The Ten Most Interesting Cards of Eldritch Moon

Opinion

zandl

11 July 2016

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The Ten Most Interesting Cards of Eldritch Moon


With the release of the full visual spoiler of Eldritch Moon, it became apparent rather quickly that this set was founded on pretty far-fetched gimmicks and forced themes that we should’ve already been done with in previous sets. However, focusing on some of the individual cards reveals that there are still plenty of encouragingly fresh design ideas coming out of the R&D oven. Which spells tickled my fancy the most and got my brewin’ juices flowin’? (gross)


#10 - Harmless Offering



Demonic Pact gettin’ you down? It’s cool; just tie a bow on it and gift it to your opponent who’ll promptly lose the game before anything can be done. Beyond this, there isn’t much else to abuse Harmless Offering with in Standard. In Modern, there could be a few janky decks that would like a Bazaar Trader that can’t just be killed. In EDH, Zedruu the Greathearted always likes help and we gain access to some real goodies, such as Statecraft and Illusions of Grandeur.


#9 - Noosegraf Mob



Though this may be a bit on the expensive side, I can see some intriguing builds utilizing it at the top of the curve. First, your opponent is going to be hard-pressed to remove the Mob without needing to hit a Zombie token or two, as well. Second, the card has the potential to grant you 10 power spread across 5 bodies. Third, there are a number of cards in Standard that are already in the business of doling out +1/+1 counters. Gladehart Cavalry is admittedly a junk-rare, but there is a strong synergy between these two cards. Dromoka's Command, on the more competitive side of the spectrum, can be a back-breaking protection/removal spell with Noosegraf Mob. Add in some of the less expensive Support spells and a bit of the counter support from Dragons of Tarkir and now we’re getting somewhere.


#8 - Elder Deep-Fiend



My initial thought was that this card is simply too expensive to fit into any deck in Standard, but the implications in a solid ramp/midrange deck are promising. With flash, you can grant yourself a massive blocker and a way to shut down the rest of your opponent’s turn during the combat step. It’s certainly an enticing play just during your opponent’s upkeep, as well, to prevent them from doing anything at all. Deep-Fiend alone is obviously not big/efficient enough once it’s out to be your end-game plan, but it could be a powerful trick as a one-of in the right lists.


#7 - Thalia, Heretic Cathar



Thalia is a trusty weapon against greedy decks that attempt to wall up the board with fat creatures in the mid-game turns (cough JUND). With first strike and 3 power, she’s going to block and swing through almost every single early-game play your opponents could muster. Though she "dies to Doom Blade," the tempo swing in your favor could be more than enough to stay ahead through a crucial string of turns. Finally, hitting nonbasic lands at the right time will incidentally wind up being a temporary Time Walk half the time. Outside of Standard, I can see her in EDH where she could be useful in the 99 of a control/stax deck.


#6 - Tamiyo, Field Researcher



Our first Bantwalker, Tamiyo squeezes right into what is arguably the strongest deck in Standard and gives it more of what it needs: cards. Going up to 5 counters and essentially demanding free card-draw, Tamiyo is a big swing in tempo for an unprepared opponent. The -2 is right where you need it to be on turn-4, too, when your opponent is just getting traction on the tires. She can lock down a Gideon, Ally of Zendikar and his bro-ken for a turn just after he comes out, giving you enough time to untap and use her again to build a stronger board without being under excessive pressure.


#5 - Hanweir Garrison + Hanweir Battlements



Meld is a gimmicky mechanic that isn’t likely to see much constructed play outside of this combo mainly for the fact that both pieces are playable on their own. Hanweir Garrison is certainly a strong creature when you consider that the tokens stay on the board after your turn and the fact that there is an overwhelming amount of Human Tribal support currently. Thalia's Lieutenant, for example, goes over the top when the Garrison turns sideways. Hanweir Battlements is already the type of land you wouldn’t be upset using in an aggressive deck. When the two are combined, your opponent is probably going to die without a hard removal spell in-hand.


