spirit:  Good card.  A 3/3 for 5 is weak.  With 4 mana available he can become a 6/6.  That's good.  If you happen to have 8 mana available, now he's a 12/12.  Smash.

 

GOLD: 

 

Bruna, Light of Alabaster:  Okay, let me be clear.  In limited Bruna is extremely powerful, but if Bruna doesn't make you play Auras in Constructed, then I seriously don't understand magic at all.  Are you freaking kidding me?  Read her ability again.  Ya know why I didn't put her in bold?  Cause I think she's way way way way way too powerful, that's why.  So why didn't I put her in italics then, since I think she's too powerful.  Cause her unbelievable power comes from Auras, which rarely see the light of day in constructed, that's why.  Surely Bruna will make your blue/white aura constructed deck, yes???

Gisela, Blade of Goldnight:  I thought about putting this insanely powerful card in italics, but I didn't because she's a mythic & she doesn't have hexproof - thank God - lol.  I think her abilities are way too powerful, but since she can be killed normally, I have a feeling she'll be fine.  I'd play her in constructed with Unburial Rites, that's for sure.

Sigarda, Host of Herons:  Talk about a great angel for your green/white humans deck.  I just love this card.  Notice that her powerful ability isn't ruining my opponent.  Rather, it's protecting my permanents.  Constructed?  Limited?   I think she's good wherever.

 

ARTIFACTS: 

 

Angelic Armaments:  Probably too expensive to make constructed.   It should be just fine in limited, but I think the equip cost should've been 3.

Angel's Tomb:  This seems like a powerful card.  A 3 cost artifact that becomes a 3/3 Flying Angel whenever you play a creature spell?  Yeah, that's good.  I'm pretty sure it'll make constructed too.

Bladed Bracers:  Initially this artifact is pretty weak.  Attached to an Angel or Human, it's a little better, but not much.  How about this?  Add First Strike with Vigilance.  Now it's pretty good, but still only for Angels & Humans.

Conjurer's Closet:  Is there a constructed deck that will utilize this artifact to it's fullest potential?  Don't know, but I doubt this will see much play in limited.  Interesting card though.

Gallows at Willow Hill:  With Curse of Death's Hold in play, this could be a pretty cool card.  You could also use it to destroy your own creature.  My feeling though is you won't see much play out of this card.  It seems a little clunky.

Haunted Guardian:  In light of Olivia's comment I'd like to say one thing.  You must be using some lousy armor girl.  1 damage & the thing falls apart?  Get some better armor & I think you got somethin'  ; )

Moonsilver Spear:  Here we see what appears to be another ability of Avacyn's weapon.  So why not either give Avacyn these abilities or have her weapon as an artifact with these abilities?  But I do like this card.  Might even make constructed.

Narstad Scrapper:  I just don't like most constructs.  They're boring & they're not very powerful at all.  The pump is decent, but I'm just not impressed... at all.

Otherworld Atlas:  With Underworld Dreams I think this would be a really nice artifact.  Without it, it's just... eh.

Scroll of Avacyn:  This is nice, mainly cause it's common.  Can you see getting 2 in your deck & then having the ability to get them back in play again?  4 in a constructed deck should work quite nicely too.

Scroll of Griselbrand:  Like the Scroll of Avacyn, this is nice.  Would a deck with 4 of each of these work?  Probably not, but I'd like to try it, just for fun.  : )

Tormentor's Trident:  Almost got italics cause it seems pretty generic & thus, boring, but on Invisible Stalker?  Pretty good.

Vanguard's Shield:  This might work well in limited.  Wish the equip cost was only 2 though.

Vessel of Endless Rest:  Pretty good card.  Being able to get rid of a card in the graveyard can be very useful.  Adding one mana of any color is always useful.  Nice card.

 

LANDS:

 

Alchemist's Refuge:  Maybe this is a good card.  I'm not sure.  Having to spend 2 mana, just so I can cast spells with instant speed?  Hmmm...  Maybe this will be really good in the late game.

Cavern of Souls:  Normally I might think this land is too powerful, but with blue wreaking havoc, as usual, I'm glad to see another card that gets around counter spells.  I bet you'll see this land in constructed a ton.

Desolate Lighthouse:  Another wonderful card for Burning Vengeance & red/blue in general.  Lots of manipulation effects with this land.

Seraph Sanctuary:  I like this common land a lot.  Don't know if it'll play much in either limited or constructed, but I'm expecting to see it in both formats a little bit.  But I don't care if it does or not.  I think it's a cool land.

Slayers' Stronghold:  I don't see Haste coming into effect that often, but I do see this helping out red/white quite a bit.  Wish it was uncommon, so you'd see it more, cause I don't think you'll see it in constructed.

 

So here's my overall impressions of Avacyn Restored.  I think it's a cool final set, though, as usual - lol, I'm concerned about some cards.  Blue/White seems to be the strongest, but Red & Black look quite strong for Limited, so hopefully they'll put up a good fight cause right now Blue/White looks to be the strongest in Limited too.  I was a little disappointed in Green, as you noticed, but I'm sure Green is fine, in both formats. 

I love the Innistrad block.  It's definitely my favorite since Ravnica.  In some ways I like it better, but in some ways I don't.  Now here's hoping that bringing back Ravnica will be better, not worse, than the original.  Just stop with the boring &/or lame cards Wizards... Okay?  Thanks.  : )

So that's it.  How did I do?  Did you enjoy reading this review?  I really hope you'll comment & let me know.  Feedback always helps & I really appreciate the support.  And if you ever wanna play, let me know.  Love to  : )

My Review of Magic the Gatherings Dark Ascension Cards

http://castlesandcooks.com/magic-the-gathering-spoilers/dark-ascension-visual-spoiler/

Dark Ascension is here & everyone is excited, as usual - lol

This article will be my review & personal opinion of each card from this set.  I'm sure, just like with Innistrad, I'll think some cards aren't good when they are & vice versa.  We'll see.

The link above shows the picture of each card, for your reference.  While my main critique of these cards has to do with the limited/draft format, or as I like to call it, the basic game, I'll also make comments with regards to some of these cards as to how I think they'll be in constructed.

My favorite cards will be in bold & I'll explain why, but it doesn't necessarily have to do with how good or how powerful the card is.

Cards I don't like will be in italics & again, I'll explain why, but it's usually because they're either too powerful (like Olivia Voldaren) or boring (like Riot Devils) or just bad (like Graveyard Shovel). 

Why WotC continues to make cards like this is beyond me.  I wish they'd stop.  Game balance should rule, which means make the cards good & interesting & some can be powerful, but make sure that game balance is maintained, & please please Wizards, stop making cards that suck, that NOBODY WANTS, okay???  (I know that part of the reason they make boring or bad or weak cards is for game balance, but I don't like that mentality)

So I'll go right down the line with the link above.

Oh, and about the artwork.  The artwork, as always, is just incredible, so I'll try not to comment about it on each card  : )

 

WHITE:

Archangel's Light:  Okay, this is one weird & interesting card.  Because it costs 8 mana, I'm okay with it, but it "still" "might" be too powerful.  Not sure yet.  We'll see won't we.  2 life for "every card" in your graveyard?  YIKES!  So 50 cards are in my graveyard, so I gain 100 freaking life & shuffle all 50 back into my library.  It's your turn - lol.  Seems a bit silly to me, actually.

Bar the Door:  This is a nice simple card that works just fine as a nice defensive combat trick.  3 mana seems high for an effect like this, but the difference between having all your creatures die vs. having none of them die can be worth it.  Love the name & the concept.  Fits Innistrad well.

Break of Day:  Another nice simple card, but Fateful Hour is a great card effect.  I really like this idea.  At any point in the game, giving your creatures +1/+1 can be "very" effective & quite powerful.  Making them indestructible until the end of the turn can flat out destroy your opponent.  Cool card.

Burden of Guilt:  How can you not love Burden of Guilt?  What a fun card.  The more themed a card is to a particular set, the more I like it & this card is just great.  Plus, the idea of enchanting a creature that you can now tap is a very cool effect, as opposed to using a creature or a spell to accomplish it.  Great card.

Curse of Exhaustion:  Whoa.  Pretty sweet card.  I'm thinking Constructed for this Curse.  This is a powerful effect in any type of deck but while Werewolf decks are usually only Red/Green, this card would make your opponent unable to transform your Werewolves back into human form.  The question is, do you want to add this to your Red/Green Werewolf deck.  Hmmm...

Elgaud Inquisitor:  Okay, a 2/2 creature with lifelink would normally cost 3, so it has the Doomed Traveler ability, so it costs 4.  Hmmm...  A little pricey, but it's still a decent card, regardless.  Mainly because both abilities are good.

Faith's Shield:  Nice effect.  A good card that again fits the theme well.  I don't believe the Fateful Hour effect prevents sweeper effects like Day of Judgement.  Someone let me know if I'm wrong about that.  Thanks.

Gavony Ironwright:  Okay, at first I thought this is not a good card.  It's Armored Skaab without his ability, but a 1/4 is a 1/4, which means he provides an excellent defense & the ability is very cool too.  I can see this card working very well in a draft.

Hollowhenge Spirit:  While 4 mana is not always easy to use with Flash, this card is really good.  Even if it cost 5 mana, I'd probably play it.  Removing one of your opponents creatures from combat while at the same time adding a 2/2 flyer?  Yeah, that's good.

Increasing Devotion:  I have some problems with this card & it's mostly due to cards like Doubling Season & Parallel Lives; both of which I think should be Legendary Enchantments.  Why?  Because the idea that if I put a token into play I'd get 4 tokens or 8 or 16 is just ridiculous & totally unbalances the game, that's why.  So 5 tokens for 5 mana?  That's fine.  10 for 9?  That's fine too, but when you get double or quadruple or 8 times that many tokens, then the game gets stupid.

Lingering Souls:  It's Midnight Haunting with flashback, so they made it a sorcery.  Good.  That's what you call balancing out the card.  If it was an instant then it would just be "better" than Midnight Haunting.  Nice card.

Loyal Cathar:  A 2/2 Vigilance for 2.  Great.  When he dies he turns into a 2/1 Zombie that can't block.  Even better.  Well okay, he's worse actually, but this is a good card.  Nicely designed.  I'm afraid the "undying" mechanic might be too powerful.  Having creatures get stronger when they die seems a bit too much.  Hope I'm wrong.  Loyal Cathar is a very cool card though.

 Midnight Guard:  At first I thought big deal.  Isn't this just a weakened version of Vigilance?  But then I thought about cards like Claustrophobia, which become pretty useless with this guy.  Now see... I like cards like that.  : )

Niblis of the Mist:  Great card for the limited format.  Nice simple creature with a nice ability.

Niblis of the Urn:  Nice card as well, that works in tandem with the Mist.  I see lots of problems for defending with this set.

Ray of Revelation:  Why is this card in Dark Ascension & not in M12?  Seriously, I don't get why WotC makes a core set & then brings in core cards in new sets.  That's what the "core set" is for.  Ray of Revelation is an excellent staple in magic.

Requiem Angel:  The possibilities with this card are just amazing.  Picture 10 Spiders, from Spider Spawning, in play with Requiem Angel & then you play Divine.  You just "essentially" turned your spiders into 1/1 fliers.  Nice.  Love cards like this.

Sanctuary Cat:  Are you kidding me?  Seriously.  First, it's a cat & yet it has 2 toughness?  Why?  Next, you call it a "Sanctuary Cat" & you give it "glowing green eyes", yet it has no ability???  What?  What a joke of a card.  What is the point of this card?  Here, lets give it an ability.  Tap: destroy all non-cat creatures.  What?  Too powerful?  ; )

Seance:  Interesting card.  Very flavorful, so I like that.  On my opponents turn I can bring in a creature for defense, or if it has a "come into play" ability, I can play it on any turn, so I do see some use.  Too bad you can't attack with it, since it won't have haste.  Wondering if there's some trick you can do with another card.

Silverclaw Griffin:  Great looking Griffin, but a very boring card, but bringing out a 3/2 flying first strike is always a good thing, so I have no problems with this card, other than it's pretty boring - lol.

Skillful Lunge:  Very nice combat trick.  Ranger's Guile is my favorite combat trick, but this is very nice.  Good card.

Sudden Disappearance:  So you and your opponent are in a position where neither can attack because you've both got like 6 creatures in play.  You play Sudden Disappearance.  Attack.  Game over.  Somewhat lame really, but powerful.  I see people hating this card.

Thalia, Guardian of Thraben:  This is one of those cards where I was like, why is everybody saying what a great card this is.  Sure a 2/1 first strike for 2 is good, but his ability affects you too.  What's great about this guy is he makes it harder for your opponent to play counterspells & for that reason alone, I like this card.  I'm not against counterspells in magic.  I'm just glad there's stuff like Thalia to make it a little more difficult to cast them.  Making him Legendary is necessary, otherwise his ability becomes too powerful.  Funny how WotC is actually concerned about abilities being too powerful sometimes & other times are like, "Too powerful?  So what?  We like too powerful".  ; )

Thraben Doomsayer:  Another very nice card that can be pretty powerful, but since he's just a 2/2 for 3, he's balanced well.  Lots of well thought out cards that really fit the theme of this set.

Thraben Heretic:  I think this is a much needed card for the Innistrad set.  Purify the Grave is okay, but this is better, I think.  Good sideboard card, but a 2/2 for 2 can always be a main deck card, so I think this card will see some play; maybe even in constructed sideboards.

 

BLUE:

Artful Dodge:  This unblockable stuff can be really annoying, let alone really powerful.  This seems pretty powerful with the flashback ability.  Not sure about this card.

Beguiler of Wills:  Yet another card that when I first read it I didn't think it was all that great.  The fact is this is an excellent card.  Making it a 1/1 for 5 mana totally balances out the ability.  Now if only all Mythics were properly balanced like this.  ; )

Bone to Ash:  Good counter card.  Simple, effective & potentially quite powerful.  I like it, though only countering a creature card makes it a little limited, but if it countered anything AND drew a card, that might be a little too much.  Not sure really.

Call to the Kindred:  This card is yet another unique card, but I'm concerned about it's "potential" power level.  I'm glad it's an Aura & not just an enchantment, making it more vulnerable, plus the fact that it makes sense as an Aura.  I think this will be a fun card to play, but I don't think your opponent will be very happy - lol.  Then again, I could see this card not working very well too, so I sort of like it for that reason as well.

Chant of the Skifsang:  Sensory Deprivation on steroids - lol.  I love it.  Great use of the #13 theme.  I think the italics should say the following... "Hey Ludevic... BITE ME!"  ; )

Chill of Foreboding:  Wow.  Did we "need" another mill card?  Maybe.  I don't think it'll make my mill deck, since I like my mill deck the way it is, but who knows.  It definitely has some uses, that's for sure.

Counterlash:  I like this card a lot, but I have a question.  Help me out here.  If I counter your creature spell, can I now play a creature from my hand "on your turn"?  I'm guessing yes, but since I can't "technically" play creature spells on your turn, I'm not sure which rule overrides which, but I don't know how much play this card will see with its 6 mana cost.

Curse of Echoes:  Great multi-player card, obviously.  Lots of fun too.  Is this a good card in 2 player?  In constructed?  Hmmm....

Divination:  This card belongs in M12.  There's no reason for it to be here.  That being said, I've noticed that the card Think Twice is being used in constructed decks, so I got a question for you all.  Isn't Divination better, since you get 2 cards for 3 mana, vs. 2 cards for 5?  Yes, Think Twice is a good card, mostly because of it's flashback ability, but if you're not utilizing that aspect of it in your graveyard, like with Burning Vengeance, I would think that Divination would be the clear superior card.  Am I right?  Let me know.  Thanks.

Dungeon Geists:  Nice card.  A 3/3 flyer for 4 that taps down 1 of your opponents creatures.  Nice.  Great for limited, no doubt.

Geralf's Mindcrusher:  A 5/5 Undying for 6 with a really nice ability?  Wow.  That's pretty strong.  I hope Undying doesn't prove to be too powerful.  I guess since all players have access to it, it'll be okay, but creature removal just took a hit in the face.  I see cards like Sever the Bloodline becoming very strong cards in this format, since exiling creatures is the way to go now, with all these annoying Undying creatures out there - lol

Griptide:  Another very nice card.  Take Grasp of Phantoms, make it an instant, but take away it's flashback ability.  Good.

Havengul Runebinder:  The thing with Zombies is I don't like exiling them from my graveyard.  I want to bring them "back" from my graveyard, but with this card I just might re-think that.  Hard not to add this powerful card to my Innistrad Zombie deck.  But what do I take out?  Decisions decisions decisions.

Headless Skaab:  A cool basic card.  Love that he's "headless" lol.  A really good card for the basic game.

Increasing Confusion:  I think this card "could" be too powerful, but I kinda like it, since I can mill my opponent or mill myself.  Just don't know if Innistrad really needs more cards with these abilities, considering how insanely powerful certain cards already are (Spider Spawning, Kessig Cagebreakers, just to name 2).

Mystic Retrieval:  With a flashback of Red & only 3 mana, this card could cause some serious problems for opponents.  Immediately I see Burning Vengeance decks using this, but it'll work very well in others too.  Personally, I think the flashback should've cost 4.

Nephalia Seakite:  If this creature didn't have flash, I'd put it in italics, but it does, so I didn't.  ; )

Niblis of the Breath:  These Niblis cards seem like a lot of fun, but this one might be a bit too much.  Tapping shenanigans are very useful, but untapping shenanigans?  Combine this with Mikaeus the Lunarch.  See what I mean?

Relentless Skaabs:  This "undying" creature seems a little more balanced than Geralf's Mindcrusher, but since he's a rare & this is an uncommon, maybe that's fine.  Enjoy having to kill him twice.

