Thursday, March 31, 2016

Shadows over Innistrad Limited Review - Blue

Alright guys, only one more after this, so let's make this one count. We're going to stare our opponent in the eyes, gently chuckle, tap a few islands, and whisper "No, I don't think you will." Welcome to blue.

Artistic depiction of a blue mage.
I sexually identify as blue, so I was excited to see this color. Then I remembered that every set has blue cards, so I settled down a bit. First, if you didn't see our other reviews, take a look at Colorless/Multicolor, Green, Red, and Black from the other days. We rate our cards on a 1 to 10 scale, with higher being better (ayy). If you haven't read before, here's a rundown of our our scale works:

10 – Tap your mana with a smug grin when you cast this, because your opponent is about to be sad. These are the best of the best, and can often win you the game. A recent example is something like Kalitas or Gideon.

8-9 – Be happy you opened one of these. These are the cards that pull you into a specific archetype or are insanely good in a lot of decks. Thunderbreak Regent is a big dude who'd fit here.

5-7 – Every successful business needs some average joes, and every deck needs some average cards. Most of your deck are these cards. Stalking Drone, and Kor Shadowglider fit in this section.

2-4 – Not every business needs a hungover janitor who does lines in the back on his break, but sometimes you have to get one. These are the sub-optimum and sideboard cards. Loam Larva, Ancient Crab, and artifact/enchantment hate would go here.

1 – No business needs a homeless man covered in his own feces yelling at your customers about the dangers of Chemtrails. That's what these cards are. They're bad, and you shouldn't play them. Fugitive Wizard, and my favorite, Harvester Troll, belong in this bracket.

Blue has a lot of Zombie, clue, and spirit synergy, and looks like it's going to be a neat support color. Let's take a look at how each of these cards stack up.

I'm blue ba bum dee ba bum die:

After being a bug for a while, Delver of Secrets got back to researching how to be a bigger bug.
Dan:
Limited: 7

A 3/2 flying for four is a strong bug to begin with, and that alone makes this guy playable. If you happen to flip him, he becomes a much more terrifying bug, and way harder to squish. Up until he flips he mills you for one per turn, so that can help you make sure Delirium is on, but it might get annoying after a bit, so make sure you have at least some cards that can flip him.

Gaige:
Limited: 7

It's this who's causing everything. I bet he has a "I <3 BUGZ" bumper sticker on his horse. He made himself a bug, and like the absolute worst STD that even effects Avacyn the Pure, he is causing bad bug things on everybody. Despite his horrible nature he is a good thing to summon. With control and enough instant and sorcery spells you might get to flip him right away, and if not you still have a 3/2 flyer.


"DO YOU LOVE ME, BROTHER?!"
Gaige:
Limited: 8

At its base it is counter spell which is a good card. I mean it has to be because every set they print "Counter spell but different." BFZ had Scatter to the Winds, where at its core it is just a counter spell but it has bonus effects. You're probably wondering why it costs more with madness but to be able to discard this to cause an effect and be able to counter what ever they're playing is just too much. TOO MUCH.

Dan:
Limited: 5

The madness cost on this is weird, but it is nice to have a card that you can discard for some random advantage, I guess. This pairs well with the looter and rummager, so I'd look for them if you'd like to run this, but they aren't really necessary if you're going controlly.

Two-Headed Giant: 7

Having a controlling head with counterspells is always great, and I'd try to include this if we got it.


What does Tamiyo keep under those head buns?
Dan:
Limited: 4

If you can be sure that the card you discard is a madness card, or if you desperately need things to turn on delirium, then starts to get pretty good. If you're just looking for cards, this is not the card for you. Although technically it is a card, so you did find a card, so good job.

Gaige:
Limited: 6

"Draw two cards then cast a spell." Sure you'll need mana and sure you will need madness in hand but with the ordering of the card you can draw into a madness spell and hope you have the mana up for it. Discarding will rarely hurt you in this format and card draw always helps.


Maybe you shouldn't have moved in next to a six armed abomination.
Gaige:
Limited: 7

This card gives you ways to deal with a lot of things since it's nonland permanent. You can reset a planewalker's loyalty if it get's too high or get rid of an enchant creature or equipment if that's worth doing (it probably isn't). If you have a zombie on the field you can now play Russian Roulette and see if you gave them a flash creature or instant speed sorcery or actually got rid of something.

Dan:
Limited: 6

Bounce is great at this price, especially when it's any non-land permanent. If you can consistently have some zambonis on the field, this becomes more compelling, and you should probably run a copy. Don't feel bad siding it out if they have a shitload of madness, cause you don't want to give them an advantage.


Suspicious confirmed - he is indeed a vampire.
Dan:
Limited: 5

As much as I love telling kids "no," I think this is way too expensive to be of much use. Even with three clues coming for the ride, I think the speed of this is so slow that vampires will have ate you by this point. If you are playing the most controlling deck and have tons of low cost blockers, this becomes playable.

Two-Headed Giant: 7

Since 2HG lends itself to the long game, this is worth checking out in there. Having one head leave up 5 mana and pass isn't as backbreaking as doing it in a solo match. It's also unlikely that neither of the opposing heads will play anything, so that helps as well.

Gaige:
Limited: 5

It's a bit expensive but if you have the mana late game you can stop something you hate and give yourself the ability to draw three times. Both of these things are good. It'll be hard to play if you're behind because to just sit there and play nothing on your turn may kill you but if it's a stalled board state this could turn the tides. If you're in the lead then just keep them oppressed with this so you not only win but take away their will to play magic.

Two-Headed Giant: 6

It does get slightly better in 2HG since you can sit back and let your friend drop all the creatures but you still have to keep up 5 mana and basically skip your turn to play this.


Those lanterns are just the evolved form of Hedron Crawler.
Gaige:
Limited: 6

I'm a little worried that in limited you won't be able to get clues, but there does seem to be a fair amount of pro-clue-cers. If you manage to flip him you now have a 3/2 prowess and he himself can start making you clues.

Dan:
Limited: 7

In the Mystery Machine deck that I talked about excessively in our Green Review, this guy is a hell of an include. His front side has alright stats for his cost, and once you flip him, a 3/2 prowess is super strong. Investigating on damage to a player is a great upside, and just a few hits will make him totally worth it. Bonus points if you have instants to pump him in combat.

Sidenote: If your U/G investigate deck is heavier on blue than green, feel free to call it Blue's Clues instead.


"I deny the fact that this terrifying ghost tornado is about to hug me to death"
Dan:
Limited: 5

This is a narrow counterspell, but chances are that your opponent will be playing a creature. If they aren't, man, I want to see what their deck is cause that's sweet. Any slow deck is fine including one of these, but after the first game, leaving up three mana looks super suspicious.

Two-Headed Giant: 7

If neither head is playing creatures, then something real fucky is going on. This will have a target, and you'll hopefully be able to leave up some mana as your teammate plays threats and such.

Gaige:
Limited: 5

If you manage to pull Broken Concentration run those instead because those are strictly better and although it's an extra blue you'll need, its the same CMC. If you're running a slow deck you can control what your opponent plays with this but it'll suck when they decide to play a planeswalker or a board wipe and this is the only counterspell in hand.


If the Witcher 3 taught me anything, it's Drowners out there. It's always Drowners.
Gaige:
Limited: 6

A little on the costly side but harder to kill than other things. By letting them explore your drownyard you also get a clue when they enter the battlefield that you can draw a card with whenever it feels convenient to do so.

Dan:
Limited: 6

Just like the black zombie, it doesn't take a whole lot to convince me to play a 2/4 for four. He blocks most things on the ground, combats skulkers, and even gives you a clue just for letting him be a part of the party. He's a good include in either the Mystery Machine or in any controlly blue deck.


On the weekends he trawls for mall ass.
Dan:
Limited: 6

This isn't bad. Two guys for four mana isn't bad, even if they are very small. His rating goes up if you get plenty of zombies, since you can make them all deathtouchy. If you have a way to bring this guy back from the yard onto the battlefield or to hand, he starts to get crazy good, since you get another zombie any time he enters the field.

Gaige:
Limited: 5

For a 2/2 and a 1/1 this is pretty expensive and if you want to give your zombies deathtouch you need an additional 3 mana. If you're able to run lots of zombies then you can probably give 1 or 2 deathtouch a turn and kill off whatever they have but keeping that much mana open early game can really hurt you unless your whole deck has flash.


I don't know how this got out of alphabetical order. Oops.
Gaige:
Limited: 6

This zambie is all sorts of vanilla, but he's how I like my ice cream: cheap and with a toughness of 3. It will stop some early game damage if you're running a slower deck and would be an ok filler addition to any zombie deck you might be attempting. Give him skulk or something if you can, that would be neat.

Dan:
Limited: 4

Sea zombie is just filler if you didn't get any other two drops. You'll want him if you want to block and go late, but not if you plan on attacking. He is a zombie, so if your deck cares, well, you still probably don't want him. But who knows, maybe you have a zombie fetish.


Uh oh, tentacle monsters. I've seen way too much hentai to not know where this is going.
Dan:
Limited: 7

An instant-speed bounce spell is just bonkers. Keep up the mana for a counterspell, and if they play a noncreature, counter it, or if they play a creature, bounce. By turn 6 or so, you should have three or four islands, and that's enough to bounce most things. Very late game this card can bounce everything, and since you can do it on their turn, it's a huge swing for you. Also note that as long as you have the one island to cast it, you can always ruin token strategies with this.

Two-Headed Giant: 9

Boardwipes are amazing in 2HG, and mass bounce is pretty good. Instant speed boardwipes or mass bounce? Fuckin'... forget it, man. This card is the tits. Wait until they both play a creature, bounce everything at end of turn, then you and your teammate get the first chance to re-establish a board presence. If you have counters you can keep them up and counter whatever bomb you returned to their hand. This card is Certified Baller™, and I'd highly recommend playing it if you open it.

Gaige:
Limited: 8

I hope you have lots of islands. Even if you don't this card is hella good. Against aggro decks where everything probably has low toughness, you should be able to hit a lot of things. Plus that instant speed will always give you that nice warm feeling in between your legs as you bounce everything after declared attacks.