#4 - Summary Dismissal



Exiling multiple spells at once (though you’d probably never exile more of your opponent’s than your own in Standard) is a strong ability in a format based so heavily on the graveyard. Countering abilities is an odd action that we aren’t often graced with and the implications of which isn’t always fully appreciated. 4 mana is a lot to ask for in a format with Nissa, Voice of Zendikar and Gideon, Ally of Zendikar, but answer me this: Would you rather have Scatter to the Winds or Summary Dismissal against Ulamog, the Ceaseless Hunger? … Now you’re starting to see it my way. I’m certainly not advocating this card’s use mainboard, but with so many “When you cast” abilities in the format and with no other cards to stop the triggered abilities, there’ll be times you’ll dream of drawing this one.


#3 - Permeating Mass



As far as I can tell, this card has a unique ability in all of Magic. For all the casuals out there, you’ve finally got the 1-drop you’ve always wanted for your Assault Formation deck. On the competitive scene, I foresee it being a little more difficult to fit into an existing deck. My first thoughts were ramp and other midrange strategies, but the inherent issue is that you’d then have to go and try to crash through a potentially large swarm of them. Perhaps a more controlling one, one utilizing Tamiyo and maybe some Dragonlords in the air, would be a proper place for Permeating Mass. One notable synergy that makes my mind spark is Declaration in Stone.


#2 - Ishkanah, Grafwidow



Delirium decks, until now, have always had plenty to do with their mana but no fantastic way to simply gum up the board when needed. The Gitrog Monster, among other high-value creatures, is a potent tool in getting to the late-game, but it’s easily chump-blocked/removed, especially going into the late-game turns. Ishkanah, however, brings a nightmarish horde of Spider tokens to the party as soon as turn-5 (Gitrog’s same turn) and threatens to burn away the opponent by turn-7. The reasons I like this card so much are that Ishkanah herself dodges Languish and she has an “enter the battlefield” ability, meaning reanimating her is always a tantalizing option.


#1 - Eldritch Evolution



Tired of wanting to use high-CMC creatures but afraid they won’t be impactful enough? Eldritch Evolution is here to help. Perhaps it’s The Gitrog Monster/Ishkanah, Grafwidow that’s on your mind, or something bigger like Ulvenwald Hydra, Linvala, the Preserver, or even Dragonlord Atarka. "Enter the battlefield" abilities are the key as netting some amount of value from your spells will keep you from being blown away by the potential 2-ish-for-1 by removal. Of course, there are other forms of value that let us abuse a good tutor. Finding Dragonlord Kolaghan or Surrak, the Hunt Caller and swinging right away is a powerful move and shouldn’t be dismissed too readily. Grabbing something like Goblin Dark-Dwellers (which is, probably, the sole reason the card exiles itself) can net you some quick value. All in all, Eldritch Evolution is a versatile spell that you will wind up seeing.


Is Eldritch Moon all it’s cracked up to be? What are your favorite cards? What will you be playing once the new set is legal?

Happy tapping, players!
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Boza says... #1

No mention of Spell Queller? It will probably be the card with the most obvious uses, but it will be a strong one nontheless.

Good article, I need to do something related to pauper about it.

July 12, 2016 4:28 a.m.

MagicalShrek Rarity is solely based around cards turning up in draft.

July 12, 2016 10:45 a.m.

zandl says... #3

How is 6/11 reach across 4 bodies for 5 mana with the potential for 4 damage each turn underwhelming?

July 12, 2016 12:49 p.m.

JonnyG21 says... #4

MagicalShrek: draft is a format where players get 3 packs each (usually 3 of the same standard set or 2 of the new standard set and one of the set before) and pass around cards from the packs to make decks. players sit in a circle (ritualistic, huh?), open their first pack, pick a card facedown, and pass the rest of the pack facedown to the player on their left. This keeps going until the packs are out, then the next pack goes right, and finally left (left, right, left).

July 12, 2016 1:45 p.m.