Saving Grasp:  Maybe I shouldn't put this card in my favorites, since I just realized that I can return a creature with undying, that's already died once, to my hand to play it again without the counter on it, giving it undying "again".  Yeah, that's fair - lol.

Screeching Skaab:  Simple card.  Apparently he's Armored Skaabs little brother.  : )

Secrets of the Dead:  Burning Vengeance decks are salivating.  Admittedly this is a very powerful card, but this is the kind of "powerful card" that I tend to like more than dislike.  Lots of potential with this cool card.

Shriekgeist:  Nice.  Simple fun mill card that can be quite annoying to your opponent.  Nothin' wrong with that.

Soul Seizer:  Another really powerful card that's balanced really well.  A 1/3 flyer for 5?  Yuck, right?  Wrong.  This guy is awesome, but he might not do anything.  That's good.  It should be hard to make a strong ability work.  Good card.  These transform cards in Dark Ascension are very cool.

Stormbound Geist:  A 2/2 flyer for 3 with undying?  Pretty nice.  A slight drawback that probably won't really matter.  I'd be happy to draft this guy anytime.

Thought Scour:  I almost put this card in bold.  It really is a very cool card.  I'm guessing it'll make constructed.  Will it make limited?  Probably.

Tower Geist:  Great ability, so I'm glad he costs 4 & not 3.  4 is a little steep, but with the card drawing ability, I think it's correct.  A very useful card.

BLACK:

Black Cat:  Now here's a good cat.  I wish he only cost 1, since he's just a little 1/1 kitty that can't actually do anything - lol, but I guess since his ability "can" be quite good, they felt he needed to cost 2.  Okay... I guess.  Oh, and he's a Zombie Cat.  Now how can you not love a Zombie Cat.  : )

Chosen of Markov:  Apparently Markov has good taste in women  ; )
This really is just a vanilla 2/2 creature that transforms into a vanilla 4/4 vampire, but it's a cool card, nonetheless, because it fits the theme perfectly.  When you can make a vanilla creature into an interesting creature, that's a really well designed card.

Curse of Misfortunes:  Well, if you've wanted to make a "Curse deck", here's the perfect card for it.  With a card like this you can play curses that aren't in the colors you're using, which is cool.  Course you could get stuck with them in your hand, which would suck.  I don't think this will work too well in a 2 player game, but in a multi-player?  Oooh.  Me likey  ; )

Curse of Thirst:  In addition to working quite nicely with Curse of Misfortunes, this also makes Curse of the Pierced Heart quite powerful in a Red/Black deck, doesn't it.  Just a thought.

Deadly Allure:  Well, looks like I'm gonna lose.  We're both at 5 life, but I've only got 2 3/3 creatures in play & he's got a 6/6 flier & I've got no way to stop it.  My turn.  Draw a card.  Oh look, it's Deadly Allure.  I attack with both my creatures.  He has to block, which kills both of our creatures, bringing him down to 2 life & I've still got a 3/3 creature in play & Deadly Allure in my graveyard with flashback.  NICE!

Death's Caress:  Yes, 5 mana is a lot & yes it's a sorcery & not an instant, but I still think this is a decent card.  With the undying mechanic, maybe not so much, but creature destruction is creature destruction & with a possible life gain added in, I think this card is just fine.

Falkenrath Torturer:  Against any deck, this guy is okay.  Against humans, he's quite nice, so good sideboard for sure, but still playable nonetheless.  Decent card.

Farbog Boneflinger:  A little steep on the mana cost, but it's probably necessary, considering the cool ability.  Apparently this is the guy who throws that Dead Weight ball & chain at people.  ; )

Fiend of the Shadows:  A very cool card.  Really neat ability that can be very effective, but also might not be.  In my opinion, that's good.

Geralf's Messenger:  This guy is nasty, that's for sure.  I got one in a booster pack & put it in my Zombie deck that I just made.  Lets just say that his "come into play" effect was quite annoying to my opponents.  ; )

Gravecrawler:  I'm glad it says I have to control a Zombie in order to cast this guy from my graveyard, because otherwise he'd just be ridiculous.  The fact that he can't block also is really good for making him properly balanced.  Because of these "restrictions" he's a "great" card.

Gravepurge:  Very nice card.  Very effective.  Love that Mikaeus is in the picture too.  Very cool

Gruesome Discovery:  So they took a boring "discard 2 cards for 4 mana" & turned it into a very interesting & potentially devastating effect for your opponent.  Really good use of the Morbid ability.

Harrowing Journey:  I almost put this card in italics, but since I know it can be quite a useful & effective card, I didn't.  It's just I really don't like having my opponent draw 3 cards & I don't want to lose 3 life, but I can see where I will want the other effects, regardless.

Highborn Ghoul:  While there's not much to this card, it sort of makes sense, having a Zombie with what is basically "fear".  So "this" Zombie is intimidating, unlike all those other "non-intimidating" Zombies?  lol

Increasing Ambition:  I think this is my favorite "increasing" card.  Like Unburial Rites to Zombify, the initial cost is 1 higher than Diabolic Tutor, which it should be, in my opinion, but now the flashback is higher, which it has to be since you're getting 2 cards instead of just 1.  I think this is a very cool card.

Mikaeus, the Unhallowed:  Now that's a Legendary Creature.  He's really powerful, and the artwork is just unreal, but I'm concerned that he "might" be "too powerful", especially for the basic game.  Olivia - too powerful.  Most, if not all, of the Titans - too powerful.  Mikaeus?  I'm thinking yes.

Ravenous Demon:  You know why I like this guy?  Because the horns on his head are frickin' humongous - lol.  I also love that he's "dangerous" to play.  If you don't sacrifice a human for him, he'll kick your ass.  Now that sounds more like what happens when you summon a Demon onto the battlefield.

Reap of the Seagraf:  It's Moan of the Unhallowed light, with a blue flashback.  Cute.  Nice decent card.

Sightless Ghoul:  Here I think is one of the better undying cards.  A 2/2 for 4 is weak.  He can't block cause he can't see, which makes him even weaker (wonder how he can attack - lol), but he's got undying, so when you kill him he comes back as a 3/3 blind ghoul.  See?  Good balance.

Skirsdag Flayer:  Like Disciple of Griselbrand; a card which I like a lot, here comes what looks like his brother; his darker sinister brother - lol.  While the Disciple sacrifices your creatures to give you life, the Flayer sacrifices your humans to destroy creatures.  Talk about crossing over to the "dark side" - sheesh!  ; )

Spiteful Shadows:  I almost put this card in bold too, as I really like interesting unique auras that make me want to play them.  I'm thinking this with Blasphemous Act would be quite fun.  Don't you?

Tragic Slip:  Another fun card that almost got put in bold.  The reason I didn't is because I think it's a bit much to go from a little -1/-1 slip to a huge -13/-13 fall into a huge pit, simply because somebody died - lol.  I'm sure this card will see plenty of play though.

Undying Evil:  While I don't really like the undying mechanic, as I think it's too powerful for a creature to be stronger after you just killed it, I think "this card" is a good card, since it's a one time effect, vs a permanent ability.  This involves more strategy, which is why it made my favorites.

Vengeful VampireObviously the cost is right, since he's a 3/2 flyer with Undying, but this is just a vanilla creature with undying & since I don't really care for undying, I don't really care for this creature.  But he is powerful, that's for sure.

Wakedancer:  Nice card.  An evil shaman who takes death & makes a Zombie.  Nice card for limited & a nice card for this set.

Zombie Apocalypse:  I don't know if I want to put this card into my Zombie deck, because I don't know if it's fair.  If I'm playing against a human deck then it's definitely not fair.  The theme is right for the set, but I think this card should cost at least 7 mana; maybe 8.  Army of the Damned is ridiculous & it has flashback.  This too is an extremely powerful card.  Too powerful, probably.

 

RED:

Afflicted Deserter:  A very good Werewolf for your sideboard, whether for your Werewolf deck or any deck.  This card should definitely see lots of play.

Alpha Brawl:  I like Alpha Brawl because it costs 8 mana.  Any cheaper & I don't think I'd like it.  It's not like your opponent can't respond to it with a combat trick, but it's really a cool fun & possibly devastating card, though I can see why some people won't like this card.

Blood Feud:  This is also a very cool card.  It's Prey Upon, but you can have both creatures be your opponents creatures, thus killing 2 of their creatures.  Not as powerful as Alpha Brawl, but still a good card.

Burning Oil:  I don't know how WotC continues to come up with new insteresting ways to design a red burn card, but they do.  Burning Oil is unique, it's powerful & just an all around cool card.  Not sure how White mana makes sense with the flashback, but I like it anyway.

Curse of Bloodletting:  Maybe I'm wrong & this card isn't bad, but I think it is.  For 5 mana any source that deals damage to my opponent doubles that damage?  Isn't that ridiculous?  Isn't that totally unfair for just 5 mana?  I think this card is extremely unfair, but if I'm wrong let me know.  Hope I'm wrong.

Erdwal Ripper:  Nice card.  It's Neonate with Haste, but it doesn't have to attack.  Really good card.  (I like Neonate too, because it can suck, but it can also be great)

Faithless Looting:  I know this is a great card & you're probably shocked that I put it in italics, but in my opinion it's simply too powerful.  It makes Careful Study look like a joke.  Also, it's common???  HUH?  Common?  Are you kidding me?  Burning Vengeance is powerful enough & then you go & add this?  I don't get it.  If this card was rare, I'd probably be okay with it, maybe, but why WotC continues to make cards more powerful is beyond me.  Do you not realize that when you keep making cards more & more powerful, that it makes all those "other cards" less powerful?  This is a powerful card.  I just hope I'm wrong & it doesn't dominate play, but I think I see a banned card in the future here.

Fires of Undeath:  I'm not sure why the initial cost for this card is 3 mana, but it's still a pretty good card.  Just a little expensive.  3 mana for 2 damage?  Not good.  Giving it flashback?  Good.

Flayer of the Hatebound:  I guess Undying wasn't powerful enough for WotC.  So they made this insane card.  How exactly do you combat a deck of Undying creatures when the Flayer is in play?  The only reason I didn't put this card in italics is I still like it for some reason.  I guess it's because the ability is a really cool ability, though with Undying I see some serious problems.  Guess we'll see soon enough.

Fling:  Another staple that they thought should be in Dark Ascension, when it OBVIOUSLY belongs in M12.  Why did they put it here?  No clue.  Great card though.

Forge DevilI love the Forge Devil.  He bites you when you summon him, the little bugger - lol.  Well, at least he bites a creature too.  Course if you're the only one with a creature in play, then he bites your creature, which is just what you'd expect from a Devil.  Compare this fun card with Riot Devils.  You might as well call Riot Devils "Wolves", or Bears or any other vanilla 2/3 creature.  How are they Devils & where's the rioting?  I don't get it.

Heckling Fiends:  What a fun cool card.  The Devils in Dark Ascension are just awesome monsters that will annoy the hell out of you, as well as your opponent.  What fun.

Hellrider:  I almost put this Devil in bold too.  It's a very cool powerful ability, but it sort of gets around blocking creatures & it does so very easily, sort of, so I'm not totally sold on this card being a "good card".  Like I said, defending in Innistrad appears to be very tough; now maybe too tough.  I like being able to play defensively.  Now I'm not sure that's a very good idea.

Hinterland Hermit:  In limited this card is okay, but he's just a boring Werewolf.  I have no idea why he's a Hermit.  Shouldn't a Hermit have some kind of ability?

Increasing Vengeance:  Interesting variance on the different red & blue cards that copy an instant or sorcery spell.  Being able to copy it twice is pretty sweet.  I'm guessing it won't be a very popular card though.

Markov Blademaster:  Very cool.  He's nothing much to start, but if he can get through he becomes one serious blademaster.  Normally I wouldn't worry about him, since by turn 3 it should be pretty hard for him to attack & not get blocked, but with the cards in this set, this guy could be insane.

Markov Warlord:  Like I was just saying - lol.  Great Vampire.  I love that some Vampires have the ability to subdue blockers.  Very Vampiry, in my opinion.

Mondronen Shaman:  I need to cast 2 spells to flip my opponents Werewolves.  Oh wait.  I'll need to lose 4 life to do it?  Darn.  Yeah, giving a Werewolf an ability that is designed around its weakness is very cool.

Moonveil DragonMaybe this Dragon is too powerful, but I just love Moonveil Dragon.  I'm glad it's triple red too.  Hopefully it will prove to just be a really good mythic dragon.

Nearheath Stalker:  For a creature with Undying, this one is not too bad because it's 1 toughness makes it easy to kill & then it's toughness is only 2, which is still not too hard to kill.  Now why this guy is both a Vampire & a Rogue is anyone's guess.  If it didn't look so dam cool I probably would've put it in italics  ; )

Pyreheart Wolf:  This is a really nice card, but again, blocking is going to be really hard, which concerns me.  Good luck blocking against a deck with 4 of these Wolves.

Russet Wolves:  There's nothing wrong with Russet Wolves.  In a draft, they're actually a good creature, but all WotC did here is create yet another 3/3 creature for 4 mana.  Why?  What's the point?  Just put your core 3/3 creature for 4 mana in your core set.  How about this ability for Russet Wolves.  Whenever 2 or more Russet Wolves attack or block, they get first strike.  See?  How hard was that.

Scorch of the Fields:  Nice themed card.  The humans are getting their butts kicked.  "Might" make a nice sideboard card.

Shattered Perception:  This is a pretty sweet card.  If you don't like your opening hand, but you've got this in it, you can discard your hand on turn 3 & draw a new hand, as opposed to taking a mulligan down to 6 cards, but this card can be very effective at any point in the game, especially since it's got flashback.

Talons of Falkenrath:  Normally I wouldn't think much of this card, but with all the blocking problems, this thing could be pretty devastating.  Heck, just put it on Invisible Stalker.  I think it'll see play in limited.

Torch Fiend:  Another cool Devil.  Good for sideboard or even main deck it.  Why not?  It gives you Morbid.  It puts a creature in your graveyard.  Lots of good uses.

Wrack with Madness:  Simple useful effect.  It's good to see that red seems to have a lot of cards to destroy creatures.  I think Black could've used one more maybe.

 

GREEN:

Briarpack Alpha:  Good card.  Nice green effect.  Compare this to Russet Wolves.  Need I say more?

Clinging Mists:  The first ability is pretty weak, compared to Fog, which is great, but it's Fateful Hour ability is pretty great.  So yeah... cool.

Crushing Vines:  A 3 mana instant that can destroy any creature with flying or any artifact.  I'd call that a very good card.  Excellent for green, obviously.

Dawntreader Elk:  I don't understand what killing an Elk has to do with getting more mana, but this is a very good common card, regardless.

Deranged Outcast:  Now here I see why this creature is a Rogue.  I like this card, but I'm not sure why it's a rare.  There must be some really good combos with it, but it made my favorites because I like the way it looks, the way it's themed & it's cool nifty ability.  Did I just say nifty?  lol

Favor of the Woods:  I think they made this card because they said since it's so hard to actually block now, maybe we should give a creature a bonus for succeeding at it - lol.  But 3 mana?  Seems a bit high.

Feed the Pack:  I'm guessing this card won't see much play, but I like it.  Why?  Because it's expensive & you have to sacrifice one of your creatures to make it work & it "can" be a very powerful effect too.  I don't like cards that are ridiculously powerful.  I prefer cards that are potentially powerful.  Much more strategy & skill & thought in playing them, which is more fun, in my opinion.

Ghoultree:  I don't like this card at all.  If it were just a 10/10 for 8, it would be better, but still a silly creature, but having the ability to bring this into play for just 1 green mana?  (7 creatures in your graveyard is not that hard to get in Innistrad).  Please Wizards.  Spare me such silly cards that are obviously designed for kids.  Since Tarmogoyf is a super powerful card that goes for like $20, won't this also go for that much, if not more?  I think the biggest Tarmogoyf can get is like a 6/7 or something.  I guess since it's initial cost is 8, it won't be nearly as popular, but it's just a silly ridiculous card, in my opinion. 

Gravetiller Wurm:  This Wurm is decent, since it's a 4/4 Trampler for 6, which isn't all that great, but it "can" be an 8/8 Trampler with Morbid, which is really nice.  See... balance.  Nice card.

Grim Flowering:  Yikes!  The problem with cards like this is there should be a limit for how many cards you can actually draw.  I'd put the limit at around 6 or 7.  Then it would be a good card.  Like Archangel's Light, the "potential" of this card is pretty silly.

Hollowhenge Beast:  I want to put this card in italics too, but it's hard to argue with a 5/5 Beast for 5 mana.  It's a boring vanilla creature though, so maybe I should of.  Perfectly good card in the basic game though.

Hunger of the Howlpack:  Putting a +1/+1 counter on a creature for 1 mana is fine.  Putting 3 on them is really strong.  Would 2 have been better, as in better for game balance?  I'm not sure, but I'm pretty sure this card will be very popular, especially in the basic game.

Increasing SavagryI'm sorry, but this is just another card for kids.  10 +1/+1 counters on your creature?  Seriously?  So put it on Geist of Saint Traft or Invisible Stalker or any creature with Flying.  C'mon guys.  This is just silly.  This isn't magic.  This is, "look how big I can make my creature?  Oh yeah, well look how big my creature is."  Give me a frickin' break.  If Invisible Stalker isn't banned after this set, I'll be shocked.  Geist of Saint Traft too.  Sheesh!

Kessig Recluse Oh yeah.  Nice Spider.  Just nasty.  It's about time they made a Spider with Deathtouch.  That's why he's one of my favorite cards in this set.

Lambholt Elder:  Just another card that I don't like at all.  A 1/2 for 3 mana?  It's an Elder, why?  Okay, you can draw a card when in Werewolf form it deals damage to a creature, so maybe that alone should have it not in italics, but I just don't think this is a very good card.