Two-Headed Giant: 9

Now when you have two opponents staring you down with a butt ton of creatures that don't have a butt ton of butt, you get to set back the clock a lot of turns. With tokens they may just lose all those as well and if you're lucky they may have too many cards in hand and have to discards on their turn since they won't be able to play everything you just politely handed back to them.


Dammit Jace what did she find? I just want to know what happened.
Gaige:
Limited: 8

Having played this in some pre-prerelease deck testing, it's already epiphanied its way into my heart. For 1 mana you can just dump a card into the graveyard for delirium and for 2 mana you'll get one card at least. Obviously the more mana you can throw into X the better it gets and the hard the choice will be for your opponent but playing this with any amount of mana is helpful. Plus having this at instant speed means you can play it at the end of their turn with whatever mana you have left over after countering all their spells.

Dan:
Limited: 7

This cards gets better the more you can pay for X, but it still isn't bad if you can only do three or so. You can arrange your piles to make sure you enable delirium as well. If an opponent plays this on you, make sure you check out their yard, too. They might just be playing it for cheap to try and enable delirium, and I'm sure someone will try to sneak it past their opponent.


It's actually kind of cute.
Dan:
Limited: 8

This is another card that I'm grossly overrating I'm sure, but the payoff is gigantic. A 1/3 flier for two is already a playable card. It blocks well, and it can get in for a bit of damage fairly easy. Doubling down on your first investigate each turn is huge. In a deck where you're already generating a ton of clues it's not as great, as at some point you'll hit a critical mass and not be able to eat them all. But most decks will just have a couple of incidental investigates, and this card makes those insanely good. You know what they say, two clues on field is worth one in the bush. Or something. I will almost always play this.

Gaige:
Limited: 8

You had me at 1/3 flyer for 2. Then by giving me double clues you give me a double boner. Even though it's only the first time each turn, you may only be investigating once a turn and that second clue is huge regardless. This would go great in a UG clue deck and would still be pretty good in a control deck that has potential to get clues.


Yeah, flux those muscles.
Gaige:
Limited: 8

Blue blink is interesting because it's both great in a control deck and against a control deck. Blink out of their removal and have you're spirits crushed as they blink out of yours. It will be great though to only have to leave 1 mana up and dodge any removal they have against your bombs.

Two-Headed Giant: 8

It's not any worse in 2HG but sadly it is only creatures you control so keep that in mind.

Dan:
Limited: 6

Totally blanking removal for one mana is hilarious. It's frustrating to your opponent, and makes you feel like General Patton with your strategic genius. This gets even better as you get more spirits, because then, worst case scenario, you can just use it at the end of their turn to make your guy bigger and put them on a quicker clock. I wouldn't mind playing multiple of these, because your opponent will be afraid to do anything if you have one blue mana up, which isn't too hard to do.


The memory of getting laid on prom night was the most painful to lose.
Dan:
Limited: 3

If you have this, Manic Scribe, and a few of the blue Vessels, you better go live the mill dream. Somewhere in the world this weekend, someone is going to die to this, and I just hope it isn't me. But anyways, unless you're totally committed to mill, don't play this, because you'll just feed their graveyard stuff.

Two-Headed Giant: 4

So there's some value in the fact that you can use this on you and your teammate to make sure delirium is online. Not a lot, but some. If you both can't live without delirium, and one of you has great cards to recur from the yard, then you can consider this. Of course if you totally commit to mill, that's a valid strat in 2HG as well, so feel free to play it if you wanna go all in.

Gaige:
Limited: 3

I guess you can play this if you 1. want to draw a single card for 5 mana or 2. just need an enchantment card to discard for delirium. That's about all it's usefulness. If you're running a clue deck you might want to run this in hopes that you hit some of their big stuff  but I wouldn't. Mind you I'm a bad magic player so do whatever feels right.


It's like the dudes putting these zombies together has no idea how to make them move efficiently.
Gaige:
Limited: 8

Never forget. Having skulk might not do a whole lot since there will be plenty of things to block him, but there is no downside to having it. It will allow you to swing past Avacyn and other big things. Dat second effect tho. This is the card that will save your life. After a few too many shitty draws, you can just dump your whole hand and try again. You can only do it at the beginning of your upkeep but that's ok. This card can bring you back from a board lock or from a lot of bad draws. 

Dan:
Limited: 8

I hope you guys don't forget about him like his father did, cause he's great. This body at four mana is acceptable, and skulk helps him avoid much bigger guys. He can only be effectively blocked by fat butts, so he can do some good damage. Pitching your hand is crazy if you have madness, and even if you don't, you can get rid of a crappy all-land hand and roll the dice on getting some better stuff.


10/10, will put in my homunculus deck.
Dan:
Limited: 5

Homunculus is one of the best creature types, because they look so goofy. That's already one point in this guys favor. Beyond that though, he is a 2/1 for two, which is as aggressive as blue usually gets. Skulk helps, since he'll sneak under the big boys, but that tiny butt means he'll die to any token or 1/x. But if you need filler and would like to attack fairly often, he isn't too bad.

Gaige:
Limited: 4

Skulk on just about anything other than a power of 1 seems like it won't do anything. This guy especially because all it takes is any token to trip and fall in his path and he falls apart. Sure he's cheap and sure he's easy, but just like McDonalds you don't want any unless there is nothing better.


Griselbrand's zombie cousin, Griselbones.
Gaige:
Limited: 8

I'm not really sure what's going on in that art. It's just a guy with wings and like 30 arms all with blades attached to them. That's pretty terrifying and he's pretty terrifying. By the time you're able to play this you should be pretty low on cards, because hopefully you've been playing a land and spell every turn (or close to every turn). He flies which is great, and in control, you can make him stronger just by playing things at instant speed to increase his power and toughness. Plus if you dump him in the graveyard, discard three things and trigger delirium all while getting him back.

Dan:
Limited: 8

Griselbones is a fatass flier, and most decks would love to have that. In most games by the time you're able to play him he'll be entering as a 4/4 or so. That is not bad at all for five mana, and if you topdeck him late, he's massive. Once he dies you can recur him at a huge cost. That cost is much, much less if you have madness, as you can totally just cast a spell or two to bring him back. Either way, chances are that that will mostly empty your hand, so he'll enter as a giant tapped 7/7.


It's like that scene from Titanic, now with more ghosts.
Dan:
Limited: 7

I'm rating this one super high just because of how many options it gives. Let's check em:
  1. It's a madness enabler.
  2. It can buff your guy and give it evasion.
  3. It can save your guy if they target him with a spell
  4. You can put it on their creature to bounce it.
  5. You can take advantage of ETB effects with it.
That's a lot of shit for a common, and I think this one will be pretty good.

Two-Headed Giant: 7

      6. You can target your teammate's creature with it.

Gaige:
Limited: 7

Normally I don't like enchant creatures because I just assume that as soon as I enchant something they'll kill it. This will give your dude flying and +1/+1 and on top of that you can now bounce it back to hand whenever they try and do anything to it. The bouncing back to hand part alone is what makes this card. Plus madness things, that's nice too.


"At least I finally get to take his sweet hat."
Gaige:
Limited: 5

 This hits any permanent. Obviously. I know. You can read. If you can't I'm not sure what you're doing here because a lot of this is reading. But yes, it hits any permanent so if you want and it seems the best way to screw over your opponent you can put a land on top of their library. If they're top decking and their board state isn't scary this will set them back a turn. If their board state is scary then obviously put the scariest thing on top dummy. Plus you investigate. "How did this man drown? Ah yes, it looks like he drowned when he went and then stayed underwater." Thanks Steve for all those clue finding lessons.

Dan:
Limited: 6

This is very expensive to play, but there's a chance that this just ruins their day. It does say any permanent, which gives it a lot of flexibility. If they just slammed a bomb, put it back on top and waste their mana and blank their next draw. If they're flooding out or mana screwed, put a land back on top to make sure they don't get what they want next turn. Overall I think that putting a single copy in a slow deck is not a bad idea, because even the worst case scenario if just setting them back a turn isn't so bad. Oh, also you get a clue.





He's just holding a spoon and those are Brain Puffs Cereal™ 
Dan:
Limited: 4

This is sideboard stuff, and it's particularly good for the board. Sorceries that can be cast at instant speed with madness are probably going to be killer, and this is a great way to get rid of them. With there being a lot of good commons at sorcery speed like Shamble Back, Alms of the Vein, Angelic Purge, and Murderous Compulsion, there's a good chance that the delirium might even get another card from their deck as well.

Two-Headed Giant: 6

I'd be comfortable main decking this. One of their heads is probably playing sorcery speed removal or one of the sorcery speed bomb cards, so this can really ruin their day at a very low cost.

Gaige:
Limited: 5

It's a great sideboard against control decks with lots of sorcery spells, or if they have some bomb sorcery that you see game 1. You may think delirium won't do anything because how likely are they to have repeats of cards? Well they probably don't have any copies but remember this does allow you to look at their hand and look through their library so you know what they have to play, and what they have in their deck period.



I'm glad mind-readers aren't really, cause there's some dark shit going on in mine.
Gaige:
Limited: 6

I want to say more for control decks than anything but I could just say that about any card in blue so just start assuming that from now on. It could save you some damage and could turn a creature trade into only their dying. Plus you get another clue which puts you only one clue away from finding Blue!

Dan:
Limited: 5

One copy of this can lead to a blowout combat, and I'd be fine playing it. Investigate makes this playable. With investigate, I like to imagine the following: "Alright, so if this card cost one more mana and instead said 'draw a card,' would I play it?" And I think I would play a 3 cost -4/0 draw a card. I realize that's not a perfect comparison, since you can just wait as long as you like to pay the extra two mana for a clue, but it helps me get a very rough idea.


Since we discovered Byway Courier is a lady, Jace is now the Fred of the Mystery Machine crew.
Dan:
Limited: 9

Jace does a bunch. Like a standard Jace, he can bounce a dude. He enters at five loyalty, so he can do it twice in a row as you build up some sort of board, and he doesn't even die. He can also Scry then draw, which is a crazy powerful ability. His emblem means you win, and if you've drawn that many cards, you probably have already anyways.

