Schlagwort-Archiv: Update

Oath of the Gatewatch in my Limited Card Pool

Eleven days into the new year, and MagicBlogs has yet to show any signs of life. That’s not an auspicious start into 2016…

Well, I’ll have to go ahead again, I guess. It may have become something of a tradition for me to completely overhaul my Limited Card Pool during the „days between the years“, and I did that before the official spoiler for Oath of the Gatewatch came out. That meant re-evaluating what was in my pool, but just as importantly, also all the stuff that was not – sometimes cards got lost in earlier crunchs for reasons which no longer applied, and sometimes I might have simply changed my opinion on cards in the meantime. Going over a little more than 2000 cards in my pool is already quite a lot of work, but closely looking at all cards ever printed just isn’t something I can do more often than once a year.

This is not to say that my main goal was adding stuff I had overlooked – to the contrary, I obviously had to concentrate on trimming down my pool to make room for new cards instead. I really don’t know which number of cards is ideal as an upper limit, but there needs to be one. It’s hard to cut perfectly serviceable cards, though. It’s even harder to say goodbye to complete mechanics, even if they never really worked out, like spiritcraft. Interestingly, I cut the precursor cards to surge – Skyshroud Condor and Illusory Angel – just before Oath of the Gatewatch would introduce that mechanic, because I realized that they didn’t play especially well.

I will not talk in more detail about the changes I made then – for the (very) few interested, there is an XLS document at the end of this entry with my complete, up-to-date Limited Card Pool list. Instead, I will focus on the influence which Oath of the Gatewatch had. Turns out that is quite a lot of influence, which is astonishing, given that I consider three of the four major mechanics from this set mostly a failure! However, the fourth delivers in spades, and there are just a lot of really interesting designs in this set – mostly at common and uncommon, so I was pleasantly surprised with the official spoiler after all those boring rares and mythic rares previewed before.

I will break down the new inductees systematically:

1. Grey

(„Grey“ is how I refer to cards requiring colorless mana.)


I am really disappointed with the way Wizards are treating Grey. Mark Rosewater has made it clear that it will be a very rare occurence going forward, and since there will be no more of it in the foreseeable future, they made sure it will have an impact coming from a single expansion only. That, of course, means that nearly all of these designs are just too powerful for Next Level Cubes. There just aren’t enough usable cards – if any at all – requiring colorless mana to cast to make it worth including specific colorlessfixing in a cube. That is why I concentrated on cards which can be played somehow reasonably without colorless mana, but have activated abilities requiring it. Even here, there aren’t a lot of usable designs (and most annoyingly, not a single white one). So this is all I got from the most groundbreaking innovation in Magic design since Alpha: A couple of uncommons (I intend to use all of these cards at that rarity) which might encourage drafters to use a little more colorless mana producers than usual. This is nowhere near to creating a desire to draft Wastes, and nowhere near to necessitate the inclusion of additional land cycles producing colorless mana (okay, I’m not too unhappy with that – filterlands are terribly expensive, after all!)

My only concessions to Gray thus were adding Blasted Landscape to my cycle of cycling lands, and replacing Mana Confluence with Grand Coliseum. Other than that, I will just throw these cards into my cubes if I feel like it and have players figure out if their decks support the Grey-Splash without too much trouble, and how bad it would be to play those cards without getting it. The reward is certainly there, and drafters may be encouraged to pick up that Crystal Vein or Pristine Talisman they might otherwise not have been interested in, but their main decision is not if it makes sense to „go grey“ in draft, but if the potential upside of those cards is worth the risks of not reliably getting colorless mana to use their abilities.

2. Allies


So this is the main retribution from Oath of the Gatewatch to my pool! Allies were still a rather underdeveloped theme before, but got a major boost now. One thing got even more obvious: Unlike with slivers, there is no hope to achieve even the semblance of a balance between colors with them. (And I really don’t get why Blue almost completely refuses to participate, when even Black does its part.) It’s important to note, though, that (like with slivers) just having the creature type „ally“ must be considered to be mechanically relevant. To a certain extent, that is true for all creature types with tribal cards, but allies and slivers take this to another level. Nonetheless, „passive“ allies still have to be useful without tribal support (Stonework Puma being an exception which works because any player can pick it up to enhance their ally theme), and thus compete in the crunch with other generically useful cards.

Cohort as a counterpoint to the aggressive rally might actually be a good idea, by the way – I’m not clear yet how this will work in the official draft environment, but it seems like a great tool to round out the ally theme in Next Level Cubes at the least.