Lost in the Woods:  I doubt this card will see much play at all, in any format, with the possible exception of a mono-green deck.  So why did I put it in bold?  Simple.  I love the theme, the name of the card & what it does.  It's a "neat" card.  It's fun that your opponents creatures are getting "lost in the woods".  That's why.

Predator Ooze:  Now here's an indestructible creature with some really cool abilities.  I almost put it in bold.  It's attacking ability "might" be a little too powerful, but I think it's fine.  Love the last ability.  If you don't want to block it, fine.  It'll just keep getting bigger.  It's a "Predator" Ooze.  Combat makes it grow.  I like it.

Scorned Villager:  Look... it's Little Red Riding Hood & the Big Bad Wolf, all in one card.  How can you not like that?  Although he's not a very big wolf is he, and he's not all that bad either (just a 2/2).  Exactly why she & the wolf can generate mana is also a mystery to me, but I like this card, both for it's look, as well as it's ability to generate mana, but it's the Little Red appeal that I like the best, whether that was their intention or not.

Somberwald Dryad:  Yeah, this is pretty boring, but she's okay.  A 2/2 for 2 with Forestwalk.  That's fine.

Strangleroot Geist:  Yikes!  A 2/1 haste for 2 green with undying?  Seems pretty darn powerful to me.

Tracker's Instincts:  Okay, it's a limited cheaper version of Forbidden Alchemy for green with a flashback of blue.  Even if you don't get a creature, you put 4 cards in your graveyard, which could still be effective.  This will work well with a Spider Spawning deck too, not that that deck needs any help - lol, but this is a nice card.

Ulvenwald Bear:  Hmmm...  I'm not happy with a 2/2 green Bear for 3 mana, but a 4/4 for 3 is pretty sweet.  Again, morbid works well here, but you could end up with just a 2/2 creature, which is still okay.  Glad they made this cost 3 mana & not 2.

Village Survivors:  A very nice card for the basic game with a very nice Fateful Hour ability.  Giving all your creatures vigilance is good.  Well themed card too.

Vorapede:  Yikes yikes yikes!  Is this guy too powerful?  This is one nasty creature, that's for sure.  If this guy proves to not be too powerful, then Undying is probably not too powerful.  Since I'm pretty sure that Undying is going to create problems, I'm guessing this will be a favorite game wrecker, even in constructed.  Can't imagine not playing this guy.  Did I say "yikes" already?  Oh yeah, I did.

Wild Hunger:  +3/+1 for 3 mana is a pretty weak effect.  Compare this with Giant Growth & Titanic Growth.  However, giving your creature Trample & adding a flashback with red makes this card okay.  Maybe even good.  We'll see.

Wolfbitten Captive:  The human form of this Werewolf is very good.  Similar to Darkthicket Wolf.  I wish in Werewolf form he was a 3/3 instead of a 2/2, but getting +4/+4 is always powerful, even though it takes 4 mana to do it.  Don't think this is all that powerful for a rare card, but being able to attack with a 3/3 on turn 2 is always powerful, so this is a pretty good card.

Young Wolf:  A 1/1 Wolf for 1 green with no ability is weak.  If it dies, it turns into a 2/2 wolf.  That's strong.  At first I didn't like this card, because of undying.  I'm starting to think that this might be a very good common card, despite my dislike of the undying ability.

 

GOLD:

Diregraf Captain:  I think this guy should be rare, or at least legendary.  Not sure why he isn't.  Compare it with creatures like Goblin King.  So now killing all your Zombies can win you the game too.  Hmmm... Army of the Damned followed by Sever the Bloodline?

Drogskol Captain:  Now this creature should definitely be a rare, shouldn't it?  All your Spirit creatures get +1/+1 AND Hexproof?  I'm thinking that WotC is underestimating the power of hexproof.  Not sure how they could.  Maybe I'm missing something.

Drogskol Reaver:  So for 7 mana you get a flyer that hits for 6, gains you 6 life & draws you a card.  Yeah, that's a mythic  ; )

Falkenrath Aristocrat:  At first I thought this creature was too powerful.  Now I'm thinking she's probably okay.  She's powerful, but you really need humans in play to make her "really" powerful & that's an acceptable task for the power it gives her, so I'm cool with this card now.  Maybe Village Cannibals just found a friend - lol.

Havengul Lich:  This is a very cool & very powerful card.  A Zombie Wizard.  It's ability fits it really well, doesn't it?  Very Zombie Wizard like.  Great card.

Huntmaster of the Fells:  I don't know why but I thought this Werewolf was legendary.  Not sure why it isn't, but it's a great card, regardless.  I like that it doesn't work really well with Immerwolf, but I'd still consider playing with both of them in my Werewolf deck, seeing that having either one in play really makes my Werewolves quite fun.

Immerwolf:  Another great card.  I like it because while it's ability is powerful, it's not too hard to kill, which balances its ability really well.  Thus, I'd still play Moonmist, if for no other reason than it's Fog-like effect.

Sorin, Lord of Innistrad:  Like Liliana, this card is going for over $50 & I'm not sure why.  $20?  Sure.  It's a great card.  I like it a lot, but I don't see it as being a card that's "too powerful" for the game, like Jace the Mind Sculptor was.  Sorin is awesome.  His abilities are cool, but not ridiculous for a Planeswalker, in my opinion, but I'm not paying $50 for him.  Heck, I wouldn't pay $50 for any card - lol.

Stromkirk Captain:  A good & much needed addition for Vampires.  +1/+1 & first strike.  Watch out.

 

ARTIFACTS:

Altar of the Lost:  I'm not sure I like this card.  Graveyard flashback decks are already powerful.  Do they really need this kind of help?  The name is cool, but I'm a little concerned about this card.

Avacyn's Collar:  Now this is my kind of card.  I love Avacyn's Collar.  What a cool ability.  Perfectly themed.  Just awesome.

Chalice of Life:  Cool card.  I'm concerned that it's not Legendary though.  Should I really be able to have 4 in play, thus being able to tap them & make my opponent lose 20 life each turn?  I don't think so.

Elbrus, the Binding Blade:  This card would've "easily" been one of my favorite cards except for 1 reason; it's last silly stupid idiotic ability.  This card is awesome in a 2 player game & for that I'll put it in bold.  Elbrus, the Binding Blade (there ya go), but it's last ability is designed for a multi-player game & it's just stupid.  "Oh look, he's now a 26/26 flyer with trample & intimidate.  Oh look, now he's a 39/39.  Oh look".  Hey WotC... remake this card & eliminate this stupid ability.  Do us all a favor too & make a Mtg card game for kids & stop with all this nonsense.  It's a joke.

Executioner's Hood:  Is it true that Mtg has never had an Executioner's Hood?  Wow!  Wonder what took so long.  Not sure if I agree with the ability, but it's pretty cool.  I'm trying to think what would be a more fitting ability for an Executioner's Hood.  Still thinkin'...

Grafdigger's Cage:  Yes!  Thank you WotC.  Thank you for making a card that wrecks graveyard flashback decks, as well as cards that bring cards from your library into play.  Yes, I'm serious.  Every deck strategy should have a card that wrecks it & this card is probably going to be in everyone's sideboard.  I'd be shocked if you didn't want 4 in your sideboard.  Awesome card.  Now Burning Vengeance, Spider Spawning & others "have" to have artifact destruction to function.  Otherwise they're screwed.  This is good.  About time.  By the way, my favorite deck is my Spider Spawning deck.  I love it.

Heavy Mattock:  And we follow up that awesome card with a pathetically weak card.  I believe the first equipment made was a sword with a cost & equip of 1 that gave your creature +1/+1.  This does that with a cost of 3 & an equip of 2.  Oh, but if you're a human, then it's +2/+2.  So on a human, it's okay, I guess.  On anything else though it's weak.  Sorry, but I'm not paying 3 mana with an equip of 2 to give my human +2/+2.  I'll stick with Butcher's Cleaver & other cards that are much better.

Helvault:  I'm guessing this is a great card, but I don't see it yet.  7 to exile your opponents creature, but if Helvault is destroyed your opponents get their creature(s) back?  I guess if you've got 7 mana, you can exile 1 of your opponents creatures each turn, which is obviously a very powerful ability.  Lets just say I'm glad there's creatures in Dark Ascension that have the ability to destroy artifacts.  ; )

Jar of Eyeballs:  How cool is Jar of Eyeballs.  It's just a cool card & perfect for this set.  Nothing more needs to be said.

Warden of the Wall:  I wish this card didn't enter play tapped.  I mean, if you use it for mana, it's tapped, so it's useless as a creature anyway, so what's the problem?  It's a nice card, but I'd definitely play this with Niblis of the Breath.  Then it's really nice.

Wolfhunter's Quiver:  I really think the equip cost is just too high, but maybe it had to be, due to the 3 damage to Werewolves ability.  But it's pretty weak otherwise, so I think an equip cost of 4 would've been better.  Just a guess though.

 

LANDS:

Evolving Wilds:  This is Terramorphic Expanse, but I'm okay with this duplication, since they're theming the card to Innistrad, which makes sense.  It's not a "Terramorphic Expanse".  It's an "Evolving Wilds".  Got it.

Grim Backwoods:  Interesting card.  Expensive ability with a steep cost, just to draw a card, but drawing a card can make all the difference & using the ability to your advantage (like creating Morbid) can make this card quite powerful.  Good card.

Haunted Fengraf:  Another very interesting land card.  Nicely themed, having a haunted area.  You don't know what kind of creature you'll run into, do ya.  Cool.

Vault of the Archangel:  Sheesh!  Okay, Lifelink AND Deathtouch?  So I'm guessing the Angel Avacyn will have both Lifelink & Deathtouch too?  Sounds like a whole lotta fun, but this card seems awfully powerful.

 

 

So that's it.  My overall impression is Dark Ascension is a very good subset of Innistrad, but I still like Innistrad better.  Lots of good cards here.  I just wish they'd stop with the silly cards, but Innistrad had a few too, but if I had to give this set a grade, I think I'd give Dark Ascension a B+.

I hope to get some feedback.  Tell me where you agree & disagree with me.  I'm sure I'm wrong about some cards & maybe I'll update this article as I see these cards in drafts on youtube (Yes, I watch drafts on youtube.  It's fun.  Try it)  : )

My Innistrad Spider Spawning Deck

The Innistrad set for the Magic the Gathering card game is, in my opinion, the best set they've ever put out.  Ravnica was my favorite, but I lost interest in the game shortly after that.  Partly because I was, well, losing interest, but also because I didn't care to spend all that money buying all those cards that I mostly never played with or didn't need because I already had 8 copies of "that card" (if not 80 - lol) and I didn't want, or need, another one.  Can't stand all those common cards.

But when Innistrad came out I, like I always do, went to the visual spoiler & looked at the cards.  I always enjoy looking at the new cards, as we all do, but I just loved Innistrad.  The flavor, the concept, the synergy, the Werewolves, etc.  The idea that it was Humans & all those monsters that Humans can turn into - Vampires, Zombies, Werewolves (about time - lol) & Spirits.

So now I'm playing again, a little.  I want to find a small group to play with on a regular basis.  That would be cool.  So I started watching Innistrad drafts on youtube & became fascinated with it.  Watching the draft & seeing the "real" game & how these cards worked together was really cool to watch.  Even though I've played casually since Invasion, I really learned a great deal about the inner workings of the game, from watching these drafts & learned so much about all the Innistrad cards & how well they work with each other & against each other.

Lots of interesting decks too:  Burning Vengeance, Spirits, Zombies, Werewolves, Vampires, Mill, Humans, & Spider Spawning.

Spider Spawning caught my eye, just like it did with everybody else.  It's apparently been super hyped now & everybody is trying to play it, so I finally built my own constructed Spider Spawning deck & it's played really well, so I thought I'd share it here & hope some people will comment on it & give me some feedback.  I don't know what the typical constructed Spider Spawning deck looks like, since I've only seen it in draft, but I went with 5 colors (I'll explain below) and it's worked great.

Here's the deck & then I'll talk about why I constructed it the way I did.

Essence of Spiders or Wild Spiders (or maybe Spiders Gone Wild - Good thing they don't have "flash".  Ooh, bad pun.  Sorry, couldn't resist - lol)

Sorceries x14

Spider Spawning x4
Blasphemous Act x1
Divine Reckoning x1
Mulch x4
Runic Repetition x1
Sever the Bloodline x1
Unburial Rites x2

Creatures x14

Armored Skaab x2
Bloodgift Demon x1
Deranged Assistant  x3
Essence of the Wild x1
Falkenrath Noble x1
Laboratory Maniac x1
Mirror-Mad Phantasm x1
Morkrut Banshee x1
Murder of Crows x1
Rage Thrower x1
Splinterfright x1

Enchantments x3

Parallel Lives x3

Instants x6

Forbidden Alchemy x3
Gnaw to the Bone x2
Memory's Journey x1

Lands x23

Forests x8
Islands x4
Mountains x2
Plains x2
Swamps x1
Shimmering Grotto x1
Hinterland Harbor x3
Woodland Cemetery x2

Sideboard x15

Bramblecrush x4  (for Planeswalkers & other potential problems)
Curse of Oblivion x4  (for self mill & reanimator decks)
Naturalize x4  (for Burning Vengeance & other potential problems)
Witchbane Orb x3 (for Burning Vengeance, Curses & Burn)

 

Should I have more creatures?  Maybe, but so far 14 has worked pretty well, as I only need about 5 in my graveyard to make this deck work pretty well; especially if I can get just 1 Parallel Lives into play.  Then it's pretty insane.

The basic way to play this deck is to use Mulch & Forbidden Alchemy & Armored Skaab to get creatures & any cards with flashback into your graveyard.  Deranged Assistant also helps with this, along with ramping my mana which is much needed, so maybe 4 copies of him would be better.

Once you've got enough creatures in your graveyard, you want to cast Spider Spawning to swarm your opponent with tons of Spiders.  What fun.  : )  This provides an excellent defense & if you get enough of them into play, you can attack for the win.

Gnaw to the Bone is absolutely necessary for this deck, for without it you'll probably lose more often than you'll win.  The lifegain is just insane.  Don't know what they were thinking, giving that card flashback, let alone for just 3 mana - lol

2 Unburial Rites seems to be the right amount as it allows me to bring back up to 4 creatures (more likely just 2) for various reasons, which I'll explain below.

Sever the Bloodline can just crush my opponent or even kill all of my Spiders.  Why would I want to kill all of my Spiders?  Well, with Falconrath Noble &/or Rage Thrower in play with them, why do you think?  ; )

UPDATE:  Okay, so I completely forgot that Sever exiles creatues & doesn't destroy them.  Oh well.  It's still a good powerful card that works good in this deck, though I may take it out & add a Kessig Cagebreakers.  Definitely need to add the Cagebreakers.  Just not sure what to take out yet.

Blasphemous Act, while it doesn't have flashback, provides a great board clearer, which is why I added 2 mountains.  It's somewhat of a longshot, since there's a good chance I'll mill it, but being able to kill all creatures in play for as little as 1 red mana was worth the risk, in my opinion.  Again, killing all my Spiders is a great way to win with the Noble &/or the Rage in play.  Why their abilities work when they die too is beyond me, but they do.

Divine Reckoning is another way to accomplish a similar effect to Blasphemous Act & with flashback, it's more functional in this deck than Blasphemous Act.

Should I play 2 Divine Reckoning instead, or just play Sever & not bother with Blasphemous Act & Divine Reckoning, thereby doing away with red & white mana & just going with 3 colors.  Maybe, but I like having the options that each card gives me.  Should I use Sever to take out 1 or more of my opponents creatures, or Divine, because maybe I've got Splinterfright in play or Blasphamous Act because my opponent is going to win next turn & I need to kill all of his creatures?  Besides, any of them can be used to take out all of my Spiders, which is the main way I'm trying to win with this deck, as well as trying to win by attacking with lots of Spiders  : )

Parallel Lives isn't necessary to make this deck work but getting just 1 into play really makes Spider Spawning insane, so I just run 3 instead of 4.  If I get 2 into play then it's pretty much game over.  Again, I think this "doubling" thing is way too powerful.  2 Parallel Lives means the number of tokens is quadrupled & 3 means 8 times?  That's just silly.  Curious why such an enchantment isn't legendary, thus not allowing such a silly over-powering effect.  Isn't that the point of making certain cards legendary; because they'd be "too powerful" if they weren't legendary?  Just sayin'.  : )

Yes, I "could" play Intangible Virtue to make my Spiders just nutso - lol, but this deck doesn't really need them to be nutso.  Just having them swarm in huge masses is all they need to do.

The Creatures:

If I play one of my creatures from my hand, great.  If I end up milling them, I've got 2 Unburial Rites to put them into play, if I want them.

Bloodgift Demon will give me excellent card drawing along with a big flyer.

Essence of the Wild followed by Spider Spawning.  Yeah, do I even need to say anything else?  ; )

Falkenrath Noble is one creature I definitely want to bring into play, for reasons explained above.

Mirror-Mad Phantasm simply makes this deck beyond insane.  I can't see using this cards effect & losing the game, unless he's like one of the first cards I draw after shuffling him back into my deck.  But then we'll just play him again, right?  : )

Morkrut Banshee is simply there if I get morbid & need to take out a threat, but most likely he'll just sit in the graveyard & help make Spiders.

Murder of Crows works great with mass removal effects, providing both card drawing & more self mill.

Rage Thrower is the other creature I want to get into play & with Unburial Rites, it's not too hard to do with this deck.

Splinterfright works great with this deck as he provides more self milling &/or he can be a huge threat that can win the game by himself.