Two-Headed Giant: 10

Bounce their biggest threat, draw a card, do whatever. You have your teammate to help defend your gigantic card advantage machine. If you ever manage to ult, the emblem effects both opponents. This kills the spirit. I see no reason to ever not run a Jace, and if you open him, one of your heads should run blue to make sure you can use him.

Gaige:
Limited: 9

He is a planeswalker in limited. I think as a base any planeswalker in limited just started at an 8/10 and then either becomes a 9 or 10 based on what they do. Jace does some stuff. Oh look he does control stuff. I'm not gonna break down the abilites because we've established you can read but all of them are good. His +1 might be boring but being able to sort of pick what you draw and then just drawing is good. Yes he's good. Play him if you are lucky enough to get him. 

Two-Headed Giant: 10

You now have anything you need to support playing Jace including another player who is filled with blockers and spells. He is still a planeswalker and will take the heat off of your face so slap him down and doing something effective.


"Oh, the curtain covered in eyeballs? Probably not an issue."
Gaige:
Limited: 7

It's cheap as is, but if you can madness this it only costs 1. Use in combination with Ghostly Wings to block a dude, then discard this to return your blocker to hand so he lives and pay this madness cost to take another creature out of combat. You have successfully blocked two creatures for 1 mana.

Dan:
Limited: 6

Bouncing a guy at instant speed is wonderful, and two mana is an alright price to pay for it. If you can pop this off for its madness cost reliably, it becomes great, and I'd definitely play a copy or two. If someone asks you what the card does at the prerelease just say "Shh, there's nothing to worry about." and pick their creature up and hand it to them.


My favorite part is that he himself is a lamp as well.
Dan:
Limited: 4

He's a looty with a booty. In a zombie deck he's a good blocker that can let you loot, possibly playing a cheap madness card, if you have extra mana. A 3/5 blocks most things, so he'll be annoying, but beyond that he's boring. I'd play him for filler, but wouldn't look to prioritize him ever.

Gaige:
Limited: 4

He fits into zombie decks pretty well and in blue you probably want a fatter butt than front. He is expensive but you can loot with him if you have more zombies. If you need bigger zombies then sure, run this. If not let him sit in your sideboard. He won't mind.


Think how much time he could save with a word processor.
Gaige:
Limited: 3

If I were to play this or to recommend playing this it would have nothing to do with the mill part of this. Sure it's annoying that they will have to mill but that probably won't do a lot for you. I would say put this in if you just need a 2 drop to keep you safe for a bit while you start board control. If he manages to stay alive and you do get the delirium that can be very annoying.

Dan:
Limited: 2 or 8

If you see two or more of these and want to be that guy, run them all and live the mill dream. If one sticks on the field, it's a fairly quick clock, especially if they've self-milled already. If you have two or more, they're going to have a bad time. If you don't fully commit to mill however, this guy just fuels their delirium and graveyard stuff, so don't play it.


Dan:
Limited: 4

If you can throw this down instant speed with madness, it becomes a crappier anticipate. The option to turn on delirium and GY stuff is a nice one, but I wouldn't look to include this unless I knew I could use the madness to cast waterfall-face.

Gaige:
Limited: 6

I respectfully disagree that this is a crappier anticipate. In this limited environment I will probably want something in the graveyard and I will probably have madness things if I'm playing blue. I will probably be able to play this for it's madness cost and if not it's pretty cheap to begin with.


Thar be dragons on the moon.
Gaige:
Limited: 6

This is a card I will gladly discard because I would almost rather have this in the graveyard. He is expensive, but can give something else big flying for a turn. Then when he does die he can give all you have flying which you can either use to fuck shit up with blockers or to fuck shit up with attackers depending on board states. 

Dan:
Limited: 6

He gets a high-ish rating because he's super swole. His flying ETB is a nice upside, and might help you get a bit more damage through, but he's also coming down crazy late in the game. There's a good chance they already have a flying blocker at that point, so it might not do anything. His exile effect is also good, but again, that's very late by the time you can use it, so it better close the game out. Overall he's good if you need an expensive guy, but I wouldn't include him in every deck.


Dan:
Limited: 6

Him I would include in most blue decks. A 2/1 for three in the air can do damage, and prowess makes him a tricksy nibilis indeed. If you have instant speed things to activate this guy, he can present a speedy clock, and since he's a common, there's a good chance you could be beating them with multiple.

Gaige:
Limited: 7

Flying: good. Prowess: better. Dick: half chubber. It would be nice if he was a two drop but you can't have everything. Fly above stuff and then play instants to do more damage. Sorcerys work as well but you'll have to do it before combat and then you won't be able to trick your opponent into thinking you have spookier things than you do.


"Put it down, Janice, it's just a fish."
Gaige:
Limited: 7

Hopefully you'll be running green with this but if not this can do enough on it's own. Get a bunch of flyers and Erdwal Illuminator and everytime you hit you can get two clues. If you are playing green play Confront the Unknown to finish them off by showering them in clues. "MYSTERY SOLVED SO HARD THAT YOU'RE DEAD NOW"

Dan:
Limited: 7

This is what the Mystery Machine has been waiting for. This is really the engine that can get that deck going. It makes sure you have tons of clues to always be able to cash in, and plenty of clues for payoff on the pump spell that cares about how many you have. It also works well with Tamiyo's journal, because then you'll just be picking cards you want out of your deck and wrecking face. Once some of your dudes die, no biggie, just eat them and poop another clue. If this gets going, green/blue will most likely win the long game, and I'd try to play that deck if I got this.


"I'm having a difficult time reading the mind of this rock"
Dan:
Limited: 5

With a buttload of instants and sorceries, this reads a lot like "draw two and turn on delirium," and that's tasty. I wouldn't think about playing this until I'm over 8 of those though, and that kind of deck doesn't happen all the time.

Gaige:
Limited: 6

In the right deck this could be great. In the wrong deck don't play this. You get up to two instant and sorcery cards in hand and then rest get to trigger delirium. Don't let dumping things in the graveyard spook you too hard and prevent you from playing this when having the right support for this.


"Jace looks so cute in his new leather coat. I wonder if he'll ask me to the Innistrad ball." - Tamiyo's Journal
Gaige:
Limited: 7

This card is solid and the ordering makes it better. You pay 5, draw three, and untap three lands. After that you then discard a card. What this means for you is that if you draw into a madness card with cost two, you can then discard that and use your two untapped lands to cast it when you go to discard. You should be able to make some big plays with this.

Two-Headed Giant: 9

Taking a close look at this card you can see it says "untap up to two lands." Guess who probably has two lands? Your partner (I hope). You can use this to have your partner cast a spell, then you cast this and untap his lands so he can cast another spell this turn he might not be able to cast. And you still get all the goodness of this card on top of that.

Dan:
Limited: 7

I think this is great. You get to fill your hand up, look at what you drew, untap two appropriate lands, and then cast that madness card that you totally planned for and untapped two appropriate lands for. Right? You did plan for that, didn't you? Worst case scenario it's draw three discard one for three mana, and even though you have to wait until turn five to play it, that's still not bad at all.



Aww, that giant zombie looks so sad.
Dan:
Limited: 5

If you're A) in a rush and want to eliminate blockers to swing in quickly or B) defending, and want to lock down a huge threat, this is a good playable. Tap down the scariest thing, get a clue, and swiggity swooty at that booty. Or I suppose you can chill, and not get hit in the face.

Gaige:
Limited: 4

Yuck. Sorcery speed. It will however let you tap a guy down, swing through and prevent it from untapping next turn. It's something I would probably side board and put in game two depending on how their deck runs. Investigate is a nice bonus but there are other control cards I would rather use (if I get them, which I won't).


This card totally rattles my chains in the good way.
Gaige:
Limited: 9

Even if you only have a couple spirits you should be able to hit something with either hexproof or flash in another spirit. At it's very most primitiveness it is a 2/1 flash flyer you can flash in to block a creature you want dead. This card is super spooky and not just because of him rattling his chains.

Two-Headed Giant: 9

Like all other things we mention for 2HG, this can also target your teammates spirit creatures so if they are running white or one of the 3 non-white or blue spirits you can flash this in to give those hexproof.

Dan:
Limited: 8

The worst case, a 2/1 flying flash for two, is a pretty kickass case. Any blue deck would run that, cause it's really good. At best though, this is a huge enabler for the spirit deck. You can blank a removal spell, you can flash him in end of turn to get unexpected damage in, and then you can even flash in more dudes after. My standard deck has been testing him for a while, and him plus Topplegeist is one hell of a play. I'd highly pick this, not only because it's great, but because I really need a playset. Tell me if you open a promo one - I want.


RECKLESSLY TELESCOPING. FOR SCIENCE!
Dan:
Limited: 7

Loot for days, you crazy old man! Loot is bonkers in this set. Draw a card, then play a dude/spell. Normally looting is good, but madness pushes him over the edge (both in score and in him literally being a crazy person), and being able to just ditch something to turn on delirium is a nice option too. I'd play him in any blue deck, but once you have some madness or graveyard stuff, then he gets even better.

Gaige:
Limited: 8

I don't have much more to say on this than you should play it. Look at it, draws you cards and gives you madness triggers. Why would you not play this? I mean if you're not playing blue sure, but why else?

Two-Headed Giant: 8

Help your teammate out when he draws 5 lands in a row and doesn't need any of them. If one of your opponents is top decking, use this in combination with Gone Missing to put a card back on top of their library and make them draw and discard it so it's gone more permanently. 


I like the zombie maker rivalry side-story on these cards. I'm team Gisa.
Gaige:
Limited: 7

This is the card that gets your control deck creatures. When you're playing UR control with burn and counter spells to just keep their creatures down, you can use this as a finisher to just crap zombies all over the board. With a cost of 6 in a control deck, I'd think you'd have a lot in your graveyard and with all the discard potential you may have a small zarmy come onto the field.

