The Casual Planeswalker

Tag: Sphinx of Uthuun

  • Casual Friday–Our Place in the Multiverse

    Casual Friday–Our Place in the Multiverse

    With the release of From the Vault: Legends next week coming fast, we are going to be getting a second look at some very old cards that are very unique in Magic. Legendary creatures are very unique on their own, only being able to have one of them with the same name out at a time, but there are two cards in this little package that are unique even in the Magic world: Cao Cao and Sun Quan. Interestingly enough, these cards are based on real people. This effectively shows that our world is also one of the many worlds that make up the multiverse of Magic: The Gathering. Portal Three Kingdoms

    Cao Cao and Sun Quan are both from the set Portal Three Kingdoms, based on the Chinese novel Romance of the Three Kingdoms. The novel portrays the events of three separate kingdoms vying for the Imperial Throne of China after the Han dynasty was overthrown in 169 and split apart. This time period and the novel that was inspired by it has been a popular source of material for all types of games, most notably perhaps the video game series Dynasty Warriors. Of course, this was also the inspiration for Portal Three Kingdoms, a whole set of Magic cards.Sun Quan

    Portal Three Kingdoms, released in 1999, was the third of the Portal sets, made up of very simple cards used to introduce players into the game of Magic. This set was released for East Asian and other Pacific markets with English cards mostly in Australia. Naturally, being based on Chinese history, it didn’t have a whole lot of the fantasy stuff we come to expect from Magic these days. There were no elves or goblins and hardly any, well, Magic. Because of this an ability like flying wouldn’t make a whole lot of sense, though it was still pretty important to have some type of evasion to put on creatures. Horsemanship is the Portal Three Kingdoms version of flying and it works exactly the same way.

    If a creature with horsemanship attacks, only creatures with horsemanship themselves are able to catch up and block. It makes great sense for the set, but now it’s a little weird when we have Armored Warhorse and it can’t block against creatures that have horsemanship. Most of the time in legacy or casual games the horsemanship ability is going to be equal to unblockable. With Sun Quan being reprinted for this From the Vault set we will now get the chance to make use of this powerful ability. This card is definitely a great pick that was made more in the interest of fun than actual competitive cards and I’m certainly looking forward to seeing the faces of my friends as I play Sun Quan and react to this ability they would have never seen otherwise. The real nice thing is that Sun Quan isn’t really all that bad a card. You get a 4/4 for 6 mana, which is not too bad considering it is a blue card that can survive a Lightning Bolt. Really what makes the card great though is that it gives all of your creatures horsemanship, including himself. What could be better than winning a game by putting your Sphinx of Uthuun
    Sphinx of Uthuun
    on a horse and riding past all your opponent’s flyers to victory?Cao Cao

    The other side of Portal Three Kingdoms in this package comes in the form of Cao Cao, Lord of Wei. You get a pretty strong 3/3 character for 5 mana, but like any good rare the best part about him is his ability. It’s a very straightforward ability that allows you to simply tap him to have your opponent discard two cards. It’s probably about as close to instant-speed discard as it gets in Magic, being as fast as an instant but you are forced to use it during your turn before you attack. It’s not too big a deal, since forcing your opponent to discard will rarely affect the game unless a spell on the stack is counting cards in hand or something. It can be weird not being able to use the ability after attacking, as the may draw cards after your attack, but this is an ability you can use to get rid of two cards every turn. There aren’t really any nifty tricks about Cao Cao, he’s just a good engine for discard that is a great fit in decks that use Megrim
    Megrim
    or Liliana’s Caress
    Liliana’s Caress
    .

    These two were probably a big surprise to everyone that looked through the list of cards in the From the Vault: Legends set but they do show an interesting period of Magic. Our world is a part of the Magic multiverse, and if the flavor text from historical novels aren’t a big enough clue, cards like these and the whole Portal Three Kingdoms set are one of the best ways to prove it. It’s pretty neat to get a curveball from the wizards at Magic at times with cards that are more focused on interesting interactions between cards or even the sometimes goofy history of the game.