3. Support


Support seems mightily lame for a keyword – it could just have been spelled out on a few cards which wanted that effect. However, it turns out that this mechanic originally could also put loyalty counters on planeswalkers and was then crippled by development. In its intended form, I admittedly would have liked it even less, but at least it would have merited a keyword.

There are plenty more interesting mechanics putting counters on creatures, so I really wasn’t interested in support as a keyword. I like the white common as a cantrip and the green as a smaller version of Stand Together, while the uncommon is mainly another badly needed green removal spell.

4. Surge

I use no cards with surge.

While I’m not against the basic idea of this mechanic, its execution failed to convince me, just like converge did. The challenge is to meet standards of elegance, playing interestingly and hitting the right power level; and with a mechanic as specific as this, there should be several cards using it to help set the tone of a draft environment, so even if I liked a single one a lot (I don’t) it would be a poor choice for my pool.

5. Artifact synergies


I’m of course aware that colorless synergies and artifact synergies are not the same thing, but they overlap enough that it makes sense to use a few of the former to flesh out the latter.

I want to use the Ruins as an uncommon, and Reaver Drone as a common.

6. Multicolor replacements


I have a fixed number of slots for (more or less) generic multicolor cards, and there is still room for optimization. These cards replace designs I’m less enthused with.

I hope Jori-En does not turn out too powerful. I will try it as an uncommon. If that doesn’t work out, I will probably remove it completely.

7. Other replacements


The Cloak introduces menace to my equipment selection. It replaces Angelic Armaments, fulfilling their role even a bit better.

The Lantern replaces Darksteel Pendant, offering more versatility.

The Visions replace Clinging Darkness. They are a cool design on a good power level. I will use them at common, since Black should have plenty strong removal.

The Endurance replaces Boon of Erebos. While I’m okay with Black paying life for efficient spells, the Boon does not need that additional cost to be balanced, so I go with the more elegant design.

The Vines replace Shape the Sands simply because they are more likely to do what you want that card to do.

8. Miscellaneous


The Warden hits a good spot as a generic manaproducing creature. It’s also useable as a staple common (see my explanation at the end).

Linvala looks like a powerful, but fair rare to me – a great comeback card, but less impressive when you’re not behind on board. Maybe I underestimate her, though.

The Caller does something cool for a reasonable price with a reasonable restriction and has unusual stats for a black creature (at least in my pool).

The Strike seemed at first a bit redundant with Murder to me, but at one mana more and at sorcery speed it can work as a common (I now use Murder as an uncommon because it’s so efficient), and both being splashable and exiling the creature set it sufficiently apart – even though my cubes avoid the amount of graveyard recursion which would make such effects necessary, exiling creatures is still useful, and I like to have a few cards which do it.

The red cantrip is exactly what I had always wished Accelerate were, but without the strange rider from Crimson Wisps.

Finally, the Pulse is on one hand a Regrowth variant, and will be mainly used for that – but more importantly to me, it is a playable lifegain card! These are incredibly hard to come by, so I am happy I can use this.

My updated list

I’m at 2063 cards now (not counting the basic lands). As you can see, I use a lot of tags to make it easier to find cards with certain qualities, but obviously that system isn’t perfect (and there may be glaring oversights).

I dropped the „mythic“ rarity again, since I only used it in very strictly defined cases, and those were few enough that it wasn’t necessary to make these cards actually rarer than rare.

„Common“, „uncommon“ and „rare“ are again my default rarities for Next Level Cubes, while I have modified „staple“ to be a subset of the commons instead of a separate rarity: It now means that this is a common which could make sense as a staple (defined as a card guaranteed to be in the draft pool even if not all commons are) if I use that concept in a cube, but doesn’t need to be even if I do, depending on the specific cube. That is different from the three „real“ rarities which, while not set in stone, are (again) intended to be strong guidelines I will only stray from very infrequently, if at all. (The numbers before the letters „S“, „C“, „U“ & „R“ are for sorting purposes, just like the asterisks before the color / card type indicator.)

As always, if you have any questions, feel free to ask!


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Battle for Zendikar update to my Limited Card Pool

If you do not know what this is about, click here!


Ally Encampment
Blighted Cataract
Blighted Fen
Blighted Gorge

I already talked about those lands here. I decided to remove Tolaria West now that I have the Cataract, since I never really liked the tutoring, but keep Soldevi Excavations.

