#waterknot
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mtg-cards-hourly · 27 days ago
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Waterknot
Artist: Wayne Reynolds TCG Player Link Scryfall Link EDHREC Link
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justavulcan · 30 days ago
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Spire of the Centipede Compilation Post
The Maze is dotted with a number of trial dungeons, the final test of a warrior society now lost to the mists of time.  They took the defense of their greatest magical arts and weapons very seriously, and considered each of the sites within the maze to be a separate high-security vault to test the wit and might of those who would follow in their footsteps.  Where they all went, none know; rumor has it some unnamed crime brought the judgement of their god or gods down upon them.  The Spire is simply one such facility
The Crypt For the Living is one of the two original defensive mechanisms built to facilitate keeping the Dungeon and its prize safe, an immense vault of exotic beasts kept in eternal slumber until the Spire is intruded upon.  This means that they’re only released when their specific floor is intruded upon- and that if the intruders are quick, they can catch the territorial beasts still groggy from their stasis.
The Growing Rite is an ongoing ritual perpetuated by a group of near-immortal mushroom people deep in the depths under the Spire.  As the treasures are hidden at the spire’s pinnacle, going to resolve this matter takes would-be explorers out of their way, but it’s worth it- until they’re stopped, the mushroom people’s magic causes the interior of the Spire to grow vegetation riotously to interfere in combat and make exploration difficult.
The jungle delvers, on the other hand, are survivalists that live in the maze around the spire, venerating it as holy ground and only tapping its seemingly-bottomless vault of dinosaurs as a last resort or on special ceremonial occasions.  They’re intolerant of trespassers, as they consider the maze and Spire worthy of veneration, and while they don’t jump straight to violence, they will get there eventually against persistent intruders.
The dungeon’s Master, the Primordial Gnawer, is the spire builders’ final test, a sentient rune-engraved arthropod of immense size and hostility.  It takes its duties very seriously, as intruders are the only entertainment (and food) it ever gets; while it doesn’t experience hunger in the Spire, it does savor the taste of meat, and considers eating intruders something akin to a sacred duty.
The lesser reward for persisting through the dungeon’s trials is a gift of wealth and power: a treasure horde with a potent magical weapon at its heart as a reward for persistance and courage.  The wealth is in raw golden jewelry and art made from jade, turquoise, and coral; the weapon is a polearm or other thrusting or hafted weapon, planted victoriously in a dinosaur skull for display.
The greater reward is the Waterknot, a band of flowing liquid water that grants its wielder a number of abilities related to timelessness or stasis- water is ageless, and the builders considered it a symbol of eternity.  The wielder of the Waterknot can, by tapping its power, hold creatures, objects, and even time itself in stasis, once they’ve mastered the ancient artifact sufficiently.
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madelinemccoolname · 10 months ago
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another magnet movie mreview double feature
toy story 2 and monster's inc.
I swear I don't mean to do 2 at once, I'm watching these semi-daily but I can only review when I have energy, okay break and go
Toy Story 2
Do you ever watch a movie, and find that secretly, scenes from the whole movie are burned into your retinas and are drawn on your eyelids, this was my latest experience watching toy story 2. Toy story 2 is about an inversion on the original, woody is in a secondary location and it's up to the boys to bring him home while he has cowboy doll adventures with jesse and the horse and that other guy. Definitely a more novel setup than "what if a kid was evil" but it leaves a lot of the movie on the shoulders of the boys, who're fun but i would hesitate to say any of them "contribute", honestly mvp of the rescue mission might go to fake buzz, who gets the vent open *and* fights that weird zurg that shows up. I know all it sounds like i've done is complain, but that's mainly because i dont have much else to say otherwise. Toy Story 2 is a natural feeling expansion on the original, talking about one or two things the movie does well would just be repeating "well they did this better than the original, and technology improved over time"
toy story 2 gets a 9/10, and the original gets retroactively bumped to an 8/10
memorable bits: the video game bit, when woody finds all his cool shit, "when she loved me" (honestly the buzz half of this movie is less than the woody half that's why all these scenes are woody's), the invention of asmr cleaning videos, star wars references fuckin everywhere, the entire last 30 minutes being stuck in my brain since childhood with it's weird soft lighting and like fun gray stuff
monster's inc.