  • Five for Fighting: “Generals” for M12 Intro Packs

    Five for Fighting: “Generals” for M12 Intro Packs

    M12 Preview Week: A Look at Intro Pack Foil Rares

    Intro packs have been a staple of Magic The Gathering since the Tempest block, and a feature of all Core Sets since 7th Edition. These decks are exactly what they claim to be: An excellent introduction to the mechanics and strategies of Magic. I highly recommend them for anyone who is new to the game.

    The great thing about the M12 Intro Packs in particular is that they look to be two-color decks centered on strategies that are typical of their component colors. Each core set is meant to return to the roots of the Magic “color pie” – the theory by which mechanics, abilities, and creature types are aligned with the five colors of mana. While the decklists for the M12 Intro Packs have yet to be released, we do have for you a quick rundown of the foil rares that will be the headliners of their respective decks.

    Let’s check them out:

    “On a Stick”

    Anyone who is new to Magic The Gathering has undoubtedly discovered that there is a plethora of “slang” that you have to get used to. One such bit of lingo that is important to today’s post is “on a stick”. When a card is referred to as being another card “on a stick”, it means that it is a creature, artifact, etc. that has an ability that is the same as a previously printed instant or sorcery.

    This term sprang from the ability of Isochron Scepter
    Isochron Scepter
    to repeatedly copy the instant that it had imprinted. Of course over the long history of Magic this has become a favorite source of inspiration for developers. Kamahl, Fist of Krosa
    Kamahl, Fist of Krosa
    is Overrun
    Overrun
    on a stick, Shriekmaw
    Shriekmaw
    is Terror
    Terror
    on a stick, and the Magus series were various lands, enchantments, and other spells on a stick.

    Why is it important to know this term for our discussion of the M12 Intro Packs? Because, if you look closely, each of these heavy-hitting creatures (almost) has an ability that repeats the effect of a previously printed spell.

    Let’s start by looking at Flameblast Dragon. He’s the only card in this series that is a reprint, and he very well might be the source of inspiration for the creation of the rest of these cards by R&D.  For a lot of reasons Red is going to be a really fun color to play in the coming Standard environment, and while Flameblast Dragon certainly isn’t an “auto-include”, he could be a lot of fun in casual play.

    Flameblast Dragon is a 5/5 flier for six, which isn’t bad, but his ability is what makes him shine. He’s Blaze
    Blaze
    “on a stick” every time he attacks. Because this optional cost occurs when Flameblast attacks, you can use his Blaze to get a flying creature out of his way before blockers are declared, or, if the skies are clear, nail your opponent for some additional burn damage. If you’ve got six lands or so in play, then Flameblast Dragon is a pretty effective clock. While many creatures have abilities that trigger once they have dealt combat damage, this dragon will be able to lay on the hurt even if there is a significant blocker in his way.

    Since Flameblast Dragon is one of only two creatures in this “on a stick” cycle that has a repeatable ability, I think we’ll find that he’s one of the most powerful.

    Guardian Angel

    Aegis Angel is also a 5/5 flier for six, and her comes into play ability makes another permanent indestructible as long as you control her. This makes her Indestructibility
    Indestructibility
    , last seen in M10, on a stick. Just as a side note, I have to say that Aegis Angel probably has my favorite art of any of this series. I really feel like the artists that Wizards uses pull out all the stops when it comes to angels and I’m glad to see that trend continue.

    It’s interesting that her text stipulates that her effect ends when you lose control of her and not when she “dies” (a new official term for M12). This means that Act of Aggression
    Act of Aggression
    , Act of Treason
    Act of Treason
    , and the entire “Political Puppets” control suite can remove the indestructibility she gives merely by bringing her over to their side of the board. Is this a significant drawback? Probably not, but it does provide casual players a fun way to manipulate their meta-game against their buddies who will love using her to secure elements of their favorite combo.

    Where there are angels…

    …there are demons. At least that seems to be the way of things from creative writing and fantasy from Milton forward. It is certainly true in the world of Magic, especially in the “Heavenly Inferno” commander deck, which we highly recommend.

    Rune-Scarred Demon is a serious late-game bomb. For an additional generic mana beyond the cost of Flameblast and Aegis, you’ll get a 6/6 flier that casts Demonic Tutor
    Demonic Tutor
    as he comes into play. Not only is Rune-Scarred Demon a serious aerial threat, but the ability to search your library for ANY card ensures that he will be a game ender.