Colorless (non-devoid)

Kozilek’s Channeler
Bane of Bala Ged
Eldrazi Devastator
Hedron Archive
Gruesome Slaughter

The Channeler will replace Stone Golem, the Bane Triskelavus and the Devastator Sundering Titan: One interesting and reasonable upgrade, and two replacements of cards which were always second-rate solutions. I didn’t like the Archive at first, with both modes being overcosted, but every deck that wants Thran Dynamo will also not be too unhappy with the Archive, and its two uses make it playable. The Slaughter is a nice artifact synergy card to me, even though colorless cards and artifact cards are of course not the same, but the overlap is large enough that this makes sense. I chose a couple more colorless synergy cards for the same reasons.

Artifact synergy

Nettle Drone
Molten Nursery
Forerunner of Slaughter
Herald of Kozilek

I was happy to get another artifact synergy card in Black with Skitterskin, and the Drone and the Nursery replaced the lackluster Rustmouth Ogre and the awkward Forge Armor I also decided to extend artifact synergies to two-colored cards, adding not only Forerunner and Herald, but also Ethersworn Shieldmage and Reclusive Artificer, and hoping that Oath of the Gatewatch will have a few more.


Expedition Envoy
Kor Bladewhirl
Lantern Scout
Makindi Patrol
Hero of Goma Fada
Kor Entanglers
Kalastria Healer
Zulaport Cutthroat
Hagra Sharpshooter
Tajuru Warcaller
Tajuru Beastmaster
Coralhelm Guide
Firemantle Mage
Chasm Guide
Ondu Champion

I don’t like that the new allies work differently from the old ones, but I will make the best of it. I removed all allies with abilities which affected only allies (unless they were putting +1/+1 counters on allies) and replaced them with rally variants, but kept those which counted allies for an effect. I also now include a few cards specifically because they are allies – even without an ally-related ability – in addition to Stonework Puma. All of those – the Envoy (taking over from Elite Vanguard), the Cutthroat, the Sharpshooter and the Guide – make also sense in cubes without ally synergies, but would probably not have made the crunch without that creature type. I also used the opportunity to get rid of Bojuka Brigand and Nimana Sell-Sword, which are strictly inferior versions of green allies.


Ondu Greathorn
Retreat to Emeria
Retreat to Hagra
Scythe Leopard
Snapping Gnarlid
Retreat to Kazandu
Wave-Wing Elemental
Retreat to Coralhelm
Valakut Predator
Retreat to Valakut

Landfall isn’t a theme which needs too much density, so I could be rather picky here – at least in Red and Green. I decided to use all five Retreats to make sure I have enough landfall on non-creatures, to support the colors with fewer attractive options, and because their abilities are not all focussed on attacking. However, that meant that Grazing Gladehart and Zendikar’s Roil had to go for being too similar with some Retreats. I also took out Zektar Shrine Expedition, which I never liked too much because I wanted my landfall-enchantments to do non-creature stuff. As for the creatures, I preferred very simple abilities not requiring additional mana. Hedron Rover got the boot for being too similar (and vastly inferior) to the Predator.


Quarantine Field
Roil’s Retribution
Seek the Wilds
Vestige of Emrakul
Turn Against

There is room in my pool for the Field because I use Journey to Nowhere instead of Oblivion Ring or Banishing Light, and the scalable version should play interestingly. The Retribution is fairly unique (at least in White, where this effect belongs), and the Seek weakly supports a land theme and might serve as a kind of green Impulse in general. The Vestige replaces the vanilla Highland Giant which is just too far below the curve nowadays, and Turn Against shoves out Ray of Command which Blue neither needs nor deserves (but the effect was too cool to go unused).

As usual, I will not explain why I NOT chose cards unless specifically asked – so, if you are curious why some cards didn’t make the cut, just ask me in the comments!

You can download my complete updated Limited Card Pool below as a spreadsheet in XLS format. The columns show card name, converted mana cost, a card type code I use for easier sorting, an abbreviation for card rarity, and some tags I use to facilitate cube-building. My type code uses „Klar“ for colorless cards and those affiliated with all five colors, and otherwise the German names for single-colored cards and the established names for color pairs and triples. The color function of cards in a cube trumps technically correct color definition here. „L“ denotes lands, „K“ creatures, „J“ other permanent types, and „I“ instants and sorceries. The asterisks are only there for sorting purposes. The rarities are (ordered from high to low frequency) „S“ for staple, „C“ for commons, „U“ for uncommon, „R“ for rare and „M“ for mythic. That there are five rarity categories does not mean that every cube I build will use them all. Note that I changed the concept for the rarity I give in that spreadsheet: It is no longer defined as the projected most likely rarity of a card in a cube (although it will often happen to be), but the lowest rarity which I believe could make sense in a cube I build. The exception here are mythics, which can always be downgraded to rare. I will always use at least three rarities, maybe not for single card frequencies, but for collation purposes.