Dan:
Limited: 6

See, now here's a sorcery zombie-token maker that makes the zombies enter tapped. This set just can't decide if zombies should be tapped or not. Anyways, if you're in self-mill zombies or a control deck with a lot of spells, this bumps way up, since it can be a legitimate win condition. If you're getting four or more zombies our of this, you done well, and if you manage to get over six, I don't really see how you can lose unless you accidentally spill your Mountain Dew on your cards and ruin them and have to concede.

Note: Not good in decks without instants and sorceries.


Has our prince finally meandered his way to Innistrad?
Dan:
Limited: 4

I like my turtles low cost with a small waist low power and a big behind. This guy does indeed have that booty I've been dreaming of, but this turtle can also take a bite out of crime. Don't feel bad to run him out to block for a while, since he'll kill most things that run into him, but I wouldn't want to put him into my deck unless I knew I had quite a few ways to make him able to swing.

Gaige:
Limited: 4

For drafting I might pull this if I'm lacking in big guys but I'll probably avoid it. Normally a creature that is big and has some sort of downside at least is cheaper in mana cost but this is still a 6/6 for 6. As much as I would love for turtle god of Innistrad be good, and it's just ok. Control can use him as a hard to deal with blocker for a while in the later game.


Yeah that flavor text will help me sleep at night.
Gaige:
Limited: 8

It's a little more mana than what I like to spend for a juicy booty but this is the card that will keep you alive against pretty much anything. Lightning axe can hit it, but not many other single spells will kill this. He can ping for 1 if your opponent doesn't have anything in the sky and can keep you safe against any flyers if they do. 

Dan:
Limited: 8

This is going to be the Vampire Envoy of this set. Totally innocuous low power flier that ends up being a house. He blocks over half the cards in the set and lives to tell the tale. His low power makes him able to block skulk. He flies, so he shuts down spirits. Fuck man, he's a spirit himself, so he goes great in that tribal as well. I get the feeling that most of my blue decks will feature the Silent Butt, and I wouldn't expect these to get passed to you super late.


Dan:
Limited: 8

Well this is as good as blue gets. Four cost removal sounds good to me, and it's even splashable. Sure, they can bounce their dude to get rid of this, so be aware of that, but in most matchups I think this will be one hell of a card, so pick this highly, and then sentence your opponents best creature to be tapped down in the pear-wiggler for the rest of the game.

Gaige:
Limited: 7

Just completely take one of their creatures out of the game. Enchantment removal is limited (ha get it, limited) so it will be super hard to deal with. It won't fall off flip creatures when they flip, but be careful what you put it on to make sure there aren't any flip effects that can hurt you even while it's tapped down like Avacyn.


Why always creepy children?
Gaige:
Limited: 7

13 cards is a lot of cards when your opponent is probably starting the game with 7 in hand and a deck size of 40. It makes mill a real possibility and if you can get this off multiple times, even if you don't mill them, they are gonna be startled at how much stuff they can't use now that it's in the graveyard. Sure you gave them delirium but you also took away waaaay more.

Dan:
Limited: 9

This card is not going to be fun to play against. The first cast already fucks them up, and if they had self-milled beforehand, they don't have much left in library. Let's say you cast this on turn 6. They drew seven at the start, have drawn at least five since then, and for fun let's say they put five in the bin from some self-mill stuff. You cast this, and they only have 10 cards in library. For those of you keeping score, that is way less than 40, and if you're playing defensively, just sit and block until you can either return him to hand or skulk in to return him to hand, cast it again, and win.


"What should his hands be made of?" "How about a bear trap, a harpoon, and a garden claw?"
Dan:
Limited: 6

He's great filler in a zombie deck, and then good in any other blue deck. If you want to attack, he taps a big guy down, and if you want to block, he taps a big guy down. He enters tapped, but the next turn a 2/3 is not terrible, and he'll be able to block some stuff or do a bit of damage. Frost Lynx was always pretty good, and Frost Zombie enters tapped in exchange for more toughness, so I think he'll be good as well.

Gaige:
Limited: 7

For zombies or control this can be a pretty good early game drop. Tap down one of their guys and so you can swing in, and then he doesn't untap so you won't take damage from having your creatures tapped out. It's a bummer that he comes in tapped but I guess it would be too good if he didn't. He's more filler than anything but definitely not the worst filler you could have.


"But why does it need a tail?"
Gaige:
Limited: 8

A recurring 3/1 flyer that also gives you madness triggers. Sure it comes in tapped so you can't use him as a flash blocker, but just do it before damage discarding Fiery Impulse to kill whatever is attacking you anyways, and then you can swing in or just keep him up as a blocker. Coming in tapped slows him down, but he is a zombie. They are slow.


Dan:
Limited: 7

A 3/1 flier puts them on the ropes if they can't block it, so he's set to give em stitches from the getgo (what does that even mean?), and his ability is really nice. If you have madness, it's a cheap madness enabler, and you get a 3/1 flier back tapped. He's a tasty resilient threat, and he's even a zombie just for tribal fun.


Apparently lanterns follow lightning as well.
Dan:
Limited: 6

This is the kind of card that ends a game, and flash makes it even better. He's a good flier that'll do a bunch of damage, and he can even surprise block to kill something. I'd play him in blue dicks, and I'd really be looking to get a copy or two if I have some spirit-matters stuff.

Gaige:
Limited: 6

Versatile and spooky. This is your really expensive way to deal with Topplegeist or any medium flyer really. It can also be your way to end the game. I wouldn't call it a "finisher" necessarily but you can definitely do some end game damage with it. Plus it allows you to keep mana up for instants during combat and then play it at the end of their turn when you didn't need to play anything.


But that all changed when the Fire Nation attacked...
Gaige:
Limited: 7

Definitely better in control and definitely killable, but this is the card your opponents will ignore until there is only one or two ice counters left on it and in the meantime it can keep you safe from some ground stuff including skulk things. It's cheap but not really worth playing unless you have the spell support for it, unless you want just a block of ice on the board. If you do manage to flip it though, then you win.

Dan:
Limited: 5

As much as I think this card will be a constructed house, I don't think he's amazing in limited. An 0/4 will block a ton of stuff, but isn't killing anything. But having to cast five spells to flip it is no easy task, and your opponent can always just wait until you cast that 5th, and then just kill him in response. Don't get me wrong, the potential is huge, but I don't think it'll happen most of the time.

Two-Headed Giant: 7

Bounce is so strong here that he goes up a bit. The chances of them having a low power creature to block each turn goes up too, so I'd definitely include him if I can scrounge up enough spells.


Dang, what's up with all these books?
Dan:
Limited: 5

With enough instants and sorceries, this gets going and gives you a ton more fuel. That won't happen all the time, so you'll have to build around this. But if you are going all the way with it, you can follow the yellow book road all the way to a full hand a and a game win.


Gaige:
Limited: 4

This might be something you play alongside Thing in Ice and you probably wonder why my rating for this is so much lower considering they both require instants in sorcerys. Is it because I'm bad at magic? That's part of it. The other part is that at least Thing in Ice is also a creature that can block skulk or something smallish for a couple of turns. This has no ETB and does nothing until you play instants and sorceries.


This is something a super annoying guy I used to work with would have done.
Gaige:
Limited: 7

Can confirm flavor text (our flavor text). I still work with that person and they would definitely just start putting their hands through the doors being all "Hello I saw the lights on so I thought I'd just stop by and hangout until you all leave or go to bed and then just a little longer than that until you physically remove me from the premises." Any way this card is pretty good. If they don't answer the 2/2 and let it hit them, then they are going to get hit by a 3/3 until they can remove it or can do enough damage to you to spook you into using him as a blocker.


Dan:
Limited: 7

Great name, so that alone convinces me to play him, puttin' him on par with Charging Badger. But he's actually a lot better. He comes down fairly early, and if you can clear a path for him to flip, he's a wicked fast beater. The opponent has to answer it or he's going to get The Shining'd.


It's a  Memory Lapse in a jar!
Dan:
Limited: 4

This card could also be altered to be Richard Nixon's head in a jar from Futurama, so I'm glad this set gave us two cards for that option (the other being Brain in a Jar). More often than not you'll target yourself with this to self-mill for delirium/graveyard zumbies, and draw a card. That's OK, but pretty boring, so I'd only put this in if I really needed delirium.


Gaige:
Limited: 5

This can be sideboard or main board if you feel you really need card draw and this is all you have. You can use it to dump 3 of your own into the graveyard or 3 of their's and just have this in the graveyard to get delirium. Plus drawing a single card. It's like a weird clue for 1 cheaper.



Gaige:
Limited: 8

There are a fair amount of things toughness 2 or less that are worth taking, like Sin Prodder. Don't forget to read the card and realize you just get to keep this until it dies or until they play their own Welcome to the Fold. Now if you have something to give you cheap (hopefully free) discard and you have some mana open then you just take whatever you want and make it your own. Tell the card you are it's real father/mother and raise it as your own so you turn in against them and win the game. Just don't get separation anxiety when you have to give it back after you've won.

Dan:
Limited: 8

Dag yo, if you get this for madness, you can take a big dude. Taking control of a guy is always nice. It's sad that they made this toughness two or less for the default casting, because I want to steal everyones Silent Observers. But anyways, if you can madness this at instant speed and take control of something huge, you get one hell of a swing on your next turn.




Now that you've checked our reviews of the worst color in magic (and before you say it's the best consider this: if it's the best, then why wasn't it on Siege Rhino?) you're one day away from being familiar with the whole set, and one day away from losing all weekend if you decided to take our advice.


Disagree with a rating? Agree with everything and want to have a sleepover? Have that alter of Vessel of Paramnesia ready to go? No matter the reason, we'd love to hear from you, so drop a comment below or send a message using the form on the sidebar!

Wednesday, March 30, 2016

Shadows over Innistrad Limited Review - Black

Hello once more kind and gentle nerds! Welcome to our fourth review of the set, the color of spooky zombies and killing stuff, Black.