Now this is a movie I can analyze. Monster's inc. is about how we need green energy fucking now, naturally it was released in 2002. Sully and Mike are working class factory men in the scare factory, a power plant but instead of torturing rocks they torture children by going into their rooms at night and scaring them. They do this with minimal safety equipment and with an understanding that touching a human child is explicitly dangerous. This becomes clearly false as they meet our third lead, a human child they call boo, shenanigans and hijinks ensue, they get boo back to the human world, get their coworker randall and boss mr. waterknot put in prison for human trafficking and they switch to green energy laughter. i find this movie far more interesting as a metaphor than as a movie to be critical about (it's another 8/10 if you want a score, i really like the score and the world but find it drags in the middle until the climax). So, their boss was secretly funding a more efficient, but far more unethical way of getting oil scream, instead of going with the even more efficient and powerful and infinite laughter, but it doesn't really seem like mr. waterknot even really knows about the laughter. Actually now that i think of it nobody knew there was an alternative until the end, so ig the boss wasn't the worst fictional capitalist i've ever seen, because at least he wasn't also suppressing the cure, he was just stupid. but who cares about his plan his shit is incidental randall is a class traitor! like straight up actually doesn't care about selling out human kids, and doesn't give a fuck about mike and sully getting banished for like 5 minutes, just so long as he gets a promotion he'll kill his lil peanut guy to get his way. it's like a really messy metaphor but it works as a compelling case for "but why not solar power tho?" y'know? like that one comic that's like "but what if we cleaned up the world for future generations for nothing" but like as a movie, why shouldn't we use green energy? even if it's nothing but better for the kids
memorable bits: uhhh the fuckin doors, that scene with mike and randall with the clock, the scene where they shave that guy, the sushi place (which blew up in the pre-9/11 cut), the fuckin monster offices in the back (need that in kh), "welcome to the himalayas", nemo in boo's room at the end, "i'd kidnap a thousand children before i'd let this company die" for some reason playing continuously in my head whenever i think of this movie, rozz the slug lady, celia, the ending tease,
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tumblhurgoyf · 5 years ago
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Eutropia Voltron Bogles Brawl
Open to suggestions.
Commander: Eutropia the Twice-Favored
Creatures 2 Loaming Shaman Setessan Champion
Enchantments 24 Hard Cover River’s Favor So Tiny Enhanced Surveillance Frogify Kasmina’s Transmutation Mystic Subdual Omen of the Sea Ominous Seas Starlit Mantle Kenrith’s Transformation Setessan Training The Binding of the Titans Charmed Sleep Eyes Everywhere Ichthyomorposis Rousing Read Waterknot Feral Invocation Hydra’s Growth Omen of the Hunt The First Iroan Games Primal Empathy