That leaves us with the alternate win condition, which involves Laboratory Maniac, Memory's Journey & Runic Repetition, which just happens to also work great with Spider Spawning, as it can create an endless loop of card sifting so you can repeatedly re-cast flashback cards that were exiled & put Runic back in your deck again, or get the Maniac with no cards left in your deck & play him for the win.

This allows me to re-cast Gnaw or Spawning or Sever or Divine, Forbidden, Unburial or Memory's Journey again, which is crazy, but fun.

I probably should take out the Plains, Mountains & Swamp & replace them with the dual lands that also include either Green or Blue, for better mana fixing.  Course, that means I have to spend more money to get those darn dual lands - lol

Spider Spawning is not only a great deck, but it's a ton of fun to play.  Is it "too powerful"?  Not sure, but I'd be surprised if it didn't make Constructed.

There are plenty of powerful archetypes though with these Innistrad cards, that's for sure.  Some are definitely "too powerful".  Which ones?  Well... don't get me started on Geist of Saint Traft with Spectral Flight, & Invisible Stalker with Curiosity, Bonds of Faith, Butcher's Cleaver & Inquisitors Flail.  Add Elder Cathar for the Stalker & Fiend Hunter &... yeah... don't even get me started.  ; )

 

 

 

The Fatal Flaw of Universalism

As I've listenened & read about different beliefs, I've noticed that most of them tend to have flaws in their logic or have a belief that just doesn't hold up to scrutiny.  At least in my opinion they don't.

Take Atheism, for example.  If atheism is true & when we die we cease to exist, then all of this is just a joke, isn't it?  It's totally meaningless, purposeless & a complete waste of time... isn't it?  That doesn't mean atheism is not true.  It's just that if it is, then what the hell?  ; )  lol

Or take Calvinism.  All christians who aren't Calvinists understand the fatal flaw of Calvinism (well, if you show it to them, they'd go "right, that makes no sense").  But for some reason Calvinists don't, or can't, see it.  Not sure why. 

What's the fatal flaw of Calvinism?  Well, if Calvinism is true then you were born destined for either heaven or hell & there's nothin' you can do about it.  Your fate is sealed.  If God chose to have mercy on you, you're going to heaven, no matter what.  No matter what you say or do or anything.  If He chose to not have mercy on you, you're going to hell, no matter what.  No matter what you say or do or anything.  There's NOTHING you can do to alter this.  You can't change His mind.  No good deed will grant mercy & no bad deed will erase His mercy. 

Nevermind that this totally contradicts tons of scripture.  According to Calvinists it doesn't contradict any scripture & is the only theological belief which is 100% biblically consistent.  Go figure.

Then there's Arminianism.  Talk about your fatal flaws - lol.  Arminianism is the dominant christian view.  Basically anyone who's not a Calvinist is some form of Arminian, or a blend of the 2 (Calv-Arminianism).  They tend to call themselves 4-point Calvinists.  Most christians don't think of themselves as Arminian.  They're Catholic, or Baptist or Protestant, etc. but the Arminian that I'm mostly talking about is your stereotypical evangelical born-again whack job. 

You know the type, right?  They plead with you & tell you that God loves you & if you'll just say "the sinners prayer" that you'll go to heaven when you die, but if you die "before" believing on the Lord Jesus, then you'll go to hell forever. 

What?  You don't see the fatal flaw?  Okay okay, let me make it crystal clear (for all you born-again whackos out there - lol).  You worship a God who you say is all-powerful & all-knowing & He loves all of us, but He created a hell (not for us), but said that if we sin (& He knew we would) that we'd be condemned there for all eternity, but He doesn't want us to go there, because it's such a horrible place, so He sent His son Jesus to die for our sins & now He's TRYING to get us saved, so that when we die we don't go to this horrible place that "He created" (not for us) but for some reason He can't overcome our free will & we just refuse to believe; well most of us do anyway.  But He's done everything He can & now it's up to us.  We ultimately decide whether we spend eternity in Heaven or Hell.  But He doesn't want ANY of us to go there, because He loves us & doesn't want us to suffer & be burned alive in this place that He created & determined that if we sin, which He knew we would, we'd be condemned to spend all freaking eternity there... on fire.

Makes perfect sense, doesn't it?  ; )

Ah, but that's not what this article is about.  This article is to expose the fatal flaw of that silly belief system known as Universalism; the ridiculous notion that God will save all humanity & not just some or most of us but every single one of us.  Universalism actually claims that God is all-knowing & all-powerful & all good & perfect & righteous & sovereign being (just like Calvinism & Arminianism claim) & that since this is true He will save all of humanity because He loves all of humanity.

Now seriously, how silly is that.

My Innistrad Werewolf Deck (Rangers Mayors & Wolves)

This is my Red/Green Werewolf Deck.  Now all I need to do is buy all these cards & put the deck together & play it - lol

Here's a link to the cards so you can see the pictures.
http://castlesandcooks.com/magic-the-gathering-spoilers/innistrad-spoiler-0249/

Red/Green Werewolf Deck:  (Rangers Mayors & Wolves)

Creatures:  19

Reckless Waif / Merciless Predator x4
Mayor of Avabruck / Howlpack Alpha x4
Daybreak Ranger / Nightfall Predator x4
Kruin Outlaw / Terror of Kruin Pass x4
Instigator Gang / Wildblood Pack x3

Spells:  16

Moonmist x4
Full Moon's Rise x2
Prey Upon x3
Ranger's Guile x4
Brimstone Volley x3

Planeswalkers:  2

Garruk the Relentless x2

Lands:  23

Rootbound Crag x4  (this land is from M12, unfortunately)
Kessig Wolf Run x3
Ghost Quarter x2
Forests x7
Mountains x7

Sideboard:  15

Witchbane Orb x3
Naturalize x4
Creeping Renaissance x1
Full Moon's Rise x1
Garruk the Relentless x1
Prey Upon x1
Brimstone Volley x1
Devil's Play x2
Into the Maw of Hell x1

 

In my opinion, the Werewolves in this deck are the 5 best Werewolves with Gatstaf Shepherd coming in 6th.  All cost 1 to 3 mana except for Instigator Gang, so I chose to go with only 3 of him as I need mana for my spells. 

Moonmist is obvious as no Werewolf deck will work well without them. 

Ranger's Guile acts like a green counter spell stopping my opponent from targeting my Werewolves with spells, which is awesome. 

Prey Upon gives any of my Werewolves the Nightfall Predator ability, allowing them to fight another creature; thus cheap fast removal.

Full Moon's Rise gives them a little more bite, which can be a big deal, & saves them from being destroyed, which can make all the difference in the world.

Brimstone Volley gives me much needed removal, & hopefully with Prey Upon I can trigger its Morbid ability, which can also possibly win me the game, allowing me to do 5 damage directly to my opponent, or at least take out a huge creature.

Garruk the Relentless is just awesome, allowing me removal &/or putting Wolves in play, which get pumped with Howlpack Alpha, not to mention the rest of his really cool abilities.

Ghost Quarter is merely to help with troublesome non-basic lands.

Kessig Wolf Run is just a ridiculously powerful land that will hopefully win me the game.

The sideboard is designed to give me more copies of what I need with Brimstone Volley, Prey Upon, Garruk & Full Moon's Rise, along with...

Witchbane Orb to deal with Burning Vengeance, Curses & just red burn in general.

Naturalize to also deal with Burning Vengeance & any artifacts or enchantments that pose problems.

Creeping Renaissance acts as a last ditch effort to retrieve some much needed cards, if that seems to be needed.

Devil's Play offers another win option & more burn if needed.

Into the Maw of Hell adds one more card to deal with non-basic lands, but also for any creature that poses a serious problem.

Yes, it's just 1 copy of each, but if I draw it, it can make a big difference, so I think it's worth having a variety of options in the sideboard with this deck.  Maybe I'm wrong.  I'll have to playtest it.

So what do you think?  Is this a well designed deck or a poorly designed deck & let me know why you think so.  I'd love some feedback.  Thanks.


Innistrad Constructed Green White Humans (Traveling with Angels)

Green / White Humans (Traveling With Angels)

 

This deck splashes red for Nightfall Predator, but really for Kessig Wolf Run, making it very aggressive.  The plan is simple.  Pump out creatures, make them bigger with the Mayor & the Captain, draw cards with the Mentor, add counters with Travel & maybe Mikaeus, destroy/remove their creatures & other threats with the Hunter & Rebuke, while protecting your creatures with Ranger's Guile & if the Angel joins them, all the more fun.

 

CREATURES:  26

 

Angelic Overseer x3

Avacyn’s Pilgrim x3

Champion of the Parish x4

Daybreak Ranger x2

Fiend Hunter x3

Hamlet Captain x2

Kessig Cagebreakers x1

Mayor of Avabruck x3

Mentor of the Meek x3

Mikaeus, the Lunarch x1

Village Bell-Ringer x1

 

SPELLS:  11

 

Ranger’s Guile x4

Rebuke x3

Travel Preparations x4

 

LANDS:  23

 

Plains x6

Forests x7

Clifftop Retreat x3

Gavony Township x2

Kessig Wolf Run x2

Rootbound Crag x3

 

Sideboard:

 

Naturalize x4

Nevermore x4

Prey Upon x3 (or maybe Urgent Exorcism - see below)

Purify the Grave x4

 

Deck Breakdown:

 

Angelic Overseer:  Self explanatory.  When humans travel with her, you win

Avacyn's Pilgrim:  Mana accel + gives you that extra white mana you need

Champion of the Parish:  Hopefully you'll get him on turn 1

Daybreak Ranger:  To deal with some flyers & to wreak havoc

Fiend Hunter:  Removes a threat, while he's in play

Hamlet Captain:  To make your humans stronger in battle

Kessig Cagebreakers:  Late game finisher & works well with the Mayor too

Mayor of Avabruck:  Pumps humans or puts out Wolves

Mentor of the Meek:  Card drawing insanity

Mikaeus, the Lunarch:  Gives all your creatures a +1/+1 counter each turn

Village Bell-Ringer:  Can both save you or win you the game

Ranger's Guile:  Effectively cancels a spell that targets 1 of your creatures

Rebuke:  Removes your opponents major attacking creatures

Travel Preparations:  4 of these makes 16 +1/+1 counters.  Have fun

 

Lands:

 

Clifftop Retreat & Rootbound Crag:  To splash Red for Nightfall Predator & for Kessig Wolf Run

Kessig Wolf Run:  To add more aggression to this deck & just flat out win the game with insane beatdown (hopefully they won't see it coming until it's too late)

Gavony Township:  I had forgotten to put this card in originally.  What "was" I thinking?  ; )  lol

 

Sideboard Breakdown:

 

Naturalize:  Removes problem artifacts & enchantments

Nevermore:  Stops your opponent from playing a certain card.  Nice

Prey Upon:  In case your opponent is playing with a lot of creatures too

Purify the Grave:  Perfect card against graveyard decks

 

Other possible cards for this deck:

 

Bonds of Faith - especially if you opponent "isn't" playing with humans

Dearly Departed - but then you'd have to call the deck "Traveling with Angels while aided by Spirits" - lol

Divine Reckoning - good if your opponent has more creatures in play than you, or if you've got the best creature in play

Doomed Traveler - great card

Elder Cathar - even more +1/+1 counters for even more fun

Elder of Laurels - add 1 copy for more possible huge beatdown

Elite Inquisitor - to deal with those Vampires, Werewolves & Zombies

Geist-Honored Monk - add 1 copy for 1 possible huge creature

Moonmist - It's possible that there's enough Werewolves & Wolves in this deck that this card could work really well

Parallel Lives - could be fun (Travel Preparations & Mikaeus on steroids - lol)

Slayer of the Wicked - (see Elite Inquisitor)

Smite the Monstrous - maybe 2 Smites & 2 Rebukes

Spare from Evil - great, if your opponent isn't playing humans

Urgent Exorcism - Perfect, if your opponent is playing with Spirits - maybe put this in your sideboard, instead of Prey Upon, or add this to your sideboard & go 3 copies of each card

  

Here's a link to the cards, if you want to see the pictures:

http://castlesandcooks.com/magic-the-gathering-spoilers/innistrad-spoiler-0249/

4 Decks using Innistrad & M12 Cards

This is the best Green/White Humans deck I can come up with.  Tell me what you think & what you'd do differently.

Green / White Humans Deck

WHITE

Angelic Destiny x2

Angelic Overseer x2

Champion of the Parish x4

Elite Inquisitor x3

Fiend Hunter x3

Mentor of the Meek x4

Oblivion Ring x4

GREEN

Avacyn's Pilgrim x4

Hamlet Captain x3

Skinshifter x4

Fog x4

LANDS

Gavony Township x3

Sunpetal Grove x4

Plains x9

Forests x7

The idea is pretty simple.  Lots of cheap creatures with cool abilities.  Mentor of the Meek is the engine that makes the deck work. 
Angelic Destiny is the power card that hits for the big damage.
Oblivion Ring is to get rid of problems.
Fog is to stop my opponent from winning, or just prevent him from hitting me for a lot of combat damage.

I'm considering Gideon's Avenger & Gideon's Lawkeeper & Grand Abolisher, but I really like Champion of the Parish & Elite Inquisitor too. 
Maybe I'll put them in my sideboard.

Other cards for possible sideboard are:
Autum's Veil
Bramblecrush
Doubling Chant - probably not
Hunter's Insight
Naturalize
Nevermore
Personal Sanctuary

Plummet

 

 

Next is my mono-green deck.

Ambush Viper x4

Birds of Paradise x4

Dungrove Elder x4

Garruk, Primal Hunter x2

Garruk Relentless x2

Garruk's Companion x4

Hunter's Insight x4

Lumberknot x2

Overrun x2

Moldgraf Monstrosity x1

Skinshifter x4

Tree of Redemption x4

LANDS:

Ghost Quarter x3

Forests x20

Ambush Viper is to take out nasty attackers.
Birds of Paradise is for mana accel & to block flyers.
Hunter's Insight is for card drawing.
Tree of Redemption is to hopefully keep me from losing the game - lol.

31 creatures - lol

The goal here is to overwhelm my opponent, but I'm not sure how to make this better.

Possible sideboard cards:
Autumn's Veil
Fog
Gutter Grime
Naturalize
Plummet
Witchbane Orb


This is a fun little Black/Blue deck that I came up with.

BLACK

Dark Favor x4

Diregraf Ghoul x4

Doom Blade x2

Tormented Soul x4

Typhoid Rats x4

Victim of Night x2

BLUE

Aether Adept x3

Curiosity x3

Invisible Stalker x4

Ponder x4

Turn to Frog x3

LANDS

Ghost Quarter x3

Drowned Catacomb x4

Swamps x9

Islands x7

Again, the deck is focused around quick fast cards & focuses on 2 unblockable creatures, Invisible Stalker & Tormented Soul, using Dark Favor to pump them up.  There's enough cards to deal with my opponents creatures hopefully & Ponder & Curiosity are to help the deck work better, obviously.  What do you think?

 

This deck features both Liliana of the Veil & Chandra, the Firebrand.

BLACK

Liliana of the Veil x3

Diregraf Ghoul x4

Grave Titan x3

Reassembling Skeleton x4

RED

Chandra, the Firebrand x3

Blasphemous Act x1

Chandra's Phoenix x4

Devil's Play x3

Harvest Pyre x3

Shock x4

Stromkirk Noble x4

LANDS

Dragonskull Summit x4

Swamps x9

Mountains x11

Utilizing Liliana's discard ability to my advantage is the Phoenix, the Skeleton & Devil's Play, with Harvest Pyre utilizing those cards in the graveyard.
Diregraf Ghoul & Stromkirk Noble give me 8 creatures that can be played on turn 1 & are very strong.
10 red instants/sorceries to bring back the Phoenix, as well as take out my opponents creatures.
Grave Titan, because I don't know a more powerful black card in the game.
Blasphemous Act is there simply as a bailout, if I need it.

Haven't considered a sideboard for this deck yet.  Maybe I will later.

 

I'm looking for a gaming group, both for playing Mtg & other card games too.  D&D too, so if you're a gamer & you live near Schaumburg IL, let me know.  I really want to find some people to play with again.

My Review of Mtg's M12 Cards

I recently wrote my first review of Mtg cards from Innistrad, so I thought I'd review the M12 cards too.  I'm not doing this for money, just for fun, although if anyone would like to hire me, that would be great  : )

I won't be writing out what each card does entirely, so here's a visual of each card from the M12 set:

http://castlesandcooks.com/magic-the-gathering-spoilers/magic-2012-spoiler/

WHITE:

Aegis Angel:  Love the artwork & the ability.  Anytime you can make a card indestructible, it's worth it.  Good creature card.

Alabaster Mage:  Lifelink is great because it can keep you in the game, or get you back into the game.  Being able to give 1 or more creatures Lifelink each turn is awesome.  I'd always consider putting in at least 2 Alabaster Mages in any deck I was making that was playing White.

Angelic Destiny:  This card is insane.  It's good enough with the first ability alone, but it's the second ability that makes it Mythic.  Talk about a game breaker.  Of course you can destroy or exile the aura, so it's not totally unstoppable.

Angel's Mercy:  Eh, in the basic game this card is okay, but that's about it.  It's always nice to get a 7 life boost, but a cost of 3 would've been better.

Arbalest Elite:  I don't see any reason why he shouldn't untap during your next untap step.  It's a 2/3 for 4 & the ability costs 3 to activate.  What's the big deal?  If he's reloading, fine, but then he should untap on your "next" untap step, but he doesn't, does he?

Archon Justice:  I think he'd be better as a 3/3 for 4, but the ability is great, regardless.  Cool looking card too.

Armored Warhorse:  Whites version of the Elvish Warrior.  Good card for the basic game.

Assault Griffin:  He's okay, but none of the Griffin's are great.  Too bad.

Auramancer:  Her ability is good, but in a basic game it might not come up, so you're just getting a 2/2 for 3, which is just okay, but in the right deck, she can be very good.