WARNING: Not for the faint of heart.
We're gonna go ahead and rank each of these cards on a 1 through 10 scale, making somewhat educated guesses about their playability in limited. If you missed our Red Limited Review, Green Limited Review, or our Multicolor/Colorless Reviews from earlier, look at them because there's some good stuff, and red is awesome. But if you don't, well, whatever, I guess we can still be friends. Here's a rundown of the specifics of our scale, and what each number range means.

10 – You are better at opening packs than I am, because this card is way better than the promo Prism Array I'm going to open. A 10 is a card you always want to play, as it is wicked strong. A recent example is something like Kalitas or Gideon.

8-9 – This bracket has the type of cards that you take home to meet your mother. They're some of the best around, and the only thing keeping them from being a 10 are tough color requirements, or some other small drawback. A good example would be Mantis Rider or Thunderbreak Reagent.

5-7 – You were really looking forward to a steak, but all the restaurant had was a burger. It's not bad, but not quite what you were hoping for. You take your burger and eat it and are satisfied, but won't go telling stories about it. These cards are most of your deck. Stalking Drone and Kor Shadowglider fit in this section.

2-4 – This level is when cards start getting sad. Crappy sub-optimal cards you usually don't want to play live here, and also side-board only cards. Loam Larva, Ancient Carbs, or artifact/enchantment hate land here.

1 – Something went horribly, horribly wrong if you're running one of these. Maybe you cracked a pack and it was just 14 token cards and one of these, so you have no choice. Fugitive Wizard, and my favorite, Harvester Troll, belong in this bracket.


As we look at each card, we'll give it a rating for Limited, which encompasses both sealed and draft format, since typically they're similar. We'll also tack on a rating for Two-Headed Giant if the card performs better or worse in an environment with more players. Our reviews will be separate, as sometimes we'll have a difference of opinion on cards. Use this to your advantage to get multiple perspectives on a card, or just make fun of the person you disagree with.

Black looks like it's going to be a good time, and brings a lot of cool cards into the mix, so let us attend this zombie party monster mash together!


Time to get Swampy:

The curse is horns? Sign me up.

Dan:
Limited: 7

Her stats aren't terrible, and she can swing in for damage, but she is a lightning rod. Luckily, once she dies, you can target your enemy more cheaply, they lose life, and you gain life. All of those are great in a controlling deck, especially if you're casting hand disruption spells at at em. More importantly, this is an Aura curse, which I haven't seen before, so that's neato.

Two-Headed Giant: 7

If this enchanted each opponent it'd be a slam dunk, but one is acceptable. It still does some damage with the curse side and gains you a bit of health, and you can just pick one of the opposing heads to harass with stuff. Typically, just pick the blue head, cause they're annoying.


Gaige:
Limited: 8

You bet your werewolf flipping ass I'm gonna run 4 of these even though in a best case scenario I'll probably pull 1. I haven't figured out the logistics yet, but I'll get there. Also when you ultimately have to show your opponent what happens when they kill this they might be less inclined to take 1 damage a turn and gain you life, so I'm not saying they'll just take the 4 damage, but they might just take the 4 damage.

Two-Headed Giant: 8

It's not better or worse in 2HG. I'm just typing this cause Dan said something. STILL GOOD THOUGH.


AKA "Rally the Fam"
Gaige:
Limited: 7

This will be my "I'm gonna play everything at instant speed on your turn and get a vampire to gain me life on top of that" card. Flash in a guy as a blocker. Play a sorcery at instant speed. Each time getting a small life-linker. In 4 turns with good draws I can also trigger delirium right away with this. The only downside is that you can only do this once a turn. If I could I'd just discard my whole hand in one turn and get 7 1/1 creatures and start life linking my way to victory.

Dan:
Limited: 7

In this vampire madness deck, this card will get you a bunch of free guys. If a lot of your deck has madness, now a lot of your deck also makes lifelink tokens. For only one mana each, that's a bargain, and this enchantment isn't expensive to get onto the field.


He already has bandages, so this isn't his first rodeo.
Dan:
Limited: 6

This card fits in the aggressive vein of the madness deck. It does a good amount of damage for very cheap if you can discard it, and it also gives you a bit of a buffer to stay alive from swingbacks. Without madness this is not a great card, and I wouldn't run it unless you have plenty of reliable discard outlets, or are turbo agro.


Gaige:
Limited: 7

Use this with the above mentioned card and you get a 1/1 lifelink and then you gain three and they lose three for only 2 mana. That is a bargain and a nice swing in life. I really like this card; even at face value a 6 life swing isn't bad at 3 and if you can do this with madness it's only better. Plus with madness making this instant speed gets me all hot and bothered.


That's nice of her to visit the ill.
Gaige:
Limited: 8

A 3/1 for aggro in BR vampires is great on it's own and good in any aggro deck where you are running B. If you pair this with the vampire bakery from above (pay 1, discard a card get a 1/1 with loaf link. ya know Call the Bloodline) you can get a vampire and can flash this either at the end of their turn or right before their upkeep so you can draw a card and lose a life. That's ok because you just got a loaf link vampire (whenever this creature deals damage you get that much bread).

Two-Headed Giant: 9

With maximum potential putting you at drawing an additional 4 cards plus your draw step draw, you could get 5 cards in a single turn if it's a top deck fight. This can get you out of some sticky situations late game if you're stalled out or topdecking.


Dan:
Limited: 8

This is a card that vampire agro desperately wants. First of she's a 3/1 for two, which black doesn't see all the time. You'll often be dumping your hand to swing in early and often with vampires, and once you're empty, this draws you extra cards. If your opponent is dumb and goes empty as well, this draws you cards on their turn as well. If you can cast them on their turn, you still get an extra during your next upkeep. This does a lot, and is a great pull into an agro madness deck.

Two-Headed Giant: 9

The fact that this triggers for each player makes this card insane. If you and your teammate are both topdecking, you'll be drawing three cards per turn instead of one, and you'll be able to throw down a ton of vamps. You'll also get cards any time an opponent goes all out, punishing them for using all of their cards. Way to go, scary vampire lady.


Oh no, Murlocs!
Dan:
Limited: 6

If you have a bunch of little dudes, this makes them all able to get in quite often. The activated ability lets this pair well with white little dudes and human tokens, since they'll be able to skulk in unblocked, and then you pump them to send in a bunch of damage. This doesn't help much if you have mostly big dudes, so be sure your deck can utilize the skulk before picking this.


Gaige:
Limited: 6

This card will give a weird power to your creatures. 1 and 2 powers are now probably unblockable, 3 and 4 are the same, and 5+ power doesn't matter if they have skulk because they're big and spooky enough. I wouldn't use this in aggro because you're wasting a turn that you could be playing a creature to throw at them but in a midrange deck this can get you some free damage with all your small creatures.


We have received confirmation from the artist that this is not a Sharknado.
Gaige:
Limited: 6

In a perfect world with infinite mana, you just discard your whole hand and then play them all for their madness costs and then get whatever three cards you want. But that won't happen. You might be able to get off a card maybe two if theyre cheap and you have a lot of mana. Or it's super late game and you top deck this and discard nothing to get three cards of your choice.

Two-Headed Giant: 7

Now that you have a partner to keep you safe you can spend a turn dumping your hand for three bombs next turn. If I pull this I will force run this in whatever deck I'm playing. So I can fetch my foil promo Avacyn plus my other two foil non-promo Avacyns.


Dan:
Limited: 5

It really, really depends on how slow games are going to know if this is good. If games are frequently going nine or ten turns, this card gets bumped up a ton. Then it becomes "Hmm, turn 7, what cards do I need to finish this bullshit?" Hopefully your hand is mostly empty, because casting madness cards along with this card's whopping price tag is going to be difficult.

Two-Headed Giant: 7

2HG naturally lasts a bit longer than regular games, making this a safer card to include. If your decks are slow and you have a few bombs or good removal, this is a very effective tornado.


I'm convinced there is absolutely nothing positive about life on Innistrad.

Dan:
Limited: 8

Another -2/-2 card? This standard has so many of these. I think this particular one is set to do some work in this format. There are a lot of low toughness creatures, and a whole lot of tokens floating around, so this should be able to pick up quite a few cards, and you can be sure to build your deck to have some fatter butts so you don't kill yourself. This is also one of the few madness cards that is a shitty card for the vampire agro deck, so don't play it in that shell.

Two-Headed Giant: 9

Boardwipes are spectacular in 2HG, since your teammate can plan around them and leave you with a solid board presence afterwards. I think in this particular format this is gonna fuck shit up, and I wouldn't be surprised if over 5 creatures die in this storm.


Gaige:
Limited: 8

You're probably thinking that there aren't that many creature that will die to a soft rain but let me tell you how many will. Well, I don't have a number, but it's a lot. If you're playing against a token deck or aggro deck you just wipe there board. If you have some creatures you know you're going to lose, swing in first and do some damage to their bigger guys so that this may hit them as well.

Two-Headed Giant: 9

With one more person playing things that is just more for this rain to sweep away. As stated before, go out in a blaze of glory with everything you know is going to die anyways and maybe get some extra damage in. Soft rain = hard consequences.



Bottom is MIA and you know Nocturne about to jump out the jungle on your ass.
Gaige:
Limited: 2

Yes I definitely want a card that enables my opponent to play madness spells on my turn. The three potential damage is not worth them casting whatever they want at instant speed on your turn. They could then cast soft rain on your turn and wipe your board.

Two-Headed Giant: 1

The only way you will get 6 damage a turn out of this is if your opponents are top decking and refuse to play what they draw AND the cards they are holding are the same type. Your opponents can make sure they always discard a different type from the other so they take 3 damage at most, plus you are now giving two opponents madness potential.


Dan:
Limited: 3

If your deck is drawing a ton of cards, this is a way to keep yourself ahead, and occasionally poke them a bit. Problem is, if they dump their hand on their turn, you just discard a card. I have a creeping feeling that it will happen too often, cause once you make them discard a few times, they're probably topdecking and going to just play what they draw. The upside is just not enticing enough to make it worth it, though it might be able to be sided in for a controlly mirror.