Other Spells 9 Ranger’s Guile Veil of Summer Soul-Guide Lantern Lazotep Plating Return to Nature Arcane Signet Mirror Shield Clear the Mind Fungal Rebirth
Lands 24 8 Island 8 Forest Mystic Sanctuary Breeding Pool Simic Guildgate Temple of Mystery Thornwood Falls Command Tower Evolving Wilds Fabled Passage
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fushigifreak · 4 years ago
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RAWR! (Historic)
Deck
1 Goldspan Dragon (KHM) 139
1 Rapacious Dragon (M20) 153
1 Terror of the Peaks (M21) 164
1 Siege Dragon (ANB) 85
1 Island (THB) 280
1 Island (ELD) 255
1 Mischievous Chimera (THB) 223
1 Island (ELD) 254
1 Island (M21) 263
1 Academic Dispute (STX) 91
1 Infuriate (STA) 41
1 Shock (STA) 44
2 Ominous Seas (IKO) 61
4 Warden of Evos Isle (ANB) 38
2 Waterknot (ANB) 40
2 Capture Sphere (M21) 47
2 Winged Words (ANB) 43
1 Xorn (AFR) 167
1 Kiora Bests the Sea God (THB) 52
1 Windreader Sphinx (ANB) 41
1 Dual Shot (XLN) 141
2 Magda, Brazen Outlaw (KHM) 142
2 Dragonspeaker Shaman (JMP) 312
1 Sprite Dragon (IKO) 211
2 Dragonlord's Servant (JMP) 311
1 Dragon Egg (M19) 138
1 Hornswoggle (RIX) 39
1 Depths of Desire (XLN) 52
2 Sudden Breakthrough (STX) 116
1 Gadrak, the Crown-Scourge (M21) 146
1 Lathliss, Dragon Queen (JMP) 340
1 Galazeth Prismari (STX) 189
1 Vault Robber (KHM) 158
1 Storm-Kiln Artist (STX) 115
1 Opt (XLN) 65
1 Opt (M21) 59
1 Opt (STA) 19
2 Cloudkin Seer (ANB) 25
2 Fire Prophecy (IKO) 116
1 Electrolyze (STA) 60
1 Island (M21) 264
1 Island (M21) 265
1 Island (JMP) 52
1 Island (IKO) 263
1 Island (ZNR) 381
1 Island (ANB) 113
1 Hall of Storm Giants (AFR) 257
1 Mountain (M21) 270
1 Mountain (ELD) 265
1 Mountain (ELD) 263
1 Mountain (M21) 269
1 Mountain (THB) 284
1 Mountain (M21) 271
1 Mountain (IKO) 269
1 Mountain (IKO) 271
1 Mountain (KHM) 397
1 Mountain (KLR) 297
1 Mountain (KLR) 296
1 Thriving Isle (JMP) 36
4 Swiftwater Cliffs (M21) 251
1 Temple of Epiphany (M21) 252
1 Hall of Oracles (STX) 267
1 Access Tunnel (STX) 262
1 Prismari Campus (STX) 270
1 Prismari Command (STX) 214
1 Frostboil Snarl (STX) 265
1 Oneirophage (JMP) 162
1 Coastal Piracy (JMP) 144
1 Dragonloft Idol (JMP) 463
1 Mountain (JMP) 67
1 Shimmer Dragon (ELD) 317
1 Niv-Mizzet, Parun (GRN) 192
1 Pirate's Prize (XLN) 68
1 Dragon's Hoard (M19) 232
1 Iymrith, Desert Doom (AFR) 62
1 Island (AFR) 266
1 Mountain (AFR) 276
1 Improvised Weaponry (AFR) 150
1 Island (JMP) 53
1 Thriving Bluff (JMP) 33
1 Palladium Myr (M21) 234
1 Island (IKO) 264
1 Mountain (ELD) 264
1 Hoarding Ogre (AFR) 146
1 Den of the Bugbear (AFR) 254
Sideboard
1 Environmental Sciences (STX) 1
2 Expanded Anatomy (STX) 2
1 Introduction to Prophecy (STX) 4
2 Introduction to Annihilation (STX) 3
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spooksbot · 7 years ago
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@dracanth replied to your post
“@dracanth replied to your photo “I pulled this in a draft today ...”
man that's such a spicy pull. got a deck you gonna put it in or trade up?
well actually i’ve been looking to build red/blue wizards and i think Karn goes quite well with them
i was just putting it together tonight!