My Limited Card Pool in XLS format

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My Limited Card Pool: Born of the Gods 2nd Update

If you can read German: I have written a three-part preview of Born of the Gods for draft which is being published on Magic Universe. The first part is already up, and I hope the other two will follow soon.

While analyzing that set and pondering its cards, I have changed my mind on a few decisions I had made earlier in regard to my limited card pool, and those made a few ripples concerning other cards:

Firstly, while I don’t like inspired in general, a very specific use of that mechanic caught my attention as promising to play interestingly. Two of those designs will enter my pool as uncommons: Aerie Worshippers and Pheres-Band Raiders (obviously, tagged with „inspired“).

While deciding for those, I obviously also reconsidered Springleaf Drum, which I had just cut from my pool for being superfluous, although it is a perfectly usable card overall. I decided it was still superfluous (and certainly not needed to provide a synergy with only two uncommons), but in the process of redoing the crunch for my colorless manafixers and rampers I felt that I had reduced the number of the latter too much: If I wanted an environment where expensive spells where viable, players should get a little more help. Thus, Temple of the False God and Everflowing Chalice made a return at uncommon and common, respectively (both tagged with „ramp“)

Then, I took a liking to Flitterstep Eidolon. It fits so much better with the rest of my bestow cycle than Thassa’s Emissary, which is especially powerful. Nimbus Naiad had the issue of being too close to Leafcrown Dryad – and also, of being too powerful – but the blue Eidolon complements the Dryad much better. So, it replaces the Emissary at uncommon, adopting its „ench (is)“ and „bestow“ tags.

I also realized again how disappointed I was with most scry designs, especially in those colors where I wanted that mechanic, so I returned to my plan of just using cantrips and cycling instead, which fulfill a similar role. This means that Magma Jet, Titan’s Strength, Ferocious Charge and Artisan’s Sorrow are out, and that I retired the „scry“ tag. A couple excellent designs in Journey into Nyx might make me go back on this, but I’ve lost hope.

While Red didn’t urgently need replacements for those cards with scry, Green did, being a bit short on spells in general, a bit more short on non-creatures, and most specifically wanting more card draw and card flow. With Ferocious Charge out, the excellent Primal Boost could return (albeit as common, tagged with „cycling“), but to that card, Aggressive Urge was a bit too close, so I replaced that slot with an old favorite of mine, Sudden Strength (also common and tagged „cantrip“).

I now had lost a generically useful Green non-creature uncommon, and I felt I needed a replacement. Realizing there was some kind of gap between the common Symbiosis and the rare Incremental Growth, I embraced Mischief and Mayhem, a simple, elegant design on a good power level, which plays noticeably different from Might of Oaks.

Lastly, I opted for Courser of Kruphix to fulfill the role of a strong spell helping with card flow (I hope it won’t turn out too expensive). It is not quite as unpredictably broken as Oracle of Mul Daya, and its lifegain ability is minor enough that it can coexist with Grazing Gladehart. With Into the Wilds being a splashable uncommon, the Courser makes sense at rare.

I will post an updated complete list of my card pool after I make more changes – so far, I guess just listing them in text form will suffice.

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My Limited Card Pool: Born of the Gods Update

Born of the Gods has been spoiled completely a bit earlier than I expected, and I made up my mind about which cards I wanted a bit faster than I would have guessed, so here comes the update for my limited card pool!

But first, the obligatory barrage of links:

Here I introduce and explain the concept and use of my limited card pool, and also how my list is set up. In that entry is a link to an older version of my list. (If my admittedly sometimes strange shortcuts in that list confuse you, here’s a list with explanations of them.)

In a separate entry I listed a number of general guidelines I follow when deciding which cards I want in my cubes.