Two-Headed Giant: 1

No sideboard here, and this can hurt your teammate too. If somehow you're running an amazing black/blue with tons of advantage, and your teammate has a spectacular white/green with tons of investigate and draw, go ahead and try it, but I wouldn't be too optimistic. It is sort of cool that you have a chance to hit them for 6 if you all discard the same type.


All these Scarecrows, and only one Crow?
Dan:
Limited: 5

The zombie deck wants mill, but I don't think the zombie deck looks too hot. There are ways to use your GY, but a surprisingly small amount of cards that can straight come back to the field from the yard, and two of those are mythic. But a 2/1 flier for three is alright, and if you desperately need a way to dump cards in your yard, he does that very efficiently.


Gaige:
Limited: 5

Innistrad's last surviving crow after the great scarecrow takeover. Now some people may disagree (probably anyone who has any real grasp of this game) but I'll take a shitty flyer over a slightly better grounder. This card isn't great but you can swing overtop or block their flyers. You also get potential delirium feeder when it enters the battlefield. 




At least he's dressed nicely.
Gaige:
Limited: 6

Get it? Dead Weight? He's about to be killed. Making him dead. Well either way, it's 1 cost removal for anything toughness 2 or less and can be used to bring there bigger creatures down so you can kill them with a gentle kiss of rain


Dan:
Limited: 7

Break out the fuzzy handcuffs, cause this is great removal. Shackle up a big creature to make it less of a threat, or put a weight so heavy on a tiny dude that he outright dies, and this this aura feeds your delirium. I'd definitely grab any of these I see in black, and would be fine with running a couple of them.


Oh no, the zombies turned into the Megazord.
Dan:
Limited: 8

Megazomb has an outrageously high ceiling if you can build a good zombie deck. First off, if you've self-milled or just had a few guys die, he enters as a reasonable threat himself. Then having every single zombie enter with another zombie is extremely dank. You can just shamble at them with a button of zumbies, and drown them in bodies. On a side note, cards like this are why I feel Biting Rain is going to be so strong.


Gaige:
Limited: 7

With all the zom-sense your about to do with this card, being a 2/2 for three is something you should be ok with. If you can wait to play this until at least mid game and were able to get a fair amount of zombies in your pulls, then you get zombie man but bigger. Then any zombies you have left that aren't in the graveyard give you more zombies when played. 


Totally thought the backside was a birthday cake, and I was like "This isn't so bad."
Gaige:
Limited: 8

The obvious idea behind this card is to swing in with mist and before damage flip it to do for which is a 5 turn timer and super good, but remember you don't have to flip it. If you decided to run any enchant creatures, you can just throw them on your hexproof, indestructible, unblockable mist. If you manage to get it +2/+2 you put it outside of what a single biting rain can do so it is basically unkillable at that point. Now I'm not saying this is a good idea at all, but something to keep in mind. But yes, good because madness and 4/4 for 4 and mist things.

Dan:
Limited: 8

This is a perfect finisher for a controlling deck, and she gets purtier with some madness cards. A 4/4 for four is good to begin with, and this lady defends herself really well. You can swing in, and if they try and shenanigans to kill her, just turn her into smoke and she lives. Then next turn you can attack with your cloud, and then flip her for three mana after blocks to do four damage unblockable. Oh, what's that, they tried to kill her before damage? Dang, guess you flip her back and wait until next turn. Super resilient, and a great include in most black decks, especially ones that are fine with a long game.


Until death do us just kind of hang out.
Dan:
Limited: 8

This is supposed to go into a zombie deck, but who really cares what creature types you're playing, cause this is really good. Bring back your two scariest beasts from the bucket, and resume the smashing. This also goes back in your library as well, so you may get the chance to do it again.


Gaige:
Limited: 8

Zombie deck not required to play this. Hell even black isn't required if you just want a useless card in your deck that you won't feel bad about discarding. I will be using this when my first two Avacyns die to bring them both back and then still have a third Avacyn in hand. Use this to get any bombs you lost or shitty creatures if you're feeling that. You do you. 


How do spooky ghosts lure people? I would definitely not follow this guy.
Gaige:
Limited: 7

It's a little expensive for a 1 power creature but it's almost unblockable and will give you one life a turn. You can either ping them or keep it back to block there smaller creatures and either way you get to slowly gain life. This is the card I will want to play that Dan will tell me I shouldn't because there are better things.

Dan:
Limited: 6

This is nice filler in a slow deck, though nothing special. It can block small guys and gain you some life while he does it, and then when you're ready, you can blap them for one, and chances are it'll go through thanks to the low power and skulk. Also Gaige is wrong, for once I fully support this life decision, and I hope he plays it.


See, this is what you get for hiding bodies in the crawlspace.
Dan:
Limited: 9

Black has some bomb-ass rares, and this one definitely fits. As just a five cost to get three 2/2s and gain three, this would be a great card. Throwing in the madness option pushes it over the top, since you have options from an early zombie and one life, all the way up to a metric shit ton of zombies and an equal huge amount of life. That's really versatile, and a smart play whether ahead or behind.


Gaige:
Limited: 9

As a stand alone getting 3 creatures for 5 is good, and 3 2/2 creatures are even better. What's that you say? OH RIGHT. You also gain three life. Now if you have something to trigger this madness cost and are able to do so at instant speed, you are going to ruin someones day. You'll need at least 5 mana in addition to any mana costs to active the discard ability, but if its late game and you pay 1 to discard and have 8 or so mana open...well that's how people quit playing this game.


It's Gregor Clegane posing as a Magic card.
Gaige:
Limited: 5

It's filler. It's a 2/2 for 2 which is fine. The ability does give you the option to get another creature on the field if you've run out of cards to play or have some super clever thing planned out with a zombie token. I'm taking points away because I can only get the zombie token at sorcery speed. I mean come on, what's even the point then if I can't let you forget about this in my graveyard and flash in a token to kill your 5/2?

Dan:
Limited: 7 6

This is a great filler card, and one of blacks better common critters. A 2/2 for two is good to play already, and this one can even do extra after he dies. The zombie even enters untapped, so you can use this to surprise your opponent during combat once they forget this died earlier. LOL no you can't Dan, you dumb idiot. You can only activate this as a sorcery, so don't get too excitebike here. Still a fine card, though.

Sidenote: Like half of these zombies enter tapped, and half enter untapped, and it's almost as confusing as picking out what is an Ally and what isn't from BFZ. Be sure to read before you try to ambush someone with a tapped zumbie.

Gaige's Sidenote: From what I can tell, anything that can re-enter the battlefield multiple times enters tapped. This prevents you from flashing them in from the graveyard as a chump blocker, having it die, then flashing it in again at the end of their turn as an attacker. Since token's only can enter the one time cause you have to exile a card and it's sorcery speed it comes in untapped.


If it was Shadowmere from Skyrim it'd just never die in the first place.
Dan:
Limited: 7

See, now this guy enters tapped. Make up your mind, zombies. (Edit: Thank you for explaining this to me Gaige, for I am a stupid) But anyways, 4/4 is a decent horse bod, and can fight quite well. If you have madness or other cards that don't mind waiting in the bin for a bit, recurring him is no problem, and he is a resilient horsey threat.


Gaige:
Limited: 7

Unless I'm lacking something else to play, I'll just ignore this guys actual mana cost and get it into the graveyard as soon as I can so I can madness two cards and bring this guy onto the battlefield for cheaper. You can't flash block with him but you can bring him back at the end of their turn so you have a 4/4 zompony to attack with, and mana open on your turn.


I'd be so pissed to be brought back as a zombie. I mean, I finally get to chill, and you make me do more shit?
Gaige:
Limited: 7

I don't have much for you on this one. If you want zombies play this, if you don't want zombies and want to lose then don't. I guess if your not running black it would be a good idea not to play this as well. You can get two zombies or if you have madness things you can get them cheaper and flash them in at a weird time to surprise your opponent.


Dan:
Limited: 7

Ok, I get it guys, the zombie deck doesn't look too terrible. At least, a token-based zombie deck looks pretty good to me. There are a lot of things to spawn 2/2's, and the best of the bunches use madness to do so more efficiently, so make sure you have some discard outlets if you want to live the dream.



This is somebody's fetish.
Dan:
Limited: 6

This is a sweet trick. It can make you win combat and gain a ton of life, or do a bunch of damage and still gain a ton of life, all on the cheap. Good ol' lamprey hands is a safe include and surprising your opponent with one copy of this will make them regret that "good luck" handshake when they see your nasty tentacle grabber.


Gaige:
Limited: 5

Read this as "Gain 3+ life and do 3 damage to target creature or player." Actually don't read it like that because it makes the card seem better than it is. It does have the potential to do that, but they also have potential to block something and blink it away so you gain no life and do no extra damage. I will want to play this card but hopefully will have strictly better cards to play instead.


By day, a vampire, by night, also a vampire.
Gaige:
Limited: 7

Fun fact: well actually it's not that fun but regular fact I guess: If you look at her exposed skin in the front image it makes the shape a of a bat. Because she's a vampire. And vampires can turn into bats. Except this one apparently. She just gets an angry face and starts flying around. With this on the field, if you have cards in hand your opponents are going to have to be careful what they do because you can flip this for 0 mana and give it flying and +1 power. Also use it to swing it (duh).


Dan:
Limited: 7

Shouldn't it be Heiress? Or do they not do that? I don't know how titles work. But anyways, she's going to be a mainstay of the vampire deck. She's a good way to throw down a madness card, and can be hitting them for three in the air as early as turn three, which is a scary clock to fight.


Dan:
Limited: 3

This is a mediocre puppy, and I wouldn't want to play him most of the time. If you really need a five drop, he can sneak in some damage with menace, but he is very, very bad if you can't get delirium on. Granted a zombie deck should be able to do that, but I'd still steer clear until I have no other choice.

Two-Headed Giant: 1

I don't like menace too much in 2HG since there are a lot more creatures to chump with, and this guy could die to two tokens even if you have delirium on. I would look for better creatures in your team's prerelease pool.