i’ll put the deck under a cut, and it needs a lot more tweaking/cards, but it’s literally only using what i’ve managed to collect so far
i’ll also tag @felwinter here so i can show him too bc this is the first deck i’ll have built myself and i want input
i know i need more dual lands, and ideally some more creatures instead of so many spells but i’m gonna test this next friday and see how it does o/
Total: 60 Cards
1 Planeswalker
1 x Karn, Scion of Urza
14 Creatures
2 x Ghitu Lavarunner
1 x Ghitu Chronicler
4 x Tolarian Scholar
2 x Ghitu Journeymage
3 x Adeliz, the Cinder Wind
1 x Academy Journeymage
1 x Firefist Adept
23 Spells
1 x Warlord’s Fury
3 x Fervent Strike
1 x Opt
1 x Fight With Fire
1 x Bombard
2 x Wizard’s Lightning
1 x Waterknot
1 x Divination
2 x Curator’s Ward
2 x Befuddle
3 x Seismic Shift
1 x Time of Ice
1 x Precognition Field
1 x Weight of Memory
2 x The Mirai Conjecture
22 Land
10 x Mountain
10 x Island
1 x Memorial to Genius
1 x Sulfur Falls
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kyrathasoft · 6 years ago
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Deck Q - Lord of Atlantis islandwalk
Protected: Deck Q – Lord of Atlantis islandwalk
22 Island Prying Blade x 1 Wall of Fortune x 1 Copy Artifact x 1 Recall x 1 Psychic Corrosion x 1 Wall of Air x 4 Merfolk Mesmerist x 4 Merfolk Sovereign x 1 Merfolk Looter x 3 Lord of Atlantis x 4 Sandbar Merfolk x 4 Waterknot x 1 Sleep x 2 Disappear x 1 Counterspell x 3 Equilibrium x 1 Boomerang x 4 Cancel x 2 Clone x 2 Aquitect’s Will x 4
Deck Size: 67 cards Islandwalk
Strategy: Get your…
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the-boho-gypsy · 7 years ago
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justavulcan · 30 days ago
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Spire of the Centipede 7
The greater reward is the Waterknot, a band of flowing liquid water that grants its wielder a number of abilities related to timelessness or stasis- water is ageless, and the builders considered it a symbol of eternity.  The wielder of the Waterknot can, by tapping its power, hold creatures, objects, and even time itself in stasis, once they’ve mastered the ancient artifact sufficiently.
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depressedjester · 7 years ago
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stegosures · 7 years ago
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hurtinbombs · 7 years ago
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ivrrv · 7 years ago
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wolflhards · 7 years ago
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homestuckfanatic11 · 7 years ago
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housebeleren · 5 years ago
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Throne of Eldraine Limited - Power Commons
Throne of Eldraine card gallery went up today, so now it’s time to start evaluating cards for Prerelease! As usual, I’ll start with the Commons, trying to sort out what are going to be the highest picks and what will have the biggest impact on the format. Let’s get started.
White
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It feels unusual to not start this off with some removal, but honestly this card strikes me as White’s best Common in the set. A 2/3 flier with a relevant creature type would already be an amazing deal for 3 mana, but the fact that this comes with the Adventure option as well gives this a ton of flexibility. The Knights decks will want this, the Adventure-matters deck will want this, and even the White/Blue deck won’t turn it down. 3.0/5
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Both halves of this card cost 1 more mana than they would as individual cards, but together, it’s more than the sum of its parts. The Knight is a relevant creature type, and makes sure you have something to do on curve, while the Unicorn itself is a great late-game way to mitigate flood. It’s not as exciting as the Tactician, but I have a feeling this card will play better than it looks at first. 2.5/5
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Here’s the removal! This looks a lot like Pacifism, and it is, but the condition that it can’t hit fliers is a very real one that makes this significantly weaker. You’ll still take it and run it in every White deck, but it will be frustrating when you can’t neutralize a flier with it. 2.5/5
White feels like it has a lot of solid, but unexciting cards at Common. These cards are workhorses that will serve you well, but none of them are cards you’ll want to first pick. It seems like it will skew slightly more aggressive/tempo based, and not really very control oriented.
