Ravnica Allegiance Type 4 Review
So I did say that I would do more things for Type 4, so I decided the first thing I should do is a review of the new set for all the possibly playable Type 4 cards. Here we go!
Flash Creatures
Angel of Grace is exactly the kind of card that can find a home in type 4. Any flash creature has a decent chance, but this has a large evasive body, an okay ETB and an ability that can save you in a pinch later on once everyone has forgotten about it. When it drops in price I will definitely pick up a copy. As an extra thought experiment, I wonder which out of both this and Angel of Salvation is better? I think Salvation's ability is better than either of Grace's but the combination of the two makes Grace the better card in more situations. The extra toughness doesn't mean much in this format.
Frilled Mystic - Another Mystic Snake? Yes please. Any counterspell is grenerally good enough to make the cut in the stack. Having a 3/2 body, which is really quite small, is a decent enough. Can get in for chip damage as no one usually cares about things that small.
Spire Mangler - Even I have a limit as to what Flash creatures are playable in this format. A 2/1 flyer is not one of them.
Counterspells
Essence Capture - Counterspells are always king in this format, but I don't think a +1/+1 counter is worth only being able to hit creatures. It is another option anyway. I mean it is worse than Summoner's Bane, and I don't run that. The only restrictive counterspells I have generally draw a card, such as Bone to Ash and Scatter Arc. Once I keep adding too many cards that I need to increase my counterspell percentage, then I may touch these, but at this point I will keep it on the sidelines.
Thought Collapse - This could be fine, I mean I do run Cancel and Vex, but I don't think I like people milling cards. It doesn't really add anything unless someone as put something on top recently, but then they would have used their spell for the turn and someone else is about to draw the card put there and you don't have the instance to mill it away. I don't want to put it in for the sake of putting another counterspell in. There is generally a counterspell every set anyway.
Absorb - I already have this in my stack and is a great counterspell, just mentioning it for people who want to pick it up cheap.
Card Draw
Precognitive Perception - I do run Jace's Ingenuity, and that is the max of card draw I would like to run, otherwise people run away with the game. I think this is fine, being able to dig while wasting your spell seems like a nice upgrade to Jace's Ingenuity that will almost never be played, as you usually have other things you want to do on your own turn.
Prying Eyes - There can be too much instant speed card draw. I don't mind this though, as it only goes up +2 cards, which is about the max I want instant speed draw to do. I think I like it better than Fortune's Favor, as it saves doing the minigame that would arguably take more time to decide what to keep and what to lose. I think I might just stick with Precognitive Perception instead of doing both.
Verity Circle - Now this one is strange. I feel like it may draw too many cards. Crowd Favourites and Azorius Guildmage lock down the board decently enough without drawing an obscene amount of cards. I think this may be good for a stack that is even higher powered than mine, but as said above I have been cutting on big card draw as that just makes that person way too ahead as they can just stock up on counterspells. Unless I dramatically change my creature suite so there are more flyers I don't think I will be playing this.
Emergency Powers - I used to play with Sway of the Stars and it was always really painful to have everyone get a new grip of cards. As there is just a flurry of instants as everyone tries to get back down to the 5 card max hand size. This being instant speed makes it worse in my opinion. Could be an upgrade if you like Sway, but I am staying away.
Big Threats
Amplifire - Probably a little too random, even though it seems hilarious. The small morphs and ultility creatures dampen it's largeness. It would be good if it gave itself trample, but just don't think it will cut it in my stack. Could be cool for lower powered ones though.
End-Raze Forerunners - I like having another Decimator of the Provinces. A hastey boi that pumps your team is pretty decent in this format. Actually, maybe this is the creature the eldrazi possessed in the decimator? If it wasn't for the difference in planes, I would believe this was the case.
Ravager Wurm - A big haste creature and removal spell? Sign me up! Can do a lot of different things, which is what you want in this format. A lot of intricacies for a big dumb beater.
Wrecking Beast - A bit boring, but on rate for my stack. Anyone building a new stack should probably throw it in as a cheap threat.
Zegana, Utopian Speaker & Scuttlegator - Both are just a plain ol' 8/8 and 9/9. If Zegana could reliably draw you a card it could be worth it, but for now there are more interesting things than these vanillas. At least Wrecking Beast has haste.
Game Changers
Eyes Everywhere - This could lead to an interesting little subgame where permanents start sliding around the table. I have enjoyed Perplexing Chimera whenever it makes and appearance as it just changed the game in an interesting way. Don't know how much I like scry 1 in this format, since the stack is communal, if you don't want the card you just throw it in the exile pile (there is no bottom of the library) which just leaves a decent amount of cards unplayed which is a bit sad. I may give it a shot, but if had a different ability rather than the scry I would probably have jammed it straight away until it got too annoying.
Mass Manipulation - Now, this is something that gets a bit weird in Type 4. Is gaining control of every creature in play fair? At instant speed, no. But this being a sorcery makes me think this may be okay. There are enough wraths that there isn't usually that many creatures in play at a time. Blatant Thievery is great but not back breaking, and this only hits creatures, not all permanents. I'll give it a chance. It is once of those big swingy effects that I like to draw people into type 4. If it is just an 'I-win' button when it is cast the next couple of times I see it, then it shall be put in the Pyromancy cabinet to never be touched again.
Awaken the Erstwhile - I have been favouring discard more and more lately, as seen with Mindslicerand Sire of Insanity. I think what makes this fail though is the fact is that everyone gets zombies. So even if you are behind on cards, you will now be behind on creatures in play as well. Close but not good enough.
Mirror March - Like a more random (exciting!?) Minion Reflector. Could be worth a spin if you are in to that sort of thing. If I get a foil one I might swap it for minion reflector, as it hasn't been too exciting in games I have played.
Captive Audience - A really cool card that I think has a place in the stack. It takes an entire rotation to do anything, and I think the last thing you would do is give everyone zombies, but the first two effects are enough to give it a shot. Going to 4 is no joke and from there anything could kill you. A little less Door to Nothingness, which is always a good thing.
Ethereal Absolution - More graveyard hate is always welcome. It is like a stronger Necromancer's Covenant in that it hits everyones graveyard, and the tokens have flying. I don't think this will be too busted, as it can only exile creatures (to get the token) so it shouldn't spew out more tokens than Storm the Herd. I like it and shall give it a try.
Rhythm of the Wild - This seems decently strong. Giving everything haste is no joke, that is why Minion Reflector sees any play at all. Being uncounterable isn't that much of a boon, as most creatures just get hit with removal, instead of counterspells. The option to give a +1/+1 counter instead of haste