    Tutor cards (cards that allow you to search your library) have always been considered extremely powerful (and are prone to banning), but attaching a tutor to a beatstick like the demon is a great innovation on the old formula. His tutoring will make is so you can find exactly the answer you need to whatever your opponent is up to, even if it is just the extra pump necessary to allow you to swing with the demon for lethal damage.

    While I think Flameblast Dragon probably will probably find a home in a lot of casual decks, I think Rune-Scarred Demon might win the prize for having the most powerful spell attached to him – a spell which we haven’t seen since the Divine vs. Demonic Duel Deck, and before that not since Revised.

    A Sticky Situation

    If Rune-Scarred Demon has the most powerful ability, then I would say that Arachnus Spinner has the most fun ability – depending on your perspective. If you’re the one slinging webs, then I think Arachnus Spinner will be a lot of fun, but if you’re experiencing the pain of having your creatures bogged down by Aragog’s big brother, then frustration will follow.

    Before I discuss Arachnus Spinner’s ability, let me just remark that it’s interesting that R&D chose “spider” as an emblematic creature type for Green, but I like the way this is going. We’ll see if spiders become a viable tribe in Innistrad or not.

    Arachnus Spinner is unique among the five cards we’re discussing today for a number of reasons.  First of all, he is not any specific spell “on a stick”, though he is reminiscent of both the Squadron Hawk-find your playset type of ability and the Spirit of the Night-minions bring out big-bad series. He searches your library and graveyard (awesome) for webs in which to capture your opponents most powerful or irritating creatures.

    Arachnus Web itself has an effect similar to many White Pascifism-esque spells, most notably Arrest
    Arrest
    . It has the limitation of only being able to restrain creatures with power less than four. This is a great choice flavor-wise, as it recognizes that a big enough creature would be able to rip through the webs without too much delay.

    The great thing about Arachnus Spinner is that he allows you to renew your webs every turn. Even if your opponent is able to disenchant the Web, as long as you have spiders to tap it will keep  returning from the graveyard ad infinitum. This will not only thin your library, but will provide you with card advantage.

    Because flavor is my most-beloved aspect of card design in Magic, I think that Arachnus Spinner may be my personal favorite among the five Intro Pack rares. He’s big, he’s tough, and he’s got a unique ability that shows an incredible amount of thoughtful designing on the part of Wizards.

    Finally, it’s interesting to note that while the other four cards we’re discussing here have flying, Arachnus Spinner has reach and a toughness of 7, making him the only one of the five able to survive combat with ANY of the others. Pretty snazzy.

    Decisions, Decisions…

    Last, but not least, we have the blue offering for the M12 Intro Packs, Spinx of Uthuun.

    Personally, I’ve really been pleased to see Sphinxes emerge as the newest Blue fatties, a category in which the color was distinctly lacking. Previously Blue struggled with larger creatures, relying on big clunky leviathans and sea serpents that typically were over-priced and had attacking restrictions.

    Sphinxes provide Blue with air support that can combat Red’s dragons, White’s angels, and Black’s demons, in addition to bolstering Blue’s arsenal of library and hand manipulation effects. The Sphinx of Uthuun brings back an old favorite: Fact or Fiction
    Fact or Fiction
    , a four-cost instant that allowed you to draw three or four cards, depending on how your opponent stacked the piles.

    Card advantage has been looked on for quite some time as a significant factoring in determining the outcome of games, and the Sphinx provides you not only with significant draw, but also with a flier that will demand an answer from your opponent. He’ll survive combat with both the Flameblast Dragon and the Aegis Angel, though he’ll meet his match in Rune-Scarred Demon and be frustrated by Aranchus Spinner.

    The thing I love most about Sphinx of Uthuun’s ability is that it puts my opponent’s fate into his own hands. I’ve never seen Fact or Fiction work out perfectly for the opposing player, and I’ve often seen that look of dismay which indicates a choice between “bad and worse”.

    The biggest decision though, is which Intro Pack are you going to pick? We’ll have the decklists up on our blog for you as soon as they are available, and if these foil rares are any indication of the contents of the decks, then I think we can expect big things from this round of preconstructed decks.

    Leave us a comment and let us know which card you’re most looking forward to playing.