I explain and comment on my choices in detail in the following entries:

Lands & Artifact Creatures

Non-Creature Artifacts

White Lands & Creatures

White Non-Creature Spells

Black Lands & Creatures

Black Non-Creature Spells

Green Lands & Creatures

Green Non-Creature Spells

Blue Lands & Creatures

Blue Non-Creature Spells

Red Lands & Creatures

Red Non-Creature Spells

Multicolor with White

Multicolor without White

And here it is  – my updated list as an xls file:

Limited-Pool (BNG update)

In future articles about my limited card pool, I will link just to this entry here, which lists all important links in one place.

So, about Born of the Gods (mouseover on cards from that set will probably start working in the very near future):

Overall, I’m rather disappointed by that set’s design. These are the things it mainly offers:

1. more heroic

That’s a nice mechanic, but not one I want to sculpt an environment around, like WotC did, because it lends itself too much towards all-or-nothing plays. I only want it as a mini theme for that reason, and am thus not interested in too many different designs (which, by the way, aren’t the pinnacle of originality anyway). Still, the set delivered what I needed here, two good replacements for cards from Theros I wasn’t too happy with in the first place, so I consider this actually one of the stronger points.

2. more bestow

Bestow was meant to premiere in this set, before Theros stole it. Thus, there’s not much interesting left here: All the cool designs have already been used. Some of the new bestow cards would be usable, if somehow boring, if I wanted bestow to play a major part in a cube, but I don’t – it is just another interesting way to spice up auras, and it has a lot of competition here.

3. more enchantrips

(That’s my term for auras which draw you a card when they enter the battlefield.)

The new designs just aren’t better than the older, with the exception of Karametra’s Favor, which is cool, but unfortunately provides green manafixing – if it just added G, I would have embraced it.

4. more scry

I had high expectations here, and was deeply disappointed. Glimpse the Sun God is a strong design, but I am not looking for a white scry card: What I need is a good green option, or maybe a black one, but what Born of the Gods provides here is terrible. Well, I have to hope for Journey into Nyx, it seems…

5. more cross-color creatures

Some of these designs are reasonable – Akroan Phalanx, for example – but none is better than what I already use.

6. inspired

With bestow already an old hat, this is the set’s poster mechanic, but I do not like it at all. I have a pretty good idea how unwieldy any applications of it other than just attacking with creatures will play out (I well remember WotC’s earlier experiments with the untap symbol, and with the merfolk tribe in Lorwyn), and I do not intend to warp one of my cubes to the point where this could become a major element. So, what’s left is essentially another mechanic which rewards you for attacking, and there are more elegant and less confusing options.

The designs I thought the most about were those in the vein of Aerie Worshippers, but I’m afraid they will not turn out as cool as they look, simply because, once an opponent is vulnerable enough to get hit by them, it is likely a better use of mana to cast another creature instead of paying for the trigger, which offers card advantage, but less pressure – or you will want to use a removal spell to ensure the creature can get through for damage again. Yes, I know there’s the lategame option of comboing these creatures with stuff like Springleaf Drum, but I neither believe in the validity of building your decks with this in mind (at least not in my interactive cubes), nor that this is a desirable goal to enable at all (it’s certainly not less repetitive than buyback). I also do not want to include dedicated tap enablers in my pool. I just took the Drum out, because I didn’t like it, and it is by far the best candidate. Admittedly, there’s a small chance that playing with these cards in „normal“ draft might sway me, but you shouldn’t hold your breath.

7. tribute

Just like monstrosity, tribute is a mechanic with great potential, which WotC wasted with mostly terrible designs. I suppose the idea of REALLY BIG NO BIGGER THAN THAT I MEAN REALLY REALLY BIG creatures appeals to many casual players, but it just doesn’t lead to good gameplay.  The only design with monstrosity I really liked was Ill-Tempered Cyclops: Reasonable, but not too strong before going monstrous; and getting reasonably big for a reasonable cost later. However, monstrosity is a bit too specific for my taste that I would use only one card with it, and there isn’t a single other design with it I can stand.

As for tribute, WotC just has dropped the ball on it. A strictly worse Air Elemental (Siren of the Fanged Coast)? Really? Or a 4/4 for 5 mana which gives you 4 life (Snake of the Golden Grove)… unless you really need that life, in which case you very probably will not get it? Still, there are three useful designs, but one doesn’t fit with the other two: Pharagax Giant is a nice design (in my mind, it’s mainly a simplified version of Menacing Ogre), but the ones I use are on a different power level, and one is already red. Still, two cards ain’t too bad, but tribute should have had more to offer, just like monstrosity.

