MTG 2010 First packs

Jul 30, 2009 19:58

I read an article on gatheringmagic.com a while back where the poster opened a booster of M2010 and gave his overall impression of each randomly assigned card.  It was fairly interesting to me, so I'm going to try the same thing.

I've recently purchased 8 boosters and will list each card as I see it with impressions.  Repeats will be skipped.

Pack 1:

Rampant Growth (C).  A classic, and key to many multicolor strategies.  A good start.
Siege Mastodon (C).  A white 3/5 for 5.  Weaksauce.
Griffin Sentinel (C).  Another white creature.  1/3 flying vigilance for 3.  Might see some play, if I can't find anything better.
Lava Axe (C).  5 damage to a player for 5.  I didn't like this card before I knew what I was doing.  I like it less now.
Sage Owl (C).  This is an old favorite.  A 1/1 flyer for 2, and  you can rearrange the top four cards.  Great utility.  Wonderful drop any time in the game.
Palace Guard (C).  I kept reading about how white has some dominating cards this set.  This isn't one of them.  But it's pretty nice. 1/4 that can block any number of attacking creatures.
Unholy Strength (C).  Another classic.  Too bad the tournament scene is very discouraging of running enchants.
Emerald Oryx (C).  2/3 Forestwalk for 4.  I am underwhelmed.
Firebreathing (C).  It's ... well, it's firebreathing.  Talking about this card would be like doing a game review of Pac-Man.  It simply is.
Phantom Warrior (U).  This guy's a bastard.  A right bastard.  I love him.  2/2 unblockable for 3. I may have to see what blue is capable of in standard with him.  Maybe some white or black splashed in.
Wall of Frost (U).  I remember this when it was Wall of Ice.  Only this one's better, an 0/7 defender that keeps anything it blocks from untapping the next turn.
Inferno Elemental (U).  4/4 for 6.  Whenever it blocks or becomes blocked, it does 3 damage to that creature.  A little expensive for any real chance of seeing play in a tourney, but a very solid card for casual play.  I may have to see what this can do.
Great Sable Stag (R).  Can't be countered.  Pro blue, pro black.  3/3 for 3.  The uncounterable thing is pretty weak right now, as 2010 screwed blue control all to hell and back.  Pro blue and pro black is meh.  BUT!  It's a 3/3 with neat abilities for 3.  It'll see play.
(Foil) Spellbook (U).  No max hand size.  With blue control out in this set, I don't really see a lot of use for a spellbook.  If you need more cards in your hand, it's because you aren't playing what you have.  If you aren't playing what you have, you're probably losing.  Meh.

Pack 2

Ice Cage (C).  Another creature enchant.  Can't attack, can't block, can't use abilities.  When targeted, destroy Ice Cage.  Blue is not thrilling me yet.
Razorfoot Griffin (C).  2/2 flying first strike.  For 4.  Neat card.  Slightly too expensive for what it is.
Canyon Minotaur (C).  3/3 vanilla for 4.  Wow.  I can't express how much I'm never going to put this POS in a deck.
Pacifism (C).  Like Ice Cage, but better in nearly every way.  Might see some use as a white utility card.
Entangling Vines (C).  Enchanted creature doesn't untap during its controller's untap step.  For 4 mana.  *headdesk*
Burning Inquiry (C).  Each player draws 3 cards and discards 3 cards at random.  For 1 mana.  I can see a LOT of use for this splashed in with black.  Very nice.
Jump (C).  Target creature gains flying until end of turn.  I'd have made this cost one or two more and added a card draw.  As is, I can't see this card justifying its space in a deck.
Mind Rot (C).  Target player discards 2 cards.  For 3 mana.  Another old favorite.  Between this and Burning Inquiry, I may have to build a discard deck.  Since red will be there anyway, some burn wouldn't be entirely out of the question. :)
Bramble Creeper (C).  Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn.  0/3, 5 mana.  It's alright, I guess.  Might see some use if green ends up light on power creatures.  Probably not, though.
Serpent of the Endless Sea (C).  5 mana for a creature with power and toughness equal to the number of islands you control.  That can't attack unless your opponent controls an Island.  Given how weak blue looks in this set, I'm not seeing many people trying to drop one of these.
Howling Banshee (U).  3/3 flyer.  When it comes into play, each player loses 3 life.  For 4 mana.  I always did like the concept of black paying for creatures with things other than mana.  This is a great card that embraces that mechanic.  
Wurm's Tooth (U).  Whenever a player casts a green spell, you may gain 1 life.  2 mana.  Nice utility.  There's one of these for each color.  Should see some play in monocolored decks.
Celestial Purge (U).  Exile target red or black creature.  And white's back on top, baby.
Coat of Arms (R).  SWEET MERCIFUL MOTHER OF ZOMBIE CHEDDAR JESUS, I GOT ONE.  Hello, tribal deck.