JonnyG21 says... #5

oh yeah and infinite basic lands at your disposal, 40 card decks, infinite sidebaord (meaning players often sideboard another deck)

July 12, 2016 1:45 p.m.

daerokos1014 says... #6

July 12, 2016 7:58 p.m.

I will second that Spell Queller should be on this list. So many applications. So much bustedness. Eat their Collected Company? Cool. Turn 4 they play something you don't like, in response, you Collected Company you find a Reflector Mage and Spell Queller. Guess what? Blowout. Card is busted.

I also like to honorably mention Soul Seperator and Emrakul's Evangel. Soul seperator is interesting because it's take on Duplicant but with a extra bodies. Something we don't see to often and something that shouldn't be underestimated for the potential it has.

Evangel can just flat out be outrageous. T3---Evangel, T4 Secure the Wastes for 4, sac evangel, now you have 5 3/2's. It's really good to note that it literally replaces itself. I like this set and it's subtle tech of some different design.

July 13, 2016 1:55 p.m.

KaraZorEl says... #8

Succumb to Temptation is my favorite common from the set.

July 13, 2016 8:07 p.m.

wasianpower says... #9

Can we all agree to call Eldritch Evolution Newtural Order? kthanksbye

July 14, 2016 2:57 a.m.

I can't wait to play Splendid Reclamation. Looking forward to playing a strange The Gitrog Monster ramp deck, with added delerium.

July 14, 2016 6:18 a.m.

metalevolence says... #11

Rarity isn't SOLELY based on limited, lmao.

The rarity system's main function is to sell packs.

A card's complexity does also play a role in what rarity it winds up at.

I don't know if Ishkanah, Grafwidow is designed well for a Standard card (I don't know how much standard play it will see,) but as a Commander card it's designed terribly, and there's no reason it couldn't have been both.

July 14, 2016 7:44 a.m. Edited.

Emzed says... #12

Your comment on Elder Deep-Fiend seems based on the assumption that you pay 8 mana for it. That will be the rare exception, you will use Emerge primarily. Image playing an Eldrazi Skyspawner on t3, then on t4 you attack with it, pass, and emerge Elder Deep-Fiend sacrifing the Skyspawner in the opponent's upkeep to tap 4 lands. Some decks will have ways to make use of their mana in their upkeep (Duskwatch Recruiter  Flip, Collected Company, Secure the Wastes, Archangel Avacyn  Flip, Murder), but if they don't, you just got a Time Walk on a 5/6 body. If the card is good at all, it will be used along these lines, not because it gets actually cast for 8 mana.

July 14, 2016 9:22 a.m.

Emzed says... #13

Also, i wanted to add something concerning Harmless Offering: While it is really great with Demonic Pact, there is one big problem (with tentacles): Demonic Pact is the absolute worst possible thing to have in play when the opponent casts Emrakul, the Promised End. They take your turn and choose "you lose the game" on Pact.
However, Summary Dismissal (which is nowhere near my personal top10 cards btw, 4 mana is just way too much) adresses both the Emrakul problem AND is useful with Demonic Pact itself. Image having two Pacts in play, putting two "lose the game" triggers on the stack in your upkeep, then countering both triggers :)

July 14, 2016 9:30 a.m.

zandl says... #14

I don't see Emrakul being played all that much, mainly because her ability is simply not worth the cost. While it's true that it may be a trump card versus Demonic Pact, I don't think it'll be something you actively have to consider in most matchups.

July 14, 2016 10:52 a.m.

Boza says... #15

Also, if your opponent is casting Emrakul, you are probably not winning that game, regardless of how far in with the demons you are.

July 14, 2016 10:58 a.m.

Emzed says... #16

@zandl: If she really doesn't see any play (which i doubt, development surely had the intention to make her at least strong enough to see some play in standard), all the better. However, i see Emrakul as a huge danger if you are on the Demonic Pact plan, even if she only sees a little play, so i just wanted to mention it. Once you have Pact out, she basically reads "You win the game. Can't be countered."