Blue
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Who’d have guessed Blue would get better Common removal that White this time around. Claustrophobia/Waterknot is always solid, and now we have yet another literally identical version. This will hit anything you need it to hit, and you’ll be glad to see it in every Blue deck. 3.0/5
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Adventure cards sure seem good, don’t they? For the most part, Rage of Winter is going to serve as a Kicker cost, since you probably aren’t going to bother casting it by itself on turn 2 unless you have literally no other play and your opponent already has a creature out. But casting this as a 3 drop or a 5 drop with an extra effect are both solid plays, and gives this card a lot of flexibility. 2.5/5
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Honestly, this card is a step down from Queen of Ice unless you can reliably cast it with Adamant. Without, it’s a costlier Wind Drake, which isn’t the worst thing it could be, but it’s far from exciting. With Adamant, this goes up in value significantly, though I do wish it were some other creature type so it could work with the non-humans theme. 2.5/5
Blue seems similar to White in that there aren’t tons of super exciting Commons, but there are plenty of decent cards to round out your curve and advance your gameplan. Seems to be tempo based, with plenty of decent fliers and some solid removal & tricks.
Black
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This is possibly the best Common removal in the set. Instant speed is huge, and the Food is a very real upside. Compare it to 5-mana Lich’s Caress, for reference, and I think this is way better. The cheaper cost and Instant type more than make up for not getting your lifegain right away, and the Food token can synergize incredibly well with other themes in the set. Premium removal, this is. (Though how anyone can bake a pie in an instant is beyond me.) 3.5/5
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3/2 Menace is a good deal for 3 mana and a bit anemic at 4, but a 4/3 Menace is pretty great. This isn’t going to be an all-star card, but it has potential and it’s a relevant type for the Knights archetypes, so I’m going to start higher than some might on this card. 2.5/5
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I would definitely take the first few copies of Bake into a Pie before I grab this, but this is super efficient removal that will still get rid of most early threats without an issue. I expect it to do good work. 3.0/5
Black gets two great removal spells at Common, plus some just all around solid threats. It seems like black will be able to pivot very well between aggressive builds and controlling builds, depending on what you prioritize.
Red
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The Scry on Jaya’s Greeting was nice, but the exile clause on this is also very relevant. I have this pegged as Red’s best Common, and certainly the color’s best Common removal. 3.0/5
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You’ll definitely want to first pick the Dragonfire first, but having a spell like this that can take out a bigger threat can also be super useful. Also, given the 5 mana cost, it should be pretty trivial to get the Adamant bonus too. 2.5/5
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I know this feels like one of those goofy buildarounds like Charmed Stray, but the floor on this is much higher, as a 2/2 bear is still an okay playable in most decks. And if you can get 3 or 4 of these in your deck, you’re really in business. If you only have one, I’d drop this down in value significantly, though it still could be playable in a Non-Humans deck. 2.5/5
Red, as always, skews aggressive, but it also has two great removal spells at Common, so it’s definitely possible to build more controlling decks with it, probably paired with Black or Blue. As the one color that is shared between Knights and Non-Humans, there are some nice overlaps in creature types to keep your eye out for and stay flexible.
Green
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This cutie-pie has my vote for best Green Common in the set. It’s well-costed at 4/4 with Trample for 4, which would already be playable, but adding a Food token to the mix is just great. It enables synergies for all the Food payoffs, and worst case is some easy lifegain later on. I’d definitely grab these up. 3.0/5
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Of the Common Paladin cycle, I like the Green one the best. 4/4 with a touch of evasion is playable at 5 mana, and it should be pretty easy to get the Adamant bonus here, which makes this excellent. I’d basically always run the first one of these. 2.5/5
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The usual Fight spell is typically pretty solid, and this is a strict upgrade on Hunt the Weak, which was already playable. The Adamant trigger is good, but doesn’t change much as the card is good to begin with. 2.5/5
Green, as per usual, has well-costed creatures that should outclass most else on the battlefield. It seems like a very solid color that will likely be one of the best colors in a vacuum, though it’s hard to tell how much the synergy of pairs like the Knights colors will matter vs raw power. Only time will tell.