Benalish Veteran:  Nice common card, giving you a 3/3 for 3, when attacking.  Nothing wrong with that.

Celestial Purge:  There's several cards like this in M12 & they're all excellent sideboard cards.  If your opponent is playing Black &/or Red, this card is powerful, since it removes the black or red card from the game, instead of destroying it.  Destroyed cards can be returned; exiled cards can't.  The only problem with playing these cards is if you don't know what your opponent is playing, they could be useless, & useless sucks.

Day of Judgment:  Awesome card, originally called Wrath of God.  I like Wrath of God better, but Day of Judgment still sounds cool.  I'm sure this card will always be in Magic.  Not sure why they're not continuing the black version though (Damnation).

Demystify:  This card can be useful, but probably only as a sideboard.

Divine Favor:  This card can be useful in a basic game, but it's pretty weak in any other format.

Elite Vanguard:  Savannah Lions just turned into a Human Soldier - lol.  He's better suited for Innistrad though, since he's human, but I like them better as Savannah Lions.

Gideon Jura:  Let me see if I got this right.  Yes, he costs 5, but he starts with 6 loyalty counters & can immediately cast any of his 3 abilities.  If your opponent has no creatures in play, I'd play his first ability, just to pump him up to 8 & when he's a 6/6 he's almost indestructible & he can destroy any 1 tapped creature.  Wow!  I'm shocked that his 3rd. ability costs 0.  Why is that?

Gideon's Avenger:  These next 2 cards work so well together, it's ridiculous.  Most creatures tap when they attack, so that just makes him bigger & Gideon's Lawkeeper can tap creatures so they can't attack, which just makes him bigger.  What fun.

Gideon's Lawkeeper:  I think he's one of the best commons in this set.  Being able to play him on turn 1 & being able to tap any creature for 1 can quickly shut down your opponents strategy.  Powerful common.

Grand Abolisher:  Talk about shutting down your opponents strategy.  Sheesh!  I wouldn't have a problem if he was Mythic.  Just a nasty card.

Griffin Rider:  Sure, the Griffin Rider is great, if you have a Griffin, but if not, he sucks & that's the problem, but if you're making a Griffin deck (don't know why you would right now) you'd almost certainly put 4 Griffin Riders in it.

Griffin Sentinel:  Talk about lame Griffins.  He's fine in a basic game, but that's it.  How about a nice 2/2 Griffin for 2, or even 3?

Guardians' Pledge:  Good common card, because it's an instant.  It would be okay as a sorcery, but it's pretty good as an instant.

Honor of the Pure:  And here's where the difference lies.  +2/+2 for 3 mana, for 1 turn, or a permanent +1/+1 for 2 mana.  Here we see the clear difference between a common & a rare, yet both cards are good & effective.  Well, Honor is great & very effective.

Lifelink:  Nice simple Aura.  Really good for the basic game & I'd love to put it on a huge creature, even in a constructed deck, like Aegis Angel, or the creature she made indestructible, but I doubt it'll see much play in constructed, if any.

Mesa Enchantress:  Very limited in her use, but very powerful in a  deck based around enchantments, obviously.

Mighty Leap:  I like Mighty Leap, even though it's really only decent in a basic game, but I always like simple cards like this.

Oblivion Ring:  Great card.  Doubt it'll ever rotate out.

Pacifism:  Another staple in the game that's excellent in any basic game.

Peregrine Griffin:  Another Griffin that's too expensive.  If he cost 4 he'd be better, but still not great.  I don't get it.  I would've made him a 3/4 for 5.  Now he's a good solid common creature for the basic game.

Personal Sanctuary:  Great looking card & if your opponent is doing damage to you on your turn, this is perfect, so it might be a good sideboard card for that reason.

Pride Guardian:  Now here's a good solid creature card for the basic game.  Heck, I'd consider him in any deck with White.  If you get him into play on turn 1, you're happy.  : )

Roc Egg:  The Roc Egg is fun, but a 0/3 defender for 3 is bad, but it has to cost 3 because of it's ability, so it's fine.  Nice card.

Serra Angel:  Like Pacifism & Oblivion Ring & others, the great Serra Angel will probably always be in magic.  Just an awesome card for the basic game & good anywhere else too.

Siege Mastodon:  For 5 mana, I want my crazy looking elephant to be a 4/5, not a 3/5, and where's his trample ability?  He's still fine for the basic game.  He's just not great.

Spirit Mantle:  I love Spirit Mantle.  I think it's a great Aura.  Quite deadly in the basic game, but useful anywhere, in my opinion.

Stave Off:  Again, a nice simple instant that can make your creature unblockable for a turn, or save it from being destroyed.  Good common card.

Stonehorn Dignitary:  How does a Rhino Soldier only have a power of 1?  The ability is really good though.  Great picture too.

Stormfront Pegasus:  Now why can't they have a Griffin like this?  It's simple, it's solid, it's good.

Sun Titan:  I think Sun Titan is great.  I'm assuming it works with Auras too.  Quite a versatile card.  I want to make a deck with artifacts, enchantments & creatures that all cost 3 mana or less, with 4 Sun Titans & maybe 4 Gideon Juras too.

Timely Reinforcements:  Decent card if you have less creatures than your opponent.  Really nice if you can get the life boost too, but the 3 creatures are the main thing.

BLUE:

Aether Adept:  Pretty powerful card.  I'm surprised it's common & not uncommon.  Great in the basic game, that's for sure.

Alluring Siren:  I really like Alluring Siren.  What a cool way to mess with your opponent, sending his creatures to their doom.  Course, it would be nice if she had first strike & deathtouch, so she could do the killing herself.

Amphin Cutthroat:  Useless card.  Allright, it's "okay" in basic.

Aven Fleetwing:  A 2/2 flyer that can't be targeted?  Cool.

Azure Mage:  She's a 2/1 for 2.  That's okay.  She can draw a card for 4.  That's okay.  So she's an okay card.  She should be better.  How about she can draw a card for 3?

Belltower Sphinx:  I'm sure he's in M12 for the ability that works with Innistrad cards, but I don't think he's a very good card.  Who's gonna pay 5 for a 2/5 flyer who's ability might never happen?

Cancel:  A permanent staple in Magic, for sure.

Chasm Drake:  Decent common card.  Useful in the basic game.

Coral Merfolk:  Not sure why they bothered with Merfolk, since there aren't any good ones in the set.  Just needed more creatures, I guess.

Divination:  Used to be called Inspiration.  Cool art.  Another basic staple.

Djinn of Wishes:  Great concept card.  Works well with Ponder & similar cards that allow you to rearrange a few cards on the top of your deck.  Otherwise, you could end up paying 4 mana for a land.  It's still an extra card & you can play it, I think, so it's still okay, regardless.

Flashfreeze:  Great sideboard counter card.  Any blue deck should put 4 of these in their sideboard.

Flight:  Well, it's better then Cobbled Wings, which costs 2 & has an equip cost of 1, for the same effect.  Flight is a decent card in the basic game.  That's about it.

Frost Breath:  I think this card should only cost 2, but it can be pretty effective in the basic game, so maybe 3 is correct.

Frost Titan:  Frost Titan is great because he just runs around freezing stuff - lol.  I think it's good that they added the first ability too, otherwise I'd say he's not Mythic.

Harbor Serpent:  The Harbor Serpent is a decent creature in the basic game & he's nasty in it, if your opponent has any Islands in play.  A good solid common card.

Ice Cage:  Ice Cage is fun.  It's a little easy to get rid of it, but it's fun nonetheless.  Decent common card.

Jace, Memory Adept:  The new Jace is just sick.  With his ability to draw a card every turn or his built in Glimpse the Unthinkable, Jace can ruin your opponents library, or flood your reanimator deck.

Jace's Archivist:  A potentially powerful card, but if you're not careful, your opponent can benefit from this too.  Careful.

Jace's Erasure:  This card is weak by itself, but when coupled with Jace's Archivist, it can be downright nasty.  I can't see surviving a Jace deck with with all 3 Jace cards in play.

Levitation:  A really nice card.  Hope it remains a staple.  Absolutely love the artwork too.

Lord of the Unreal:  The illusion creatures in M12 are cool & pretty powerful, but they're pretty easy to get rid of, unless you get this guy in play; then it's pretty much game over.  Of course he doesn't have hexproof, thank God.  Great card & great artwork too.

Mana Leak:  Another great staple in magic & this is one of the coolest looking Mana Leaks I've seen.

Master Thief:  This guy is very good, if your opponent controls an artifact.  If he doesn't, this guy sucks.  I'm sorry, but a "Master Thief" should never suck.  He should be great.  Here, let me make him great. 
Add this:  5: Take control of target artifact card. 
Or:  Tap:  Destroy target creature with power 2 or less.  Or both.  Now he's great.

Merfolk Looter:  This Merfolk is boring, but decent in a basic game.

Merfolk Mesmerist:  This guy is decent & he fits the Innistrad theme pretty good, but when this is the best Merfolk in the set, there's a problem.

Mind Control:  The original card (can't remember it's name) cost 6.  Now it's 5.  Hope this becomes a staple in the game.  Good card.

Mind Unbound:  There's no doubt that this card can win you the game at times, since the extra cards, late in the game, can make all the difference in the world, but I don't like spending 6 mana & putting an enchantment in play that initially does nothing.  Yuck.  If I could draw a card when I played this card, then I'd like it.

Negate:  Good common counter spell.  It's only useless if your opponent is only playing creatures, which is rare.

Phantasmal Bear:  I really like the Phantasmal Bear, but with Lord of the Unreal, he's insane.  I have to make an Illusion deck.

Phantasmal Dragon:  Cool Illusion creature.  Imagine if you can get him into play on turn 3 with Hexproof on him.

Phantasmal Image:  If I have the Phantasmal Dragon in play, this card is awesome.  If I also have Lord of the Unreal in play, then he's just unfair.

Ponder:  Definitely one of the best commons in the game.  Tweeks your deck like nobody's business.

Redirect:  I think this is a great card.  If your opponent tries to destroy one of your creatures, have it destroy one of his creatures instead.  If he tries to hit you for direct damage, have it hit him instead.  It seems to me like this card "could" be a game changer.

Skywinder Drake:  This drake is just okay.  He's very easy to kill, but having a 3 power flyer for 3 in the basic game is never a bad thing.

Sphinx of Uthuun:  Cool card.  Yes, it's expensive, but it has to be with that ability.  What was the original card with that ability?  Fact or Fiction, I think.  I like expensive big creatures that are worth casting & Sphinx of Uthuun is worth it.

Time Reversal:  It's the ultimate card to stop your opponent from depleting your library.  If he can't counter this card, he's not gonna beat you by depleting your library, but this card is also great in that you get 7 cards, as long as you think you can beat your opponent, who also gets 7 cards.  Amazing artwork too.

Turn to Frog:  One of my favorite cards in the set.  I just love Turn to Frog - lol.  It's hilarious.  Now if only it were permanent, but then it would be a rare card, wouldn't it.  But I still think it's pretty powerful because if you cast this in combat, now he's easy to kill, or play it & then play Shock.  You're killing virtually any creature for 3 mana, or just the 2 in combat.  What's not to like about that?

Unsummon:  Another great staple card.  This is the best artwork yet.

Visions of Beyond:  This card works great with Jace or reanimator.  Could be the late game finisher.

BLACK:

Blood Seeker:  Excellent Vampire common card.  Love cards that bleed your opponent dry.

Bloodlord of Vaasgoth:  So this card, by itself, isn't anything amazing, but it's what it does for your vampire creatures that makes it amazing.  I don't think this is a great Mythic card, but it can be quite powerful.

Bloodrage Vampire:  A 3/1 Vampire for 3 mana is fine.  A 4/2 is great.

Brink of Disaster:  Good common card, since it stops a creature that needs to tap to attack.  Or just play Black/White with Gideon's Lawkeeper.  Being able to destroy a land just gives it more versatility.

Call to the Grave:  I wish this card only cost 4, but I'd still put 4 in my Zombie deck, especially because of the next card.

Cemetery Reaper:  This combos quite nicely with Call to the Grave, which puts your opponents creature in their graveyard, then the Reaper exiles it & gives you a Zombie token, keeping Call to the Grave in play for more fun.  Nice!

Child of Night:  Nice card, whether in a basic game, or in your Vampire deck.  You can't go wrong with a 2/1 lifelink for 2.

Consume Spirit:  I like Corrupt better, but Consume Spirit is pretty good.  The more mana you have obviously, the better it gets.

Dark Favor:  All these common Aura cards that pump up your creatures are okay, but think of them on Invisible Stalker.  All of a sudden Dark Favor looks pretty good.

Deathmark:  Great card against a Green &/or White creature deck.

Devouring Swarm:  Devouring Swarm works.  Try it with Reassembling Skeleton.  It gives Skaab Ruinator the creatures it needs in the graveyard, to bring him into play.  Lots of cool plays with Devouring Swarm.  Good card.

Diabolic Tutor:  Just another excellent staple in Magic.  When you need that combo, the Tutor is perfect.

Disentomb:  Good common card.  Excellent in the basic game.

Distress:  Another good common staple in Magic.

Doom Blade:  Terror got an upgrade & it looks like Doom Blade may be the new staple.  Excellent card.  Almost surprised it's still a common card & not uncommon.

Drifting Shade:  This card is excellent in the basic game & of course in a mono black deck too.

Duskhunter Bat:  A 1/1 flyer for 2 is okay.  A 2/2 flyer for 2 is good.  He's a decent card in the basic game, providing a good defense, at the very least.

Grave Titan:  I'm shocked this card is still in.  It's way too powerful for 6 mana.  I'd either make it 8 mana or not give it the 2 Zombies when it comes into play, or giving it only 1 Zombie at a time, instead of 2.  10 force of creatures for 6 mana is sick, but giving it deathtouch & 4 more force of creatures every time it attacks too?  WHAT?  Grave Titan is ridiculous.

Gravedigger:  I've always liked Gravedigger.  In the basic game he's great.  In a Zombie deck, he's good.

Hideous Visage:  Nice common card for the basic game.  I think this card can win you such games.

Mind Rot:  Since Distress costs 2 black, Mind Rots cost is right.  I just wish I could see my opponents hand too.  Then I'd really like this card.

Monomania:  If your opponent has 5 or more cards in his hand, this is a great card, which is also why it has to cost 5 mana to cast it.  Not sure if it'll see much play.  Like the name though.

Onyx Mage:  I like the Onyx Mage a lot.  Great black wizard spell & awesome art too.  Cool card.

Reassembling Skeleton:  Definitely one of my favorites in the set (just see my review of Innistrad).  This creature is good all by himself, but with all the creatures that can benefit from his ability, he becomes one of the most versatile cards out there.  Just a perfect card.

Royal Assassin:  The great Royal Assassin, who can take down any creature, as long as it's tapped.  Gotta love that ability.  I wish he had Haste, but then he'd probably be Mythic.  Hmmm....

Rune-Scarred Demon:  Okay, a 6/6 flyer for 7 is just not going to see much play, except for the basic game, but a 6/6 flyer for 7 that lets you get any 1 card from your library & add it to your hand.  That could see some play.

Sengir Vampire:  The original Vampire from Magic.  He's still kicking somehow.  He went from being a pretty powerful card to just a good card, but that's okay.  He's still great in the basic game.  Long live Sengir Vampire.

Smallpox:  When Smallpox first appeared it was one of my favorite new cards.  What a nasty nasty little card this is.  Glad it made M12.  It definitely belongs in the Innistrad block.

Sorin Markov:  Sorin is a great planeswalker, as all planeswalkers are great, but he's pretty expensive.  In light of some of the new cheap planeswalkers (Liliana), I wonder if he should only cost 5 now.  Just a thought.

Sorin's Thirst:  Like Jace, Sorin has a nice common card here.  Very cool card.

Sorin's Vengeance:  I guess this card has to cost 7.  No matter how you cut it, a 20 point swing in life is pretty amazing.  Fun card.

Sutured Ghoul:  It's beyond ridiculous how big Sutured Ghoul can be, but if your opponent counters him or just kills him, it won't matter one bit, will it.  It's a great card regardless, but if you do manage to get him into play & attack, it should be game over.

Taste of Blood:  I think this is a useless card.  If you could hit a creature with it, it would be good.  Don't see the point of this card.

Tormented Soul:  A Spirit creature that costs 1 & is unblockable.  Invisible Stalker, Tormented Soul, Reassembling Skeleton.  Wow.  I see some serious weenie decks competing in this environment.

Vampire Outcasts:  Good card.  Without the Bloodthirst it's a little expensive, but still decent, but with Bloodthirst you get a 4/4 Lifelink for 4.  Nasty.

Vengeful Pharaoh:  A 5/4 Deathtouch for 5 is good, although the 3 black mana in the cost makes him pretty difficult to play in a booster draft probably, but his ability is great, which would make me consider him for almost any deck that played black, let alone a Zombie deck.  The artwork is also very cool.

Warpath Ghoul:  Strong common creature card for the basic game.

Wring Flesh:  Wring Flesh is fun.  You attack with a 4/3 creature.  I only have a 2/2 creature to block with, but I block & then I play Wring Flesh.  Your 4/3 creature is now a 1/2.  Your creature dies.  My guy is still alive.  Love it.  I just love cards that affect combat, course this also kills any creature with a 1 defense, making it a very useful card, regardless.

Zombie Goliath:  Boring, but probably necessary to fill out the creature list for black, giving black another big basic creature to play.

Zombie Infestation:  Zombie Infestation with Innistrad cards should work really well, whether you're discarding Reassembling Skeleton or Skaab Ruinator or whatever; putting a Zombie token into play while filling up your graveyard is a potentially lethal combination.