@ Boza: Emrakul costs 8-10 mana. If you are playing Demonic Pact, you will be a slow deck that plans on winning on turn 7+, so your ramp or control opponent might very well get the chance to cast Emrakul.

July 14, 2016 11:55 a.m.

zandl says... #17

There's also not much harm in giving away Demonic Pact before there's just one option left if you suspect an Emrakul coming.

July 14, 2016 11:59 a.m.

pumpkinwavy says... #18

Elder Deep-Fiend is so ridiculously underrated. It's a 4 drop on curve, following up something like a Reflector Mage.

Bedlam Reveler is also worthy of a mention, imo.

Last thought, it crazy to me how overhyped Eldritch Evolution is getting. Yes, its good, maybe even deserving of the #1 spot on this list, but people saying it's Natural Order or the second coming of Birthing Pod???? What??

July 14, 2016 6:11 p.m.

DiamondFlavor says... #19

metalevolence Ishkanah, Grafwidow gives you four bodies with Reach and a mana sink that is a win-condition with infinite mana or even just a dragged-out game. I don't see how that's bad for Commander? The only downside is that digging up Delirium presents challenges in the decklist, demanding that it be less focused than I'd usually like.

July 14, 2016 8:37 p.m.

Emzed says... #20

Ishkanah is somewhat between Deranged Hermit and Hornet Queen, which have both proven to be good cards. I think she is solid, maybe a little worse then the two cards i mentioned, but you really need Delirium 100% of the time to make her work.

July 14, 2016 9:09 p.m.

KUW says... #21

For casual play I really like the look of Sigarda's Aid. I've always had a soft spot for equipment but it's almost impossible to make it work, but flash and insta-equip...

In any case I am really looking forward to the new set I think it's going to be a lot of fun to play especially in draft.

July 15, 2016 12:32 a.m. Edited.

Adrekan says... #22

@ zandl Agreed that is one interaction. BUT in any Demonic Pact deck you will be (or SHOULD be) running hand disruption, and the Demonic Pact causes them to discard 2 as well!

Finally, i can't think of any Delirium Deck worth it's salt that's competitive that will run ehr, and Ramp decks have Ulamog.

Appreciate it's a thing, and you are right in saying it, but in the real world this isn't a concern.

To be fair in the real world though Harmless Pact decks aren't a thing either sooo... yeah.

July 15, 2016 7:36 a.m.

JonnyG21 says... #23

MagicalShrek: rarity is mostly designed for limited in general, so sealed and draft. this is because they can print a dollar rare that's 6 for a 6/6 with a mediocre ability and it won't see play in other formats, but it still helps balance out the average deck, so that most rares are playable if you're playing the colors and players who pull really good rares or mythics won't be too much better. uncommons are meant for cards that should be occasionally available in limited, but a player can't build a deck and reliably get them. commons are meant to be the bulk and key interactions with commons and uncommons are a large part of limited.

Obviously wizards won't print Karakas or Entomb at common or uncommon in e masters because that would be a mix of the card dropping crazy low and packs going even more out of supply. wizards has been saying they do want to make eternal formats more playable and activly trying to drop the prices of some key cards, but there's only so much they can do and still maintain an economy built upon trust. they also have to print cards like Argothian Enchantress, which lower the price of the packs, but it's still a very good card. Balance is restricted in vintage, so players won't really have a use for it other than sell/trade or play vintage, and you'll wish you pulled another rare, but in limited it's just a fun card that players won't otherwise be able to play.

Anyway, idk why I'm rambling about e masters, but i believe generally the criterion are: limited, price change (generally a small/medium fall is good, sometimes it rises when available in standard), flavor (forget kamigawa, you ever see any uncommon legends?), and how many they want floating around (which is why some argue against proxying, because you shouldn't have access to something most players don't).

Didn't really read what I wrote, so sorry for typos or if I say something I'll find to be stupid later maybe I'll mention that I was wrong, but I tend to comment and leave, so don't expect anything. K I'm done rambling I gotta eat...

July 18, 2016 11:10 p.m.

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