Gaige:
Limited: 4

With as much token production there is in this set, he'll be easy to kill and going 2 for 1 with their tokens might not put you that far ahead. If you can give him menace he'll probably be able to do some damage before he's ultimately destroyed. A sizeable chump blocker if you need it but you shouldn't add him to your deck for that reason. The only reason you really should add him is if you're lacking in the better cards department.


The Hedonism Bot of Vampires.
Gaige:
Limited: 8

So the more vampires on the field the better because then more +1/+1 counters (there has to be an easier way to type +1/+1 than actually type that every time) that fall on guys. If you can get some gross hybrid zombie vampire deck you can sac tokens or sac things that come back and give even more tokens. Even if you don't have lots of vampires I would run this if you get it because at a minimum he can feed himself and then he gets all vampire spooky with his loaflink.


Dan:
Limited: 7

This guy can be an 8 in the right vampire deck, since you can sacrifice guys who would die in combat to make your others strong. He could also be a 4 if you don't have enough vampires, so make sure you have plenty of support. It is very nice that he even puts a counter onto himself, so he could easily become a large lifelink threat on his own. Or, if you really need to close out the game, he can sacrifice himself to buff your other guys.



Furthering my fear of old people.
Dan:
Limited: 8

Grandmammy flip'n'kill is the meanest old lady on the block once you can get delirium on. A 2/3 for three isn't the end of the world, and if you had a bit of self mill or the green Vessel, she can kill someone the very first turn you untap with her, and turn into a strong attacker. Later game she'll be great, as once at six mana, you'll be able to drop and flip to kill something. Definitely one of the better uncommons, and I'd pick it highly since it can fit into a variety of decks.

Gaige:
Limited: 8

This card is good, but you'll never have delirium when you want it. They'll drop a bomb and you'll want to flip kill it with this crazy old woman and you won't be able to until next turn. That being said, this crazy old lady has some arthritis strength. When delirium is online you'll be able to get a stronger creature for 3 and then kill something for that same three mana. Removal is always good even if it's done by a terrifying kind old lady.


C'mon you two, just bone already and get it over with.
Gaige:
Limited: 6

I want this card to be better than it is, because I want you to just dump 10 creatures in the graveyard and kill your opponent right there. Now for you to do that you'd need at least 11 mana and the best luck in the world to get all 10 cards as creatures. Hopefully by the time you play this you've blapped them a couple times already so you don't need the full 10 creatures. This is also nice to help delirium and just fill up your graveyard if you have some other graveyard shenanigans.

Dan:
Limited: 5

The potential to whiff is real, and I don't think paying a bunch of mana at sorcery speed is the right way to enable delirium in black. However, this could be a good finisher for a black deck heavy on creatures, and it has potential to be scary strong if you're running over 16 dudes. Also, Gaige's standard deck is running this as a finisher, and it hurts.


Oh nevermind, looks like she has someone else.
Dan:
Limited: 5

That zombie dances exactly like I do, so I appreciate the equal representation here. This card wasn't so great last time we saw it, but with the crazy amount of self mill, delirium, and graveyard stuff, this is poised to be significantly better, and it's fine to include a copy if you will be tossing cards into your yard a lot.


Gaige:
Limited: 4

There is definitely potential with this card considering how much you'll probably put into the graveyard, but sometimes you have just have to let go. It's not a bad card but when my creatures die I'll either just let it be or try and find a better way to bring them back. Since they only go to hand you still have to pay whatever they cost on top of the two, which may be small if its Sin Prodder, or bigger if it's Ulvenwald Hyrda.


You fuck with Sorin, you fuck with Innistrad.
Gaige:
Limited: 8

He's a big man with swords, or spears? Something hurtful. And he'll just get bigger. Unless you have the 1 cost madness spells, it will be a bit difficult to use him to trigger madness since his discard already costs 3, but if you do have the mana you'll be able to do something fun and make him bigger. As I'm sure you can read he is a vampire so he would go good in a vampire deck but if you're already committed to something else that's running black he's perfectly good as a standalone.


Dan:
Limited: 8

This is the top end of the Vampire deck, no doubt about it. He looks metal as fuck, which is a big point in his favor, and he's just super powerful. A 3/3 flying for five is not a bad place to start, and you can make him a 7/7 the second you untap with him if you please. Alternatively, you can pitch a madness card and cast that, and you still have a 5/5 flier. Seeing this in my first pack would make me go Vampires, and seeing this in my third pack if I'm already in Vamps would make me go coocoo for vampire puffs.


Not a fan of Nahiri's choice of interior design.
Dan:
Limited: 5

Instant speed makes this playable, since you can just sacrifice a chump blocker to draw two. Having the option to put a land in the yard to turn on delirium isn't bad, but chances are if you're running this, you'll be in a slow controlling deck or the zombie token deck, so you should have self-mill to turn on delirium.


Gaige:
Limited: 8

Fairly inexpensive instant speed card draw in black. It's not quite Read the Bones but I'll play this anytime I'm playing black. The option to sac a creature in response to something or a land to get delirium online is more helpful than it is hurtful, and then after all that you get to draw two. You can use this as a desperate last ditch effort for an answer to something they're playing on their turn.


Gaige:
Limited: 8

Flying and trample, what a good combination. I still never really get how you can trample something in the air. I would think it would be just easier to go under or over them, but my only experience with flying was that one dream I had where Kate Upton took my hand and pulled me into the sky and then when I woke up my bed was all sticky. I wouldn't worry to much about the back effect of taking damage if you don't have delirium because you dump 4 in the graveyard to begin with, and there are enough things in black to get you to discard or sacrifice something.


Dan:
Limited: 9

Oh boy, that is scary in both art and stats. Flying tomple doesn't get stopped by much, and 4/5 is not easy to kill. The fact that you could plop this on turn four and already have delirium on is very scary, and I'd expect a G/B delirium deck to wreck face with this. The card is aggressive enough that even if you have to wait a turn or two before turning delirium on, chances are that you're still ahead in the race.


There is however, enough salt on MTGO to wither it.
Dan:
Limited: 4

The only time I'd even attempt this is if you have a ton of zombie tokens, and even then I'm hesitant. He is absolutely massive, but you if they have tokens, you can only swing a few times before you're out of stuff to sac. If you're pitching creatures to him, then they're going to have a very strong swingback, and you won't be able to do shit about it cause you were busy sluggin' away.

Two-Headed Giant: 2

Menace is more easily chumped in 2HG, and it only takes a few turns before you've fucked up your board state, so I'd try to avoid this unless you have a ton of token creatures.


Gaige:
Limited: 3

He is big, and his power is greater than his mana cost which is a good sign, but having to sacrifice something everytime you want to attack or block is gonna be rough. It will be fine at first but then after they give -2/-2 to all your creatures and all your sacrifice fodder is gone. Menace is nice but not that big of an upside. I might run this if desperate but hopefully I won't hit that level.


"Hey buddy, could you hold this?"
Gaige:
Limited: 8

I wish this was sorcery speed but with madness it almost is. You don't need a reduced madness cost because you can now play this right after they declare attacks with madness. Use in combination with Heir of Falkenreath to get a flying blocker and kill whatever big guy they are trying to hit you with.

Dan:
Limited: 8

Cheap and easy removal, it doesn't get much better. They have to attack at some point, and at that point you just eat their dude. Having madness is nice, since with the right enablers you can compulsively murder at instant speed, which can put you in a neat spot.


Dan:
Limited: 7

Olivia's whole family is just fast and angry, and this guy helps it be faster. He's already aggressive on his own, and he makes your other vamps that lack haste much more fearsome. If you're looking to close out the game before your opponent can amass a giant pile of clues, this is the dude to do it.


Gaige:
Limited: 7

If you play this turn 2 you can swing with it on turn 3. If you play this turn, you can swing with this turn 3. You get an attacker in the air that will make all your vampires even faster, including this one. Just keep poking them with this and force their hand to remove your small vampire so you can play Olivia "I was your favorite commander of this set until you saw the Gitrog." Voldaren.


This art looks way creeper and way better than a lot of the other stuff.
Gaige:
Limited: 7

With as much madness and delirium as there is, discarding just isn't a downside. Skulk probably won't do a whole lot but I'm sure you'll find a situation where you get to use it and it'll feel alright. You get a 3/3 for 2 so why would you not run this spirit horse. I guess that is his/her downside. It is neither vampire nor zombie so you get no synergy bonus, but you should probably play it still.


Dan:
Limited: 7

Scary horse spirit is excellent at most points in the game. Early on, if you want to drop him on turn 2 and activate the turbo agro, that's your right and you may discard some crappy card to do so. If you draw him late, you can cast him and play a madness card. Skulk starts to be less valuable once the power gets higher, but he still can dodge big dudes, and with reasonable toughness, he can usually plow through things smaller than him.


He's here to sign up for Four-Headed Giant.
Dan:
Limited: 2

I'm not a big fan of this kind of hand disruption, but sometimes making them exile their best card is a huge play. Sometimes they reveal a hand full of land, and, well, that sucks for both them and you. Delirium doesn't make a ton of difference, since at most they'll have two or three copies of common. Maybe just side this in if they have a huge bomb and you want to roll the dice and see if you can snipe it. But probably don't do that.


Gaige:
Limited: 4

I expect a lot of people to play this in limited and I don't blame you but I will hate you forever. It makes sense in control if you want to see what they have to play but also to get rid of their best card. I wouldn't worry too much about getting delirium online because if you are trying to get rid of their bomb I doubt they'll have multiple copies. Doesn't hurt to check though.

Two-Headed Giant: 3

You might get unlucky and pick the one who had the shitty hand anyways. It's less good because you know have to pick an opponent. Realize that this card only lets them pick one opponent so don't let them trick you into showing both your hands and then they just pick one card from either of you.


How long until they run out of illiterative rat names?
Gaige:
Limited: 7

Dies to everything and there are better two drops but this can be either an "unblockable" one damage for a while or deterrence to keep them from attacking you. Your deck may need this, it may not. Maybe you acknowledge that your deck doesn't need this but you just have a special place in your heart for rats so you play it anyways.