RED:

Act of Treason:  Very good common card.  Taking one of your opponents creatures for a turn & attacking with it is always fun.

Blood Ogre:  Another good common creature card.  With Bloodthirst you're getting a 3/3 first strike for 3.  That's really good.

Bonebreaker Giant:  A decent big common creature for red.

Chandra, the Firebrand:  Chandra is awesome.  3 loyalty counters is low, but you can immediately up it to 4 & possibly take out a creature too with her built-in ping ability, or you can immediately duplicate an instant or sorcery spell, which is really powerful, although you're now down to 1 loyalty counter if you do it right away & her last ability, if you can cast it, should win you the game.  Simply amazing.

Chandra's Outrage:  The mana cost is a little high for a direct damage spell, but since you're dishing out a total of 6 damage, I think this is a very good common card.  Don't know of any others that kill a creature & deal 2 damage to the player too.  Very nice.

Chandra's Phoenix:  Another one of my favorites.  Chandra just keeps bringing her Phoenix back to life.  Just a very cool card.

Combust:  Not only is this card great for destroying white or blue creatures, but it can't be stopped.  For me, that makes this sideboard card the best of the 5 cards like it.

Crimson Mage:  Another great Mage card.  Giving a creature haste can make all the difference in the world.  Great card.

Fiery Hellhound:  I'll take the Drifting Shade over the Hound any day, but he's still decent in Basic.

Fireball:  Fireball is fun, but I rarely use it, because it takes a lot of mana to make it really effective.  But it's still a decent card.

Fire Breathing:  So you're giving your creature the ability of the Fiery Hellhound.  Fun.  Putting this on a creature that's unblockable?  Mean.

Flameblast Dragon:  A real fire breathing Red Dragon.  Love it.

Fling:  Fling should see lots of play with some of these Innistrad cards, as well as some of these M12 cards.  How about Flinging your Skaab Ruinator at someone?  Ouch!

Furyborn Hellkite:  So I'm guessing that a 6/6 flyer for 7 would either be a common or an uncommon card.  Add Bloodthirst 6 & it goes Mythic?  A 12/12 flyer for 7?  Yeah, I'd call that Mythic.

Goblin Arsonist:  He's a little pest, is what he is.  Neat little common.

Goblin Bangchuckers:  This has to be one of the worst coin flip cards I've ever seen.  A 2/2 for 4 mana?  And if you lose the coin flip, he dies?  How about a mana cost of 2 or 3 & if he loses the coin flip he does 2 damage to you?  Seriously, how hard was that?

Goblin Chieftain:  The great Goblin Chieftain.  Too bad they don't have many good goblins in this set.  Weird.

Goblin Fireslinger:  Good Goblin creature.  Nice ability.  Good common card.

Goblin Grenade:  Love Goblin Grenade.  Always have, always will.

Goblin Piker:  Boring creature, but good for the basic game, but how can you be a Piker & not have an ability?  Seriously.

Goblin Tunneler:  He's decent, but a 2 power creature doesn't do a whole lot.  Try this.  Attack & cast Titanic Growth on your 2 power unblockable creature.  Now it's a 6 power unblockable creature.  Whoo-hoo!

Goblin War Paint:  You can't combine this nice little ability with the Tunneler, but you can put it on a creature that's already unblockable, which is awesome, or any creature for that matter, which is still good. 

Gorehorn Minotaur:  Finally a good Minotaur creature.  If you don't get Bloodthirst, it's still decent, but if you get it, you got a 5/5 Minotaur for 4.  That'll work.

Grim Lavamancer:  When I first looked at Grim Lavamancer I didn't think it was very powerful & wondered why it was rare.  Now I get it.  First, it's a turn 1 creature & exiling 2 cards from your graveyard is not too difficult, which means he can probably dish out 2 damage almost every turn.  A couple of these guys in play with a full graveyard spells trouble for your opponent, as Grim just takes control of the game.

Incinerate:  Glad they're sticking with Incinerate instead of Volcanic Hammer.  Volcanic Hammer was decent & I like the name better too, but Incinerate is better.  How about making Volcanic Hammer do what Incinerate does?  After all, it's a "Volcanic" Hammer.  ; )

Inferno Titan:  Cool Titan.  Cool powerful ability.  Not ridiculous like Grave Titan - lol.

Lava Axe:  Why do they keep bringing back the lousy Lava Axe?  Make it creature or player & it's still weak - lol, but way better than it is now.  Lower the cost to 4 too.  Now you've got a decent card.  Lava Axe is a joke.  Stop re-printing it.

Lightning Elemental:  Now here's a card that they should keep.  A 4/1 haste for 4 is powerful in the basic game.  A solid common card.

Manabarbs:  Glad to see Manabarbs cause I think it's a great card.  Of course the original idea was that you generated mana with artifact lands, so that Manabarbs barely affected you.  You can still do that, somewhat, so Manabarbs remains a very cool & effective card.

Manic Vandal:  A good basic common card, because you're getting a 2/2 creature for 3, no matter what, but if your opponent has an artifact in play, this is a really nice card.  I love the flavor text too - lol.

Reverberate:  In some ways, not as good as Redirect, since the original spell happens, no matter what, but in some ways it's better than Redirect because if you cast the original spell, now you're duplicating it.  Cool.

Scrambleverse:  Some players love spells like this.  Some hate them.  I tend to like them, but I wish this spell cost 6 instead of 8, but it's still fun, no matter what, but kinda goofy too.  Yeah, I'll admit it.

Shock:  With Lightning Bolt rotating out, Shock is back, but why not Firebolt?  Firebolt has flashback & Innistrad has flashback.  What am I missing?

Slaughter Cry:  In the basic game this card probably has to cost 3, but it won't see play anywhere else, probably.  I wouldn't even bother with it on an unblockable creature, since Auras are better, in my opinion & besides, this is designed to kill a creature in battle & save your creature at the same time.  I like the concept of the card.

Stormblood Berserker:  A 1/1 creature for 2 that can only be blocked by 2 or more creatures isn't that bad, but with Bloodthirst 2 this creature becomes pretty darn nasty.

Tectonic Rift:  While this card really isn't that good, in the basic game it can be pretty darn effective, so I guess it is pretty good after all.

Volcanic Dragon:  See, you have Volcanic Dragon, so you need Volcanic Hammer.  A good solid uncommon creature card.

Wall of Torches:  I love that it can destroy a 4 power creature & it only costs 2 mana.  Wall of Torches is a good defender.

Warstorm Surge:  The only problem with this potentially powerful enchantment is it doesn't do anything when you initially put it into play & it probably won't do anything until the next turn.  It's still a pretty cool card though, just don't think it'll see much play.

GREEN:

Acidic Slime:  A good creature.  Yes, a 2/2 for 5 blows, but it has deathtouch, so that's better, but you also will destroy something when it comes into play, so see... it's a good creature.

Arachnus Spinner:  A 5/7 Spider for 6 is good & I like that you can keep getting Arachnus Web back from your graveyard.  Cool Spider.

Arachnus Web:  This card is fun & it makes sense too, but with the Spinner you can go ahead & play it on a big creature, which shuts it down for the turn, because you can keep getting it back each turn.  Those Spiders just keep hitting you with their webs, don't they?

Autum's Veil:  Nice card to stop Blue & Black spells from countering and targeting your creatures.  Excellent sideboard card, obviously.

Birds of Paradise:  One of the best staples in the game.  Even in a mono-green deck it's good because it offers mana accel anyway & it can block flyers.  Great card.

Bountiful Harvest:  The only time a card like this might be useful is late in a basic game when you desperately could use like 7 or 8 life, or 9 or 10 - lol.  Otherwise, this is a pretty useless & unneeded card in the game.

Brindle Boar:  A decent creature for the basic game.  A 2/2 for 3 is okay & you can still block & then sacrifice it, especially if it was going to die anyway, & then you gain 4 life, which is helpful.  Nice card.

Carnage Wurm:  Nice big wurm.  Cool to see a huge wurm with Bloodthirst - lol.  The bloodthirst mechanic is just perfect for Innistrad, isn't it?

Cudgel Troll:  A 4/3 for 4.  That's a good creature card.  It's a Troll, so it can regenerate.  That's a really good creature card.

Doubling Chant:  It costs 1 more than Doubling Season & for good reason too.  If you can put 2 creatures in play with this card, that's good.  3 would be great.  4 is awesome, thus 6 mana is the appropriate cost for this card.  Just imagine if you had like 8 creatures in play & a copy of each in your library.

Dungrove Elder:  One of my favorites in M12.  I think this is one of the best creatures in this set.  In a mono-green deck, I could bring him into play on turn 2 as a 2/2 with Hexproof.  Then next turn he'll be a 3/3, assuming that I played another forest.  Good luck if your opponent gets a couple of Dungrove Elders into play.

Elvish Archdruid:  The mana manipulation of this card is pretty ridiculous, allowing you to play a big creature as early as turn 3 (1 Llanowar Elf & him give you 6 green mana on turn 3).  Essence of the Wild, maybe?

Fog:  A very necessary card.  If I played a mono-green deck or a green/white deck, I'd definitely consider having 4 Fogs in it.  No not Frogs, Fogs - lol.

Garruk, Primal Hunter:  Another powerful Garruk.  I like that they took away that ridiculous land untapping ability, but I don't like that he costs 5 & starts with only 3 loyalty counters, but since it goes up to 4 with a 3/3 beast, it'll work.  Not sure who I like better, this Garruk or the one from Innistrad who transforms.  I think I like the Innistrad Garruk the best.

Garruk's Companion:  Another one of my favorites.  A 3/2 Trample for 2 green?  Well, I think I'd still take the Watchwolf, just for the 3 toughness, but Garruk's Companion is a great card.  Mono-Green looks like a real powerhouse to me.

Garruk's Horde:  I think the Horde is a good card, but unless I was playing the Archdruid, I don't know if I'd bother, but I think his ability is pretty cool, potentially giving you an extra card.

Giant Spider:  Another staple, but this one, like Lava Axe, seriously needs an upgrade & it would be so easy to improve him.  A 3/4, a 2/5, lower the cost to 3, anything.  Just make this Spider a better creature than he currently is please.  Thanks.

Gladecover Scout:  Perfect 1 cost common card.  Good use of Hexproof.

Greater Basilisk:  I don't care much for the Greater Basilisk, but in the basic game he's pretty tough; great defense & deathtouch is just nasty, so I get why he's here.

Hunter's Insight:  Um, maybe I'm wrong, but isn't the card drawing potential with this card pretty awesome?  If my creature does 5 damage, I draw 5 cards?  This sounds like a very good card to me, but clearly since damage could be prevented, it could do nothing, but still.

Jade Mage:  Coming in 4th. place of the 5 Mages is the Jade Mage.  She's pretty good, but not as good as the other 3, but still better than the Azure Mage.  So if I were WotC, I'd improve the Jade & Azure Mage for next time.

Llanowar Elves:  Great common.  Great staple.  Enough said.

Lure:  Putting Lure on Greater Basilisk could be fun huh?

Lurking Crocodile:  I like Lurking Crocodile.  He's a 2/2 for 3, which could be a 3/3 & if your opponent controls an Island, he's unblockable.  A very good common creature card.

Naturalize:  So Naturalize is in M12, then why is it also in Innistrad?  That has to be a mistake, right?

Overrun:  How to win the game on turn 5.  If you have 4 creatures in play, that's 12 damage, plus whatever the creatures do.  Blockers will absorb some, but not all, thanks to Trample.  Cool.

Plummet:  A very necessary card for Green since they have the least amount of flyers.  Good card.

Primeval Titan:  I think he's the weakest Titan, but I have to admit that the mana accel could really work in the late game & you're still getting a 6/6 Trample for 6, which is very good.  Also, the fact that you can get any land could be great.

Primordial Hydra:  I think this is a silly ridiculous Mythic card.  No, it's not overly powerul, in that it's easy to kill, but it is overly powerful, because it can pretty quickly become like a 20/20 & that's just silly.  Then it's a 40/40 on the next turn.  Please.  This is a joke.

Rampant Growth:  Solid staple in the game.

Reclaim:  This really is a good common card.  There's so many cards that you'd just love to take from your graveyard & put back on top of your library, as your opponents turn is ending

Rites of Flourishing:  Very nice card, but it helps your opponent too.  I like cards that are powerful, but risky to play.

Runeclaw Bear:  A needed basic creature card.  Nothing special.

Sacred Wolf:  This Wolf is pretty good.  He's easy to kill, yes, but a 3 power for 3 & Hexproof is strong.

Skinshifter:  Another one of my favorites.  Skinshifter is just too cool for words, giving you all the flexibility of creatures that you need.  What an awesome card.

Stampeding Rhino:  Good common card for the basic game.

Stingerfling Spider:  Another decent creature for the basic game.  If there's a good flyer in play that it kills, then he was a great creature for that game.

Titanic Growth:  I like Giant Growth better, but Titanic Growth is good too.  I just prefer the quick 1 mana cost spell for a +3/+3 instead.

Trollhide:  Just another nice card for the basic game.

Vastwood Gorger:  Apparently they needed to add 1 more big green creature for green - lol.

ARTIFACTS:

Adaptive Automaton:  More pump ups for your creature-type deck.  How much more pumping up abilities do we need in this game?

Angel's Feather:  All 5 of these types of Artifacts are just okay.  People must enjoy playing with them because they keep re-printing them.  It is sort of fun if you get 2 or more out & you & your opponent are both playing that color.  I can see how that would be fun, as well as frustrating to your opponent.

Crumbling Colossus:  He's a 1 shot deal, but that's okay, cause he's a 7 trample.  Then he crumbles to the ground.  That's fine.

Druidic Satchel:  I think the Druidic Satchel is my favorite card in the set.  The art is beautiful & the ability is just fun, as well as effective.  Reach into your Satchel & see what you get.  Love it.  Just wish it cost 2, instead of 3.

Elixir of Immortality:  I doubt you'll ever run out of cards, if you have 4 of these in your deck, so this might be a good sideboard card, simply for that reason.

Greatsword:  Unfortunately the Greatsword isn't so great, as it's too expensive to play & equip.  If it had first strike, it would have some value, but I'd still want the cost or the equip to be lowered to 2.  I'd say the equip should be 2.

Kite Shield:  Beautiful card & I love that it costs 0 to play, but an equip cost of 3?  How about a 1 cost & a 1 equip.  I think that works much better.

Manalith:  Good common mana card.  Cool art too.

Pentavus:  I could care less about Pentavus.  I know it's abilities make it pretty versatile, but a 5/5 for 7?  Not interested.

Quicksilver Amulet:  So playing this on turn 3 would allow you to play any creature in your hand on turn 4.  I'll take 4 Amulets please.  Thank you.

Rusted Sentinel:  I guess a 3/4 for 4 was just too powerful huh, so they said "lets have him come in tapped, cause otherwise, he'll just dominate the field, right?".  Umm... no.  Dumb card.

Solemn Simulacrum:  Excellent card, that effectively gets you 2 more cards.  You can't go wrong with 4 of these in your deck.

Sundial of the Infinite:  I guess if your turn is going badly, you can just end it, possibly saving some of your creatures too.  Sounds like a possible excellent sideboard card.

Swiftboots:  Another one of my favorites.  They're not quite as good as those crazy boots with the 0 equip cost that gave you haste, but they're still pretty darn good. 

Thran Golem:  I like cards like this, because even though it's not very good by itself, a 3/3 for 5, it's begging you to enchant it, which is pretty cool.  How about Spirit Mantle or Lifelink or Gruesome Deformity?

Worldslayer:  Yeah, it's expensive, but it should be, since it freakin' destroys everything!  How insane is that?  Curious why they put Worldslayer in M12.  Just for fun, I guess.

LAND:

Buried Ruin:  Potentially a very cool land, especially if you can bring the land back from your graveyard to do it again.

Dragonskull Summit:  All the dual lands are powerful lands.  Nothing more needs to be said.

Well I have to admit that for a core set M12 is pretty cool & doesn't have too many bad cards in it.  Plenty of boring ones sure, but apparently those boring cards are somewhat necessary for the basic game.

So how did I do?  I'd like to know where you disagree with me too, cause if you're right I'd like to know that.  Thanks.

My review of the Mtg cards from Innistrad

This is my review of the Mtg cards from Innistrad.  I really like this set & thought it would be fun to write my own review.  I've already written an article listing my favorite cards from the set, so I won't include any of those cards in this review; no point in going over the same cards again.

If you want to see my comments on those cards, here's the link.

http://lightmane.posterous.com/75683160

I won't be using pictures, or stating what the card says entirely, so here's a list of the entire set of cards, with pictures.

http://castlesandcooks.com/magic-the-gathering-spoilers/innistrad-spoiler-0249/

As usual, there's plenty of bad or weak cards; which they claim they purposely put in to "balance" out each color.  Here's a thought...  Why not just "balance" out each color with more "good cards".  ; )

So with that said, lets begin:

WHITE:

Abbey Griffin:  This card is okay, but in my opinion it should only cost 3, not 4.  There's a 2/2 white flyer with a cost of WW, so why when you add Vigilance, does the cost go from WW to 3W?  How about 1WW or 2W?  It's still a useful card in a basic game, but I think it should've only cost 3, not 4.  For 4, I'd at least make it a 2/3 flyer, or even a 2/4.

Angel of Flight Alabaster:  I love the artwork.  If you want to make a deck with spirits, then of course you'd want this card.  Even if you only play with a few spirits, it's still a good card, since there's nothing bad about a 4/4 flyer for 5. 

Avacynian Priest:  This card is ok, but Gideon's Lawkeeper from M12 is better, but if you're playing against a non-human deck, adding 4 of him with 4 Gideon's should work nicely.

Chapel Geist:  Not sure why the double white is needed in the cost for a 2/3 flyer, but maybe it's for balance.  He's ok in a basic game or in a spirit deck, but that's about it.