The Rest of the Commons
So those cards above have my vote for most impactful Commons in the Throne of Eldraine limited format. Next, I’ll run through the rest of the cards, and assign quick ratings to each of them (out of 5).
Ardenvale Paladin - Seems a bit weaker than some of the others in the cycle, because even a 3/6 is not super relevant except as a blocker. Will be playable in Knights, but not exciting anywhere else. 2.0
Bartered Cow - A Hill Giant that turns into Food when it dies. Playable, but unexciting, and doesn’t particularly synergize with any of the themes in-color except maybe W/U Artifacts & Enchantments. 2.0
Beloved Princess - I know people love this card, and the art is gorgeous, but it’s basically unplayable in draft. Save it for constructed. 1.5
Faerie Guidemother - Neither halves of this card are cards you would want to play, and together they’re barely better. I’m going to start on the assumption that this is borderline playable, but it may be worse. 2.0
Flutterfox - A bear that can be a Wind Drake if conditions are right is actually pretty decent. In the W/U archetype, I think this will do work. 2.5
Fortifying Provisions - On its own, this is just not worth playing. The only possible excuse I can think of is if you are in W/U and don’t have enough Artifacts to get your payoffs. But this is a weak way to accomplish that. 1.5
Knight of the Keep - Without Knights being a major set theme, this would be a 1.5 (see Barony Vampire). But the creature type is so relevant that I think this will actually sometimes be playable as a curve-filler. 2.0
Outflank - This looks better than I suspect it will actually play. Frequently, you just won’t have enough creatures to take down the big things you really want to kill with this. It will be Searing Light more often than not. 2.0
Prized Griffin - Generally I like this, though you definitely don’t want tons of them or your curve will suffer. One or two will suffice. 2.5
Shining Armor - The rating here is assuming you have some Knights in your deck, because without Knights, it’s way worse. 2.0
Silverflame Ritual - I prefer my White team buffs to be Instants, but since the counters stick around, this seems borderline playable. 2.0
Silverflame Squire - The Adventure is better than the creature its on, so play it if you think you need a trick, but there are better 2 drops if you just need a body. 2.0
True Love’s Kiss - I get how a kiss could undo an Enchantment, but an Artifact too? Not feeling the flavor there. Either way, this is strictly sideboard. 1.0
Youthful Knight - First Strike goes a long way in making this playable. Great target for Equipment, and a good 2 drop for the Knights deck. 2.5
Corridor Monitor - The only deck that wants this is W/U, where it’s a decent enabler. It’s less good everywhere else. 2.0
Didn’t Say Please - Cancel is never exciting, but this can help set up some of your “Graveyard matters” cards in U/B. I’d try it. 2.0
Mantle of Tides - It’s not enough of a buff to matter, though it’s cute that it overlaps the W/U and U/R archetypes. 1.5
Merfolk Secretkeeper - If you have some amazing payoffs in the U/B archetype, this is fringe playable. But skip it if that’s not the case. 1.5
Mistford River Turtle - Cute with Keeper of Fables, but otherwise an unexciting inclusion in the non-Humans decks. 2.0
Moonlit Scavengers - I’d really love to see this at slightly lower stats for 5 mana, but as-is it’s a decent inclusion in the W/U deck, and most decks should be able to get some thing to trigger this. 2.5
Opt - I love Opt, and am so excited to see it back. For Limited, it’s a pretty unobtrusive inclusion, and in Control decks or the R/U archetypes, it will be great. 2.5
Run Away Together - The dream for this is to bounce a huge creature of theirs and an Adventure creature of yours, and sometimes that will come together. Other times, you’ll have to bounce something normal of yours, in which case it’s way worse. 2.0