Dan:
Limited: 4

The token 1/1 deathtouch is always good, but usually it's for only one mana. Skulk is cool, but usually they wouldn't block your 1/1 deathtouch with their huge guys anyways. I dunno, if you need more zombie types you're welcome to play this, but it just seems like a more expensive version of our beloved deathtouch rats without much upside.


<gaige put something funny here, I can't think of anything because I'm too turned on by how good this is>
Dan:
Limited: 9

I suppose here's a reason to play the zombie rat. Relentless Dead lives up to his name, and no matter how many times he gets knocked down, he gets back up again. Just like Chumbawamba.

Greatest album of our time, or greatest album of all time?
If you're lucky enough to open our zombie friend, be sure to grab plenty of zombies to go along with him for his second ability. I also recommend keeping that one black up anytime he's on the field, so that you don't lose him in your yard without a way to bring him back.


Gaige:
Limited: 10

Even if your not doing zombies, use this as a sac machine for your vampires or a chump blocker or even just swing in with this menace to the church. It's super versatile and it can keep coming back. This is one of my favorite card's of the set and can't wait to not get any in the prerelease and then die to this card because they kill one of my two creatures and I have nothing to block with.


Lili just burned you from beyond the grave.
Gaige: 
Limited: 4

If I was desperate for zombies I'll play this. It's not great and can trigger madness, but I would definitely be hesitant about making an opponent discard a card unless they are tapped out. It's a little to expensive to be an early game fat butt and won't do a whole lot of damage to anything.

Dan:
Limited: 5

It doesn't take much convincing for me to want to play a butt this fat, and the upside just makes me love his zombie butt even more. You don't need to be in a zombie deck to play this; any slower deck should be happy to run him. Granted Gaige does remind me that this activate madness or delirium for your opponent, which kind of sucks, but I'll risk it for that zombie biscuit.


Only on Innistrad do you need to restrain dead people.
Dan:
Limited: 6

Yes, ok, I know I'm overrating this, but I've had good experiences with infinitely recurring chumpers. I've rocked Tenacious Dead more times than I should, and he always saves me. This guy isn't quite as good, but any time I can block and possibly kill something without permanently losing my bro, I am interested.


Gaige:
Limited: 5

He's probably super lonely because not only is he locked up but he is the only skeleton on all of Innistrad right now. This is a nice early drop for slow or control decks that will prevent 1/1 creatures from poking you early and will give you the option to bring him back if you have some extra mana at the end of their turn or run out of cards to play.


Ay you got a bird stuck in your hair.
Gaige:
Limited: 7

Stop your opponents delirium. Stop your opponents zombies from coming back. Exile a creature you don't need in a time when you do need a creature. This card is super cheap and it gives you a 2/2 and 2 life for B. Exiling a creature from any graveyard as an added cost really only helps you out as it grave blocks them from doing some things.


Dan:
Limited: 7

I believe this card is Certified Balling™. I would pay one mana for a 2/2, and gaining two life is sweet. Sure, you need someone to have a creature in the yard, so this won't drop turn one, but a 2/2 for one is decent at most times, especially with some ETB lifegain. Also this can break up delirium strategies and any sort of graveyard recurring, so that's a bonus.


That's probably just the nasty Sock Soup my grandparents make for Christmas.
Dan:
Limited: 7

In a madness deck this is absurd, and a total slam dunk. If you can cast a madness card with the discard portion of it, this is like BB and one life to kill a creature, which is primo. In any other deck it's alright, and I'd still probably use it, just not as happily. I often have an extra land or some junk in hand that I'd be willing to pitch to this.


Gaige:
Limited: 8

"Pay 1 life, activate delirium, trigger madness, sacrifice this, kill a creature for 2 mana." Other than the 1 life you have to pay there is no real downside to this card either. With limited enchantment removal you can just keep this on the board to make your opponents pee themselves in constant fear of losing whatever they might play. Just keep 1 mana open at all time and don't get down to 1 life or just 1 card in your library and use this when they need to or when they try to get rid of it.


Is it a horse of nightmares of just a mare who likes night time?
Gaige:
Limited: 5

I like my horses like I like my coffee. Dead. Well, I don't want any real horses dead. What I'm saying is that I wish this was another zombie horse for zombie synergy. A 3/3 is annoying for your opponents and with enough mana you can make this pretty spooky pretty quick.

Dan:
Limited: 6

This horse is some fine filler. A 3/3 for four does stuff, and delirium makes combat trickier for your opponents. If you have plenty of open mana, you can pump this guy quite a bit.



How will fencing save you from something that only dies to sunlight and wood stakes?
Dan:
Limited: 5

A two-butt dies pretty easily, so that makes me nervous, but being able to throw another point of power on something is nice. Play him in a vampire deck, but I wouldn't even look at him unless you can guarantee to have a vampire on field when you play him.


Gaige:
Limited: 5

You can't put a +1/+1 counter on himself so if he is your only creature then you just kind of whiff and that will make you feel bad. The last thing I want for you to feel is bad. This is also only good in a vampire deck because if you have other non-vampire creatures you whiff again. His power is good but he'll die to a mean mug from Nahiri. 



C'mon guy, hit him with your spiky pickaxe thing.
Gaige:
Limited: 7

Don't let the cost scare you away. It's instant speed and if the -4/-4 doesn't outright kill what you want, use it during combat to have your chumper finish the job for you. This card will just about kill anything that isn't their biggest creature and should go in any controlly deck running black. Even midrange decks running black. This should go in black decks.

Dan:
Limited: 7

Lookie, it's the crappy expensive removal that you'll be frequently using! Sure, it costs a lot, but -4/-4 at instant speed kills most things, so play it and be happy that you got it.


I still think it looks more like a pig than a sheep.
Dan:
Limited: 5

Them choosing makes this significantly worse with all these tokens running around, and I don't think the planeswalker part is going to matter often. Although, when it does matter, it's going to feel really fucking good. I'd only run this if I have very few removal spells.


Gaige:
Limited: 7
Once you have delirium online this will get rid of their planeswalker and at that point who cares what creature they sacrifice because it's a twofer for 3. They could sacrifice a shitty spirit token but with planeswalkers being even harder to deal with in limited I'm ok with them losing a small thing to get rid of their planeswalker. If they have two planewalkers then you just weren't meant to win and you need to accept that.


The toothfairy has fell on hard times.
Gaige:
Limited: 8

Token removal hooray! When it enters you can kill something small or bring something big down a notch to make you swinging in easier. Once delirium goes online every one of their turns you can either kill something small or keep their big things smaller.

Two-Headed Giant: 8

This hits both opponents as long as your graveyard has delirium so on their turn each of them has a target creature get -1/-1 which can really start changing the board state if this happens a couple turns in a row.

Dan:
Limited: 7

Eyeblight Assassin was playable, and she was a 2/2 for three that only did the -1/-1 once. Getting a 3/2 for the same cost, and the ability to zap something a little each turn with delirium is very good, and I'd love this in a GB delirium deck. Or most black decks, honestly.



I will also pronounce this incorrectly 13 times.
Dan:
Limited: 3

It takes a madly controlling deck to make this work. You have to be able to block everything, and also be able to chip away tiny chunks of health to make sure you can land them at the right spot. You can get a bit of heal if you're down in a race, bu then they do too... I don't think it's worth playing Triplediscophobia, but lets be honest, this card is so cool that if you open it, you're probably gonna play it cause it's hilarious.

Two-Headed Giant: 1

Managing to hit an odd number is a little more difficult when you go in increments of two.


Gaige:
Limited: 4

Me giving this a rating of 4 will not stop me from playing this no matter what. This card will be the death of me but I will play it any time I get it. It will be really hard to win with this because you'll need to hit them with creatures and whatever else to get them to exactly 13 while avoiding being at exactly 13 yourself.

Two-Headed Giant: 1

Good luck trying to get me to not play this, Dan.


I am also afraid of children now in addition to old people.
Gaige:
Limited: 6

A vampire madness deck will be a little more aggro-y than this so you might want to avoid it if you can. If you aren't running vampires but can still get the madness trigger this card is worth playing. It will be able to do some damage and prevent anything medium sized from coming at you.

Dan:
Limited: 5

In the Vamp deck, this is no Incorrigible Youths. This card is much slower, and shoves in less damage. I think the real home for this is in a more controlling deck that uses madness, because a 3/5 is a way better blocker than a beater. I'd skip this in vamps, but possibly pick it up in U/B or W/B control with madness.


The Sultai would get along with these guys.

Dan:
Limited: 3

The stats for the cost are acceptable in the vampire deck for filler. Nothing exciting here, but if you're desperate for a three drop that can attack, you can settle for her.


Gaige:
Limited: 3

Filler for when you want to force vampires because you pulled Olivia "I need to cut back on humans because someone has been calling me fat" Voldaren. If you don't have enough vampires this will work but it's not great. Too vanilla for me and even at 3 power for 3 it will die to just about everything.


Even the books are evil? Get your shit together, Innistrad.

Gaige: 
Limited: 4

This could be interesting for when they only have two cards in hand or you know what is in their hand already. In general it stops any madness they want to try and won't trigger delirium, so it gets rid of two cards (of their choice, which is sad) without allowing them to utilize dump mechanics.

Dan:
Limited: 4

It's hard for me to say if I dislike the red or the black Vessel more, but at least the black one seems to be useful more often. Four mana split amongst two turns in not a lot to pay for a Mindrot that fucks up graveyard stuff. It also does what Vessels do and enables delirium. It's an OK filler card, and if you're controlling and need a reliable way to get that fourth type for delirium, feel free to run this book in a jar. Also I just decided I like this more than red, though red has way better flavor text.



Coolio. Way to go, Black. This color gets quite a few good bombs this set, especially if you count the split color cards with Sorin and Anguished Undoing. It does seem that several cards get worse in 2HG games though, but I'm sure it's still deep enough to base a deck off of. Zombie-token swarm looks very strong, and I'll probably die to that.

Be sure to check back tomorrow for our second to last review. We'll be loudly yelling "NO YOU MAY NOT" at our opponents as we take a look at the color of people who don't value their friendships play. Blue.



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