8. devotion on non-creature spells

I’m already not a big fan of devotion, which is rather swingy and unwieldy, and using it to scale basic effects appeals even less to me. That whole „harder-to-cast creatures are now better just because they’re harder to cast“ theme reeks of „design space used because they could, not because it’s good“ to me.

9. multicolor gods

Oh yes, gods. Making devotion even more swingy, and indestructible to boot. I shouldn’t waste any more words on this.

10. tap-activated auras

I guess there ARE some players who will suddenly realize one day that these are meant to combo with the inspired mechanic, and feel clever that they figured this out on their own. Other than that, there is no excuse for such terribly playing cards: All the downsides of creature enchantments, and to make use of them, you can not even attack with the creature anymore? There are very few designs where this works out (Quicksilver Dagger is an example), and WotC didn’t find new ones.

11. other tap enablers

Blue has a couple of those, with Crypsis being the new design here. (Yes, it untaps the creature instead of tapping it, but it allows you to attack with it with impunity.) That card is actually generically useful, though, providing a surprise invulnerable blocker or allowing to attack unblocked without leaving your defenses open.

12. archetypes

While their power level vastly varies with their casting cost, their effect is always too much.

13. enchantment theme cards

Astonishingly enough, Theros lacked those. Now Born of the Gods provides a few, but their designs mostly fail to convince me, either being too narrow, just referencing auras or enchantment creatures, or being less elegant than older cards. There’s one exception, though.

14. silly tribal

I guess that’s WotC’s shortcut to flavor. I can’t make use of cards referencing octopuses or cyclops, though.

So, what did make it?

1. Gorgon’s Head replaces Gorgon Flail. (So happy the card doesn’t have a stupid „non-gorgon“ rider!) I prefer the purer effect.

2. Akroan Skyguard replaces Favored Hoplite. Simpler and not quite as powerful as Wingsteed Rider – just what I had hoped for!

3. Ornitharch replaces Geist-Honored Monk. The Monk never served a particularly important role – I just wanted another white 5-drop. This is an example of a tribute design done right, and I embraced it.

4. Dawn to Dusk replaces Aven Cloudchaser. This one’s a bit tricky: The sorcery obviously is both pro and anti enchantments, but the anti part plays a bigger role in making it playable. I like the idea of this card a lot! Concerning the Cloudchaser: When it’s good, it’s a little too good. This kind of combined tempo and card advantage should not cost less than 5 mana. I mainly kept it around to mirror Batterhorn somehow, but the time has come to move on.

5. Ashiok’s Adept replaces Tormented Hero. A creature with a meaningful heroic trigger replaces one where it seemed just tacked on, and it somehow mirrors Triton Fortune Hunter.

6. Crypsis is a new common. It is a somehow unique and interesting trick, and I believe it will play well.

7. Thunder Brute is a new rare. Another well-done tribute design, and Red can do with this kind of card at 6 mana.

8. Fearsome Temper is a new uncommon. Now that Maniacal Rage is gone, there is room for such a card at three mana. I guess it will play as a powered-down Shiv’s Embrace, which is a good thing.

9. Pinnacle of Rage is a new uncommon. Jagged Lightning was a bit too strong, but this is perfect and closes a gap in the otherwise quite tightly woven web of red burn spells.

10. Kiora’s Follower replaces Coiling Oracle. The snake was somehow original, and I liked it for nostalgic reasons, but in the end it was a harder-to cast, slightly souped-up Elvish Visionary with a random upside. The merfolk, however, is probably the coolest design in the whole set!

Directly or indirectly, Born of the Gods triggered a few more changes. I will just list any differences to my old list:

With Tormented Hero gone, Diregraf Ghoul can return and replace Vampire Lacerator. Ferocious Charge and Artisan’s Sorrow switched rarities to adjust to their attractiveness in draft. Lust for War and Brimstone Volley became common to make room for the new uncommons (Red still has the lowest ratio of commons among all colors in my pool). Jhoira’s Toolbox and Icy Manipulator, on the other hand, became uncommon since it fits better with their designs, and my pool needed more uncommons overall. (Balance per color has priority. The multicolor cards skew overall balance, though, and colorless cards provide a counterweight here.) Lastly, Air Elemental is common again, to fit in with Water Elemental and Earth Elemental, and because it just feels right.

Oh, and I’ll keep Bee Sting instead of Unyaro Bee Sting, since I have it, am too lazy to look for a replacement, and realized I can’t get rid of dated wordings completely anyway. Also, the Phil Foglio artwork is so much nicer!

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