So Tiny - Worse than Slimebind early, and better once it hits the threshold. I’d basically still usually run one copy. 2.5
Steelgaze Griffin - It’s underpar normally, but has the potential to be an Air Elemental sometimes, so your opponent will likely let it through more often than not. And it’s a non-Human, so that’s a thing. 2.5
Tome Raider - The lost point of power makes this way worse than Cloudkin Seer, but it’s still decent in non-Humans or card draw decks. 2.5
Unexplained Vision - That’s a lot of card draw, but it’s tough to spend 5 mana and not affect the board in any way. 2.0
Wishful Merfolk - The stats are good for the cost, so I’d say it’s playable, but having to pay mana to attack is a big drawback. 2.0
Witching Well - This is pretty great in the W/U deck, but I’d even consider it in others. It smooths out your early game and can be cashed in for cards once you flood, which is a fair amount of action for 1 mana. 2.0
Barrow Witches - As long as you have a few Knights, this will do a great Gravedigger impression, and that’s a good thing to do. 2.5
Eye Collector - This can help set up graveyards for the U/B archetype, but it does so little else. I think there are better enablers. 1.5
Festive Funeral - It’s expensive, but it shouldn’t be hard to get this to be -4/-4, at which point it’s a Throttle. Could be worse. 2.0
Foreboding Fruit - The design here is cute. If you have Adamant, you can make up the life loss or cash in on Food synergies. And it’s playable either way. 2.0
Forever Young - Most of the time, this will be a Raise Dead, but if you have multiple good creatures in your Grave, it can be better. 2.0
Giant’s Skewer - If you’re in the Food deck, this is a pretty reliable way to keep making them. Otherwise, it’s mediocre. 2.0
Lash of Thorns - Very mediocre trick. I’d pass. 1.5
Lost Legion - A relevant creature type with a good ETB. Sure. 2.5
Malevolent Noble - I like this, particularly for the Food deck. Doesn’t seem too hard to get this to a 3/3 or bigger, and worse case, it’s a bear. 2.5
Memory Theft - Don’t play this. If you encounter a deck with otherwise unbeatable bombs, consider sideboarding it in, but do not maindeck. 1.0
Reaper of Night - If you really need a Mind Rot, I guess you can consider this, but the creature half is way overcosted. 1.5
Smitten Swordmaster - As a Creature alone, it’s okay, but does have the relevant type. Adding on the Adventure makes it much more useful as a topdeck and I’d include it in most Knights decks. 2.0
Tempting Witch - A decent way to make and use Food if your deck cares about that, but I probably wouldn’t include it in decks that don’t. 2.0
Wicked Guardian - You really want this to be a 2-for-1, so you need a creature with 3 toughness to be good. If you can’t get the card draw, it goes down significantly. 2.5
Barge In - I don’t like combat tricks that are only good on attack, but in a pinch this could be playable. 1.5
Bloodhaze Wolverine - This seems really solid actually. The threat of it suddenly becoming a 3/2 First Strike will mean most players just let it through, and I expect it to be a staple of the R/U deck. 2.5
Blow Your House Down - Cosmotronic Wave this is not. 1.5
Brimstone Trebuchet - Seems like a solid payoff for the Knights deck, though you won’t want it if your deck wants to be super aggressive. 2.5
Crystal Slipper - Haste can be game changing for some creatures, and only costing 1 to equip makes this surprisingly threatening. Not every deck will want it, though. 2.0
Embereth Paladin - I don’t love this inclusion in the cycle, as it will basically always just trade down, even if Adamant. That said, it is a Knight and sometimes it will be better, given synergies. 2.0
Fling - This card is too often a do-nothing. Save it for Constructed. 1.5
Merchant of the Vale - Smooths out an early bad hand and turns into a good mana sink for the late game. I’ll buy it. 2.5
Ogre Errant - It’s the right Creature type, and it can help a buddy punch through when it attacks. Seems solid for the Knights deck. 2.5