Cloistered Youth:  I like this transform card, because you decide when to transform her, but once you do, she's stuck in her new 3/3 form & you lose 1 life at the end of each of your turns.  Ouch!  In a basic game, this card can be very strong, but she's always a little dangerous to use, no matter what.  I like that.

Dearly Departed:  A 5/5 flyer for 6 is fine & I'm assuming the double white cost is for her ability, which is a very good ability.  Notice that this ability works for each copy in your graveyard, giving your humans up to a 4/4 bonus.  A graveyard deck built around humans?  It could work.

Divine Reckoning:  Cool card.  If you've got the best creature out, this is better than Day of Judgement.  It's also nice if your opponent has more creature than you, but you'd like to keep one.  Either way, it levels the playing field, just like Day of Judgement & Flashback makes it even better.  Nice card.  Yes, it can also be "worse" than Day of Judgement.

Feeling of Dread:  In a basic game, this card would be nice in a blue/white deck.  Doubt it'll see much play elsewhere, but it's pretty good.

Fiend Hunter:  Nothing wrong with this cleric.  I'm assuming the double white is simply because of it's nice ability.  I've never fully understood what determines how many colored mana symbols a card gets.  I somewhat understand it, but not completely.

Gallows Warden:  A 3/3 flyer for 5 isn't good.  The ability is okay, but not great.  Don't see much use for this card.  Why not make a cheaper version of it, to give that nice defensive boost to your spirit creatures.  Say a 1/1 flyer for 2, or even a 2/2 for 3.  Much better.

Geist-Honored Monk:  If it wasn't for it's second ability, this card wouldn't be very good, but its second ability is what drives up the mana cost too.  If you've got creatures already in play, this card is really good.  Even alone, it's still a 3/3 vigilance with 2 1/1 flyers for 5.  Great card in the basic game.  Constructed?  Maybe.

Ghostly Possession:  This card would work well if it had flash.  Without it, it's just an ok card.  Effective to put on a small creature, making it virtually indestructible; at least in combat anyway.

Intangible Virtue:  Very cool card.  Love token decks & this card would be a staple in any token deck, obviously.

Mausoleum Guard:  I understand what they're thinking with the 4 mana cost, since you get 2 1/1 flyers when it dies.  I like that ability, but I'm not paying 4 mana to bring in a 2/2 human scout.  Sorry.

Mentor of the Meek:  I think this card is gonna see a lot of play.  Absolutely great card & very powerful, but when I first read it, I didn't think it was great.  Then I play-tested it in my humans deck.  It instantly kicked the deck into 4th gear as I started drawing 1 or more cards every turn.  Watch out for Mentor of the Meek.

Midnight Haunting:  I guess this card has to cost 3, since it's an instant.  I like the name.  I love how it fits the theme of Innistrad & it is an effective card.  Not powerful, but effective, so cool.

Mikaeus, the Lunarch:  Potentially a powerful card, but fairly easy to kill too, so I wouldn't of made it Mythic.  I think they were right to make it legendary though, cause otherwise it could get pretty nasty, but when has "getting pretty nasty" ever stopped R&D at Mtg?  Just sayin'.

Moment of Heroism:  I like cards like this.  They're neat, effective & fun.  In the basic game I think this card is great.

Paraselene:  One of the coolest "looking" cards in the set.  Doubt it'll see much play though, but it might be a decent sideboard card.

Purify the Grave:  Normally I wouldn't think much of this card, but with all the graveyard shenanigans in Innistrad, like Skaab Ruinator & Zombies, this card should see plenty of play as a sideboard card.

Rally the Peasants:  Fun card.  Perfect for red/white in a basic game, whether you play it after you attack or block.  I enjoy cards that work in combat.  Love the name too.

Rebuke:  Good common card, in that it will kill almost any creature, except for those who have protection from white or instants.  In basic, I'd definitely play it & in constructed I'd certainly consider it for my sideboard.

Selfless Cathar:  I like clerics who sacrifice themselves & I think his ability is pretty good.  It's a 1/1 for 1 with a decent ability.  Good enough for me.

Silverchase Fox:  Decent card.  Nothing great, but he works.  Wish he was a wolf though, instead of a fox, since a wolf works better with werewolves, but since he's white, it probably doesn't matter.

Slayer of the Wicked:  Excellent sideboard card & really good in an Innistrad booster draft too, since there's a good chance you'll encounter one of those creatures that he'll destroy.  Anytime you can play a creature & destroy one of your opponents creatures, at the same time, that's a winning combination.

Smite the Monstrous:  Rebuke costs 3, but only works on attacking creatures.  This costs 4, but only works on big creatures, but it's an instant, so I think the mana cost is right.  Nice card.

Spare from Evil:  This is one of those cards that's easy to overlook, but late in the game, it can clear the way for your creatures to attack for the win.  I wouldn't look past this card.  Course if your opponent is playing humans, then it's completely useless - lol.

Spectral Rider:  NICE!  A cool spirit & a knight that's hard to block.  I "think" I like this better than White Knight or Silver Knight etc.

Stony Silence:  I'm sure this is a great sideboard card, as it can really shut down some decks, but I doubt it'll see much play elsewhere, since it's completely useless if your opponent isn't playing with artifacts that have activated abilities.  I tend not to like cards that "can" be completely useless.

Thraben Purebloods:  One of my least favorite cards in the set.  A 3/5 for 5?  Yuck.  I guess in a basic game he's effective, with that 5 defense, but pretty much any creature is "effective" in a basic game, isn't it?  I think it should've cost 4, maybe with 2 white mana symbols.  Then it's a decent card.

Thraben Sentry:  A 2/2 vigilance for 4 is weak & one of my creatures has to die for it to transform into a 5/4 with trample.  I think a 2/2 vigilance for 3 that transforms into a 4/4 with trample would've been better.  But still, if I lose a creature he becomes a 5/4 with trample.  What fun.

Unruly Mob:  So just play 4 Unruly Mobs with 4 Thraben Sentries & play red too & kill off your own little creatures to make these 2 get angry - lol.  I like Unruly Mob.  It's a fun card & potentially very dangerous too.

Urgent Exorcism:  Limited use for this card, but if a spirit deck gets lots of play, this will make sideboards probably.

Village Bell-Ringer:  He should've made my favorite cards list.  How can you not like the Village Bell-Ringer?  I like that he has a 4 defense, since he's protected in his bell tower.  I guess he has a 1 attack because he can run downstairs & join the fight, but then shouldn't he lose his 4 defense?  Just askin'.  ; )

Voiceless Spirit:  Decent card.  Good for your basic game & he should work well in any spirit deck, regardless.

BLUE:

Armored Skaab:  This guy is designed for reanimator decks, but I still wouldn't put him in one.  Pretty useless card, as far as I'm concerned.
UPDATE:  I'm wrong once again - lol.  I love that Magic can make what looks like a lousy card, but it's actually a very useful card.  I've been watching some drafts on youtube & I'm getting a better feel for how this set works with both putting creatures in a graveyard & that killer flashback ability.

Back from the Brink:  I could be wrong, but this seems like a very good late game card.  You can now effectively cast creatures from your graveyard, so aren't you, in essence, giving your creatures flashback, & if you have creatures in your graveyard that have additional costs, it seems like you won't need to pay those costs.  Yikes!

Battleground Geist:  I'll take this over Gallows Warden, but I still don't think it's all that good.

Cackling Counterpart:  Good card & the flashback only makes it better, obviously.

Civilized Scholar:  Perfect theme for Innistrad & he works well with reanimator decks too.  Nice card.

Claustrophobia:  Very good card for the basic game & maybe even in Constructed, since keeping a creature tapped can really mess with your opponent.

Curiosity:  Umm... so you put this on Invisible Stalker & then you just take over the game, yes?  Yikes!

Curse of the Bloody Tome:  I like cards like this.  The potential to make your opponent lose 8 cards a turn, from their library, is pretty cool.  Love the name & the theme too.

Deranged Assistant:  This might be a good card in a reanimator deck, but just getting the 1 mana makes this card worth looking at, regardless.

Dissipate:  So Dissipate is "Cancel", but a little better.  Nice.

Dream Twist:  For reanimator decks, I think this card could be effective.  Other than that... not so much.  For those who don't know, reanimator decks are decks where you can "reanimate" creatures from your graveyard, which looks like a strong theme with Innistrad.

Forbidden Alchemy:  I forget the name of the original card that did this, but it made tournament decks & this one has flashback.  Enough said.

Fortress Crab:  LOL - I hate 1 power cards that cost 4 mana.  Sure, he's a good defender, but big deal.  In a basic game, it might work, but otherwise, why bother.

Frightful Delusion:  Love this card.  The potential to counter a spell "and" have your opponent discard a card?  Very nice, although a cost of 1 blue & 1 black would've been perfect, in my opinion.

Grasp of Phantoms:  Lame card.  Sure it has flashback, but so what.  The original cost is too high & if you need to spend 8 mana to do it again, then your deck blows - lol.

Hysterical Blindness:  In a basic game, this card can work, but all you're doing is preventing damage for a turn, so this card doesn't cut it for me.

Invisible Stalker:  Definitely one of the coolest cards in the set.  Should've made my favorites list.  An unblockable creature that your opponents can't target?  Wow!  I bet this sees lots of play in tournaments.

Lantern Spirit:  A 2/1 flyer for 3 is not very good.  A 2/1 flyer for 3 that you can return to your hand for only 1 blue mana?  I'd say that's very good.

Makeshift Mauler:  Great looking card, and not too hard to play, but shouldn't a creature, who's killing a creature in the picture, have an ability that... oh, I don't know... hurts creatures???  But for a common, he's okay.  Good in the basic game though, probably.

Memory's Journey:  This is the kind of card that you use on yourself, after you've depleted your library, so that you get more cards to cast again to win the game.  Outside of that, I don't think this card has much use.

Mindshrieker:  Lots of options with this nice card.  It's potentially very deadly in the early game though, so I think this card will see some play.  How about combining this with Sensei's Divining Top.  Yes, I know that combo isn't available in the Innistrad block.

Mirror-Mad Phantasm:  I'm failing to see why this is mythic.  It's a good card.  It's a fun card & I guess it must be very powerful for a reanimator deck, cause otherwise I see no reason for this to be mythic.

Moon Heron:  This looks like one of those filler cards; adding a spirit flyer for blue.  So why not 3/3?  Too powerful?  ; )

Murder of Crows:  If it would've stopped at "draw a card", this card would've been great.  It's still pretty good though, but nothing great.

Runic Repetition:  Cute idea, but pretty limited, but it's still pretty good.

Selhoff Occultist:  This card might have some use in some decks, but he's fine for basic too.

Sensory Deprivation:  Scary looking card, but could be effective, especially in a basic game.

Silent Departure:  Not sure why this is a sorcery, since Unsummon, which does the same thing, is an instant, but it's still okay.

Skaab Goliath:  I think, without the additional cost, his mana cost should be 7, but with the additional cost, it should be 5.  Still a good creature, obviously, but I doubt he'll see much play.

Spectral Flight:  Great card for basic, but that's probably the only place you'll see it used, but I've never understood why.  What's not good about giving your creature +2/+2 & flying, even in a constructed deck?  Yes, I know if he dies you lose 2 cards, but if he hits once, didn't you get your money's worth?

Stitched Drake:  Good common card.  The additional cost could hurt you in a basic game, if you haven't lost a creature by turn 3 though, but if you did, this guy is really good.

Stitcher's Apprentice:  Boy, with reanimator, this could be wicked, yes?  Perfect with Reassembling Skeleton, from M12.  Love the ability & love the potential.

Sturmgeist:  This guy would be pretty worthless without that last ability, but even with it I doubt he'll see much play.  He "could" be great in a basic game, but he could suck in it too, couldn't he.

Think Twice:  I must be missing something.  Inspiration costs 3 & lets me draw 2 cards.  I'd have to spend 5 with Think Twice to get those 2 cards, so why not have it's mana cost be 1 blue & it's flashback be 2.  Maybe I'm wrong but I think this card is pathetic.  What a waste of time.

Undead Alchemist:  If you want to build a deck that's designed to make your opponent run out of cards, you might want to use this card.  Then again, I think there's better cards for that purpose, so maybe not.

BLACK:

Abattoir Ghoul:  Because of the first strike ability, he can be useful, but other than that, not so much.

Altar's Reap:  Perfect with Reassembling Skeleton & I'm sure others as well.  Cool card.

Bitterheart Witch:  I think if this card cost 4 it might be pretty good.  At 5, I'm not sure.  It's a neat ability though, that's for sure, so I like it, regardless.

Bloodgift Demon:  A 5/4 flyer for 5.  That's good.  The phyrexian arena ability can target you or your opponent.  That's good.  All around, a good card.

Brain Weevil:  Okay, so I have to pay 4 to get a 1/1 creature out that's hard to block.  So what.  Now if my opponent can't kill it, then it's ability kicks in.  Okay, that's cool, but why does the Weevil cost 4?  How about 3.  Ah, much better, but then he'd probably be uncommon, yes?

Bump in the Night:  I love bump in the night.  Should've been in my favorites.  How can you not love "bump in the night"?  lol.  Sure it's flashback is high.  So what?  It should be, otherwise this card might be deadly.  I think it's still potentially pretty deadly though.

Corpse Lunge:  Cards like this are tough, because if you don't have any creature in your graveyard, it's totally useless.  Wish it did something, without the additional cost, but it fits the theme nicely & for a common card, it's fine.

Curse of Death's Hold:  Yes, 5 mana is a lot, but this is still a good card.  Play a second one & your opponent is really in trouble, most likely.  I like all the curse cards in this set.

Curse of Oblivion:  Speaking of curses, this might be the weakest one, especially with that 4 mana cost, but with reanimator, maybe it'll make sideboard.

Dead Weight:  Hah!  Love Dead Weight, because unlike an instant that gives a creature -2/-2, this stays on the creature, so it's effective on any creature, even if it doesn't kill it.  Good card.

Disciple of Griselbrand:  Another card that can be useful in a reanimator deck, but it's also good in any creature deck, for if you know your creature is going to die, you can just sacrifice it & gain some life.  Nothing wrong with that.  Great looking card too.

Endless Ranks of the Dead:  This almost made my favorites list, but I don't think it's really that powerful & there were other black cards that I liked better, but this is still a cool ability.  I just wish you were guaranteed at least 1 zombie each turn.  Then it probably would've made the list.

Falkenrath Noble:  He's fine in a basic deck, but I doubt he'll make anyone's vampire deck.  Maybe, but I doubt it.

Ghoulcaller's Chant:  I'm surprised this only costs 1.  2 Zombies returned from your graveyard to your hand for 1 mana?  Why would you play a zombie deck & not have 4 of these in your deck?

Ghoulraiser:  Darn.  If only it wasn't "at random".  It's still a nice card though & I'd definitely consider it for my Zombie deck.

Gruesome Deformity:  Great card for basic & I think it's good, regardless, but I'm guessing you won't see it elsewhere, but I like it.

Heartless Summoning:  This is potentially a dangerous card, as you can now pump out your 3 cost creatures for 1.  Yes, they're -1/-1, but if I can bring out a 3 power creature for 1 mana & now it's a 2 power creature, am I not ahead of the mana curve here?  Watch out for Heartless Summoning.

Liliana of the Veil:  Liliana is going for around $50 on ebay & I'm not sure why.  Yes, I know she's powerful, but is she really "that" powerful?  Okay, she has a built-in Chainer's Edict (nice) & yes, her last ability is very powerful, but aren't all planeswalker's last abilities powerful?  Now her discard ability can be used to your advantage if you're playing a reanimator deck, but if your opponent is playing one then what?  Yes, she only costs 3 mana, which is great, but she only has 3 loyalty counters, so she's easy to kill.  Also, her chainer's edict ability can't be used very often.  I'd value her in the $20 to $25 range, but that's just me.  A great card yes, but I think Snapcaster Mage is better.  Then again, Snapcaster might be broken.  We'll see.

Manor Skeleton:  LOL - I "like" Manor Skeleton, but he's a little weird.  Why in the world does he have haste - lol.  It's his haste & regenerate abilities that make him cost 2 mana.  If he cost 1, he'd be great.  But it sure is weird having a skeleton that has haste.

Markov Patrician:  Okay.  For 3, you get a Vampire that can dish out 3 damage (nice) and gives you 3 life (nice), but she's easy to kill (darn).  For a common card, I can't complain.  Nice card.

Maw of the Mire:  I guess in a basic game, destroying a land & gaining 4 life, for 5 mana, is decent.  4 mana would've been better though.  Cool looking card though, so that's somethin'.

Moan of the Unhallowed:  Wow.  Creepy looking card, but good.  2 2/2 Zombies for 4 mana.  That's good.  Flashback.  That's better.

Morkrut Banshee:  This is an excellent card in the basic game.  Morkrut gives you a 4/4 creature with the possibility that you'll destroy one of your opponents creatures that's 4/4 or smaller, at the same time, and she's a spirit too.  Decent card.

Night Terrors:  Good common card.  I wish it only cost 2, but you are removing the card from the game, which is better than discarding it, so 3 is probably the right cost.

Reaper from the Abyss:  Again, why is this card Mythic?  It's powerful yes, but Mythic???  If Magic is going to have Mythic cards, then the most powerful cards in a set should be mythic & if there's rare cards that are more powerful than mythic cards, then what's the point?

Rotting Fensnake:  Another filler card to flesh out the set.  That bothers me.  This is the best you could come up with?  Sure, 5 power for 4 mana is great & it is a Zombie, so that's something, but how about making it a 4/1 & giving it an ability?  Oh wait, that would require more thought & time, so I get it.  No, seriously, I "do" get it.  I just get tired of boring creatures.