Pack 3:

Dread Warlock (C).  2/2, can't be blocked except by black creatures.  3 mana.  This guy is sexy.  Very sexy.
Essence Scatter (C).  Counter target creature spell.  2 mana.  Goddammit, blue.  Is it so hard to just put in a normal counterspell? Pay 2 mana, say 'no'.  This card just pisses me off with everything it isn't.
Jackal Familiar (C).  Can't attack or block alone.  2/2 for 1.  I like it.  This and Raging Goblin will likely see the inside of every red deck I build.
Llanowar Elves (C).  A mana source.  A cheap creature.  Two great tastes that taste great together.
Doom Blade (C).  Destroy target nonblack creature.  2 mana.  OK.  Let me get this straight.  They gave us a counterspell, but it sucks.  And at the same time, they're taking Terror and making it better.  My brain hurts.
Kindled Fury (C).  Target creature gets +1/+0 and first strike until end of turn.  Can often be just enough to keep your creature alive and kill theirs.  A 1 mana common that can turn the tide.  Very nice.
Negate (C).  Counter target noncreature spell.  *headdesk*
Lifelink (C).  Enchanted creature has lifelink.  They changed the wording on how lifelink works so that you can't just throw it on someone else's creature to negate it.  Whatevs, this is a great card.
Pyroclasm (U).  2 mana, 2 damage to each creature.  Great card.  Will form the backbone of any burn deck, right after Lightning Bolt (which I haven't found any of yet.  GRRR)
Elite Vanguard (U).  2/1 human soldier for 1.  An amazing first turn drop.
Acidic Slime (U).  2/2 deathtouch, and when it comes into play, it destroys an artifact, enchantment, or land.  5 mana.  I like it.  2 for 1.
Lightwielder Paladin (R).  4/4 first strike.  Whenever it deals combat damage to a player, you may exile (remove from the game) a red or black permanent that player controls.  5 mana.  You win against a red or black deck.  Wow.

Pack 4.

Seismic Strike (C).  Deals damage to target creature equal to the number of mountains you control.  Not bad.  Would do well in a mono red deck.
Deadly Recluse (C).  ... A spider with reach.  What. A. Surprise.  It's also got deathtouch, and it's a 1/2.  All for 2 mana.  I really can't fault the utility here.  Will likely see play in most green decks.
Illusionary Servant (C).  3/4 flying.  If targeted, sacrifice.  3 mana.  This will go a long way toward blue's air superiority.  Since control sucks now, I guess that's all they have left.
Warpath Ghuol (C).  3/2 vanilla for 3.  Better than the Crap Minotaur, but not by much.
Merfolk Looter (C).  Draw a card, discard a card.  One tap, and every card in your hand has cycling.  Very nice.
Looming Shade (C).  Another classic.  One or two in a deck provides a nice oomph if you don't have anything else to play that round.
Berserkers of Blood Ridge (C).  4/4 for 5 that attacks each turn if able.  Really, I can't see many games where this will be an effective tactic.  By turn 5, either you've got something around that can deal with a threat like this, or you've lost already.
Convincing Mirage (C).  Enchanted land is the basic land type of your choice.  It's got combo uses, but not much beyond that.
Duress (C). Target opponent reaveals his hand.  You choose a noncreature, nonland card from it.  That player discards that card.  1 mana.  Love this card.  It really embodies the 'fuck you' spirit of classic black.
Burst of speed (C).  1 mana sorcery.  Creatures you control gain haste until end of turn.  It's OK?  I guess?  Not seeing many situations where I'd need this.
Demon's Horn (U).  See Wurm's Tooth above.
Enormous Baloth (U).  7/7 vanilla for 7.  Size matters.
Megrim (U).  I'm going to need to work on my evil laugh.
Clone (R).  4 mana.  Comes into play as a copy of any creature in play.  ANY CREATURE IN PLAY.

Alas, time seems to be running out on me.  I'll finish the rest tomorrow.

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