Raging Redcap - If it weren’t a Knight, I’d cut it down a notch. As-is, it could be playable, and it’s a great target for Equipment. 2.0
Redcap Raiders - Unexciting playable and mediocre payoff for non-Humans. If you need the curve filler. 2.0
Rimrock Knight - Super aggressive Knight for the aggro versions of the build. Usually you’ll play it turn 2, but sometimes it’ll be a fun trick. 2.0
Thrill of Possbility - Strictly better Tormenting Voice will be worth it as a one of in many decks. In R/U, it’s even better. 2.0
Weaselback Redcap - It’s both non-Human & a Knight, so that makes this maybe possible, but it’s too flimsy to be good in all but the most aggressive of decks. 1.5
Curious Pair - Decent enabler in the Food deck, but pretty mediocre otherwise. 2.0
Fell the Pheasant - Sideboard-only, but good removal if you have a lot of targets. 1.5
Garenbrig Carver - A passable trick stapled to a below-curve body, but together they enable some decent potential, especially in the Adventure deck. 2.0
Garenbrig Squire - Solid payoff for the Adventure deck. With enough enablers, this will be a great early drop. 2.5
Insatiable Appetite - Completely playable trick, but it’s not a real payoff for the Food deck to go nuts. 2.0
Maraleaf Rider - In the Food deck, this can be pseudo-removal. Otherwise, it’s an aggressive creature and non-Human 2.0
Return to Nature - Strictly sideboard. 1.0
Rosethorn Acolyte - This one basically doesn’t have an Adventure mode in Limited, but as a mana dork, it’s pretty solid. 2.5
Rosethorn Halberd - In a dedicated non-Humans deck, it’s passable. Otherwise, I’d skip it. 1.5
Sporecap Spider - Decent defense against fliers, but not going to do much else. Better in non-Humans decks. 2.0
Tall as a Beanstalk - I don’t love Auras like this, as it’s too easy to get 2-for-1d. But it’s potent enough it will do some damage. 1.5
Tuinvale Treefolk - A reasonable buff early and a large creature for the late game, this isn’t the worst top end I’ve seen. 2.0
Wildwood Tracker - I don’t think this is worth a card, and it can’t even make itself bigger than 2/2. Pass unless desperate. 1.5
Wolf’s Quarry - I just.... want my six drops to be more impactful than this. Maayyybe if you’re super deep on Food. But I’m doubtful. 1.5
Crashing Drawbridge - Playable in the W/U deck if you need enablers, but not worth it otherwise. 1.5
Gingerbrute - It’s possible for the the Artifacts deck, the Food deck, or the non-Humans decks to all utilize this, so that flexibility makes it better than it would be otherwise. Still think it should’ve been Gingerbrat. 2.0
Golden Egg - Similarly, the Artifacts deck or the Food deck could want this as an enabler, and it can fix your mana in a pinch. Lots of people will play it who shouldn’t, but some decks will want it. 2.0
Henge Walker - You really want to be Adamant for this to work. Otherwise, only the Artifacts deck may even be remotely interested. 1.5
Jousting Dummy - It’s an early Artifact for W/U and an early Knight for those decks. Not great, but a curve filler if you need. 2.0
Locthwain Gargoyle - White/Blue could be into this, since it gets your synergies off immediately. But it’s mediocre if not enabling something. 2.0
Prophet of the Peak - For all colorless mana, you could definitely do worse. An okay top end in a pinch. 2.0
Roving Keep - Most of the time, you won’t even get to enough mana to cast this. I’m not loving it. 1.5
Scalding Cauldron - An early Artifact for W/U, and a reasonable bit of removal later. Many decks could want this. 2.5
Signpost Scarecrow - This just doesn’t do enough. Pass. 1.5
Weapon Rack - Ehh. 4 mana for +3/+3, spread out over 3 turns just doesn’t seem worth it. 1.5
Common Mono Lands - All of these seem pretty good, and come at very little opportunity cost. I’d pick them reasonably if you’re sure they’re in-color. 2.5
So that’s it. All the Commons in Throne of Eldraine! Uncommons & Rares coming up!
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