Screeching Bat:  This card would've made my favorites list, cause you gotta love the bat transforming into the vampire, but neither the bat nor the vampire have an ability.  Beautiful card.  Great idea, but no cool ability.  Well, you "can" control the transforming ability, so that's cool.

Sever the Bloodline:  Yikes!  This thing is nasty.  Even if you only exile 1 creature it's still good, but 2 or more?  And it has flashback too?  Wow!

Skeletal Grimace:  Nice card for basic.  Cool picture too.

Stromkirk Patrol:  Decent common card with a nice ability.

Tribute to Hunger:  This card is gross, but that's the theme, right?  Great card to play if your opponent has 1 big &/or powerful creature in play, but pretty useful anytime.

Unbreathing Horde:  The only drawback to this card is you can't play it if you have no zombies in play, or in your graveyard, but if you do, he's pretty wicked.  I'd put 4 of him in my reanimator deck, probably.

Unburial Rites:  It's a Zombify that costs 1 more (not good), but it has flashback for what Zombify costs (awesome).  I think this is a great card.  We'll see.

Vampire Interloper:  Boring basic vampire, but good in a basic format.

Walking Corpse:  Good basic common Zombie.  Perfect for this set.

RED:

 

Ancient Grudge:  Simple basic card that's useless, but can be useful in sideboard, as far as I'm concerned.  If this card said, "you can discard this card from your hand to draw a card", then it would be a really good useful card.

Ashmouth Hound:  I wish it was a 2/2, but at least it can kill a creature with a 3 toughness & I believe that if it kills a creature with 1 toughness, it doesn't die, so that's good.  Good common creature card.

Bloodcrazed Neonate:  Perfectly themed & excellent in the basic game.  Good card.

Brimstone Volley:  Okay, the ability is pathetic, but the Morbid ability is good, so why is the first ability pathetic?  If this card cost 2 & did 4 points of damage with Morbid, it would be better, in my opinion, but because of Morbid, this is still a useful card.  Of course, being able to do 5 damage is beneficial too.
UPDATE:  Okay, so I was totally wrong.  This is a great card, but I was looking at Lightning Bolt (3 damage for 1) vs. 3 for 3, but Morbid is not to difficult to achieve, especially with red, so I see why this card is so good.  5 damage for 3 at instant speed, to a creature or a player is great.

Charmbreaker Devils:  I like cards like this because they're different.  I'm guessing he won't see a lot of play, due to his 6 cost, along with the random element, but in the basic game I think he could be very good.

Crossway Vampire:  I like Crossway Vampire.  A 3/2 for 3 is fine & having her temporarily subdue a creature for a turn is fun.  Excellent creature for the basic game & very cool ability for a Vampire.

Curse of Stalked Prey:  Great curse.  The fact that this can be played on turn 2 is pretty sick.  I think even if it cost 3 it would see play.  I think a lot of people will have Naturalize in their sideboard, thanks to powerful cards like this.

Curse of the Nightly Hunt:  Not as powerful as Stalked Prey, so why the 3 cost instead of 2.  Maybe they got them mixed up - lol.  In a basic game this can really hurt your opponent big time, since it's often wiser to stay on defense.

Desperate Ravings:  Not sure if this card is worth bothering with, due to the random discard, but having flashback helps out, sort of.

Devil's Play:  So it's your basic direct damage spell with flashback.  I guess because of flashback, this had to be a rare card.  Pretty nasty, I'd say.

Falkenrath Marauders:  Yes, it's just a 2/2 flying haste for 5, but then it's a 4/4 flyer & if you can hit your opponent with him again, he's a 6/6 & then an 8/8, etc..  This is not a great card, but it's a fun card that can work very well, & the art is awesome.

Feral Ridgewolf:  I don't really care for this card, but I'll admit that with Trample, he's pretty good in the basic game & he's a Wolf, so he works with Werewolves, so that's nice.

Furor of the Bitten:  Just a repeat of another card, which is fine.  Here's a thought.  Cast it on Bloodcrazed Neonate for a nice boost.

Geistflame:  I think this card sucks.  If it's flashback cost was 2, instead of 4, I'd have no problem with this card.

Hanweir Watchkeep:  Here's what I don't like about the basic transform ability.  If you want it to transform, you need to cast 0 spells on your turn.  Now if your opponent casts 2 spells, it transforms back.  Now what?  Cast no spells again & "hope" that your opponent doesn't cast 2 spells again?  Maybe I'm missing something, or maybe it's supposed to be difficult.  I'm not sure, but I think that Hanweir stinks in his human form.  Pretty pathetic, if you ask me.

Harvest Pyre:  I'm glad Harvest Pyre can't do damage to a player, cause otherwise it would be too powerful, in my opinion.  This is a good common card.

Heretic's Punishment:  This is a good card for a reanimator deck, cause you can dish out damage while you're filling up your graveyard at the same time, but it might be too expensive to use effectively.  Not sure, but I think if the costs were 4 & 3, instead of 5 & 4, this would see a lot of play.  Just a guess.

Instigator Gang:  I wish the initial cost was 3 red or 1 & 2 red.  Maybe make him a 2/2 instead, but regardless, this werewolf is just nasty.  Course if your opponent can cast 2 spells, he won't work, which is why I wish the mana cost was 3 & not 4, but maybe it was too powerful in the basic game to get him out on turn 3 & then transform him.  Of course, with basic mana manipulation you can get him out on turn 3.

Into the Maw of Hell:  Love the name.  Love the artwork & I love the theme of the unlucky 13 in Innistrad.  Even though this card costs 6 mana, you're destroying a land and a creature, so I think this is a good card, despite the high cost.  I think the cost is right.

Kessig Wolf:  Good basic card because you're getting a 3 power creature for 3, which is good & the weak 1 defense won't matter "if" you can use his first strike ability.  I like it.

Kruin Outlaw:  A 2/2 first strike isn't very good, but the werewolf, once again, is deadly.  Now if you could just keep him from transforming back.  Course, if your opponent can't cast any spells, he transforms into the werewolf.  Now that's nice.

Nightbird's Clutches:  Just a simple boring basic card for the basic game.  At least it has flashback.

Past in Flames:  Now I know everybody thinks this is one of the most powerful cards in the set, and "maybe" it is, but I don't think so.  Yes, with 7 mana, you could cast 3 Lightning Bolts that you already cast, but lightning bolt is rotating out, so now you've got Shock, which is still good, but realize that you're spending 4 mana just to give you the ability to cast a spell or spells, but seriously, how many spells will you have enough mana to cast?  I think this "can" be a powerful card, especially late in the game, and since it's mythic I guess I'm wrong, but I don't think it's as great as people say.  Maybe it's merely for the win & that's the point.

Pitchburn Devils:  I think this guy should only cost 4, but in a basic game, he's still pretty effective; just slow.

Rage Thrower:  Cool looking card & cool idea, but he's too expensive.  Make him a 2/2 for 3 or even 4 & I think he works pretty good.  How about a 2/2 for 2 colorless, 2 red with the 2 damage ability.  Deuces are wild.  I like it.

Rakish Heir:  Good Vampire ability.  Now if he were a 1/1 for 2, I think he'd be even better, but he's cool, regardless.

Reckless Waif:  Now this guy is better, because it will be hard for your opponent to cast 2 spells on turn 2 & then you can attack with your 3/2 Werewolf.  This guy could create some problems for your opponent.

Riot Devils:  A 2/3 Devil for 3.  I have absolutely no idea why they made this card, other than to have a devil creature, I guess.

Rolling Temblor:  The flashback is pretty steep, but potentially a very strong card.  I'd draft it.

Scourge of Geier Reach:  Good creature for the basic game as there's a pretty good chance he'll be a 5/5 or 6/6 when you play him.  Maybe even a 7/7.  Cool.

Skirsdag Cultist:  Wish this cost 3 mana instead of 4, but I like the ability.  Again - Reassembling Skeleton.  Why do I see Reassembling Skeleton getting a LOT of play.

Tormented Pariah:  Not much of a creature here, unless you can make the transform ability work to your advantage.  Good luck.

Traitorous Blood:  So it's Act of Treason + Trample.  I like it.

Vampiric Fury:  I think this card will work well in your Vampire deck.  I'd be afraid to block, after you played this once.

Village Ironsmith:  Not as good as Reckless Waif, but almost.

GREEN:

Boneyard Wurm:  I think Boneyard Wurm should see some play, especially in a graveyard deck, obviously.  3 creatures in your graveyard & this is a very good creature.  Imagine 6.

Bramblecrush:  This is a good card; maybe an excellent sideboard card.  Not totally sure, but it's worth considering, with the powerful dual lands & crazy curses out there.

Caravan Vigil:  Nice card.  How they continue to come up with unique ways to fetch land cards is beyond me, but they do.

Creeping Renaissance:  This is nice, but I don't know if it'll see much play, since a reanimator deck probably wouldn't need it, but it's a nice way to get all your creatures back, or sorceries, etc., so I like this card, regardless.

Darkthicket Wolf:  Decent creature with an okay ability & it's a Wolf.  So, pretty good.

Elder of Laurels:  Potentially a strong ability, but not likely to be very effective, most of the time.  If you have 4 mana to spare & 4 creatures in play, sure.  : )

Festerhide Boar:  Just because you "could" get a 5/5 Trample for 4, this is a nice common card & possibly a great card in the basic game.  Did we really need a Boar in Innistrad though?

Full Moon's Rise:  Surely you'll put 4 of these in your Werewolves deck, yes?  Nice card.  Very effective.

Gatstaf Shepherd:  This guy would've been a joke if the Howler didn't have Intimidate.  Well, at least the mana cost isn't over-priced.

Gnaw to the Bone:  Cute card, but I see very little use for it.

Grave Bramble:  Another cute card that's a decent defender, but I think it should've only cost 2 green mana, but the protection from zombies makes this possibly a very good sideboard card.

Grizzled Outcasts:  Pretty boring transform card.  Good for the basic game though.

Hamlet Captain:  Should've been in my favorites.  The fact that his ability works when he's blocking, as well as attacking, makes this guy very cool.  Surprised he didn't cost 3 mana.

Hollowhenge Scavenger:  Pretty boring, but in the basic game, even if you don't get the Morbid ability, he's fine.

Kessig Cagebreakers:  He almost made my favorites list, because I like cards like this, because they're interesting.  I wish he was a smaller creature for less mana, but the ability is probably why they made it a 5 cost card.

Kindercatch:  Can somebody please tell me why there's 3 green mana symbols in this creatures cost?  He's a 6/6 spirit that has no ability.  Huh???

Lumberknot:  They probably had to make this guy cost 4, but I think he might be too slow, to be effective.  Of course there's that White card "Divine Reckoning".  That'll work.

Make a Wish:  Another card that almost made my favorites list.  Love the name.  Love the artwork & I love that you're gonna get something, but you don't know what.  Very cool card.  Probably not very effective in a game, but who knows.

Moldgraf Monstrosity:  If the creatures weren't returned at random, this creature would be great.  He's still cool though.  An 8/8 Trample for 7 & you get 2 creatures back from your graveyard when he dies?  Yep, I see why it's random.

Moonmist:  Talk about a great way to get around the difficulty of the transform ability.  This card is awesome.  I'm surprised it's not uncommon.  Pretty powerful card, if you ask me.

Mulch:  Is this a duplicate card from a previous set?  I can't remember.  Neat card though, regardless.

Naturalize:  Why Naturalize is in Innistrad & not in M12 is beyond me.  I thought the whole purpose the M series was to keep cards like this current.

Orchard Spirit:  Good common creature card.  Cool that it doesn't have flying, but creatures without flying can't block it, unless they have reach.  It's as though it has flying.  Curious how it's not a flyer, actually - lol.

Parallel Lives:  Doesn't Doubling Season cost 5 & doesn't this do exactly the same thing, making this a great card?  I must be missing something.

Prey Upon:  Another fun cool card that almost made my favorites list.  I love when creatures do battle with each other outside of the normal combat sequence.  I think all Werewolves should have this ability.

Ranger's Guile:  Cool little instant that works great in response to your opponent targeting one of your creatures.  Good use of Hexproof, making it act like a counter spell, if you're playing it in response to your opponents card.

Somberwald Spider:  Sorry, but a 2/4 for 5 is way too expensive.  This card is "only" good if the Morbid ability kicks in, but even then it's just a 4/6 creature for 5.  Pretty weak card.

Spider Spawning:  Fun card & because it has flashback, it's decent.  I like the idea too.

Spidery Grasp:  Nice common card for the basic game.  Love the artwork too.

Splinterfright:  Similar to Boneyard Wurm but better.  Love the second ability.  I see a Black/Green graveyard deck forming.

Travel Preparations:  Decent Common card.  Nice for your Green/White Humans deck.

Tree of Redemption:  Should've been in my favorites.  Love this card.  If you're lucky enough to draft this & can get it into play, what fun you'll have.  Sure it can be killed, but being able to bring your life total up to 13 each turn is just too cool.

Ulvenwald Mystics:  A weak transform card, but the regenerate ability makes it pretty good.

Villagers of Estwald:  Love the art, but it's just an okay card.

Woodland Sleuth:  He's weak with his Morbid ability.  With it, he's okay.  I wonder why randomness is such a theme in Innistrad.  Guess I should read up on the story huh.  ; )

Artifacts

Butcher's Cleaver:  A 3 cost & a 3 equip is too high.  Make either one a 2 & the Cleaver is a pretty good card.

Cobbled Wings:  Yuck.  Useless card.  Okay, it's not "useless" in the basic game.  Fine.  But it costs 2 mana why?

Demonmail Hauberk:  I like this card.  I wish it didn't cost 4, but it probably has to, since the sacrifice creature ability can be used to your advantage, since sacrificing a creature triggers Morbid.  Lots of possibilities.

Galvanic Juggernaut:  Speaking of sacrificing a creature to your advantage, here you go.  Sacrfiice a creature with the Demonmail ability, which untaps the Juggernaut.  Then simply equip the Hauberk to it & have fun.  How does a Juggernaut wear a Hauberk?  LOL

Geistcatcher's Rig:  I'm not very impressed with the "Geist" cards.  While I love the art, I could care less for this card, though killing a 4 toughness flying creature is nice, so maybe it does have a use.

Ghoulcaller's Bell:  Okay, this card is weak, but what a cool card.  Great idea.  Cool artwork.  Maybe it's not that weak.  Maybe it's effective.  I hope so.  That would just be so cool.

Graveyard Shovel:  Another card that should've made my favorites.  A shovel that gives you life - lol.  Gotta love it.

Inquisitor's Flail:  At first I thought this card was just okay, until I realized that my creature can hit the player for double damage & it won't take any damage back.  So using this on creatures that are hard to block can be quite devastating.  Maybe put this on the Invisible Stalker, although you'll probably want to pump him up a little bit.

Manor Gargoyle:  The Manor Gargoyle is well themed for Innistrad.  Having an indestructible creature is always great, even if it is just a defender.  Bet this card will be great in a basic game.

Mask of Avacyn:  Great looking card, but not sure if the equip cost is too high.  Hexproof is pretty powerful, so maybe 3 is right.

One-Eyed Scarecrow:  Can't see this anywhere but in a basic game, but even then, unless your opponent is playing with flyers, it's pretty useless.

Runechanter's Pike:  What I like about this card is the uniqueness of it.  The magic of your instants & sorceries powers the Pike.  Cool idea.  I think it would've been better as an uncommon card.

Sharpened Pitchfork:  I think this card is a joke.  If it cost 1 & was common, it'd be decent.

Silver-Inlaid Dagger:  This card almost made my favorites list.  The cost is effectively the same as the Pitchfork above, but I'll take +3/+0 over +1/+1 & first strike any day, though since it's "silver-inlaid" shouldn't it have some special ability against Werewolves & Vampires?

Traveler's Amulet:  Just another duplicate from the past.  Good card.

Trepanation Blade:  This is a very unique weapon, pumping up your creature while depleting your opponents library.  Pretty cool idea.  Not sure if it will see much play or not.

Lands

Clifftop Retreat:  All the dual lands are awesome.  Nothing more needs to be said.

Ghost Quarter:  I guess Ghost Quarter is good, even though you lose a land, while your opponent loses one, but gets to replace it with a basic land.  Still, if you destroy a good non-basic land, then that's pretty good.

Kessig Wolf Run:  Nice land for a Red/Green deck.  Not sure what else to say about it.

Moorland Haunt:  After your creature dies, you can get a 1/1 white spirit flyer.  Very cool land.

Nephalia Drownyard:  Good card for your reanimator deck, or just to deplete your opponents library.

Shimmering Grotto:  A good common non-basic land.  It fixes your mana very nicely.

Stensia Bloodhall:  I don't think this card is that great.  I understand that the cost to do 2 damage to a player has to be higher than normal, since you can do it each turn & maybe a cost of 4 mana would be too low, but I just don't think paying 5 mana to do 2 damage to a player each turn is all that great.  Maybe it is & if I'm wrong, that's fine.  Let me know.

I think the Innistrad set is a very good set.  Not perfect, obviously, but very good.  Well thought out cards & the way the theme is in the cards is excellent.  Still wish they'd stop with the lame cards, but overall, I think Innistrad is one of their best sets, along with Ravnica & a few others.

I still wish they'd make a set with no common cards & no bad or weak cards, just once.  I think it would be very popular.  Yes, I said no common cards.  You heard that right.  I think common cards suck because you end up with tons of them that you don't want, let alone need & it ends up being a waste of money, which is why I stopped buying cards until Innistrad, but I already got sick of seeing a bunch of cards that I have very little interest in, especially after I got 4 copies of one.  That's the problem with collectible card games; all those common cards that are mostly useless.

Love to hear your feedback on how you think I did & where you disagree with me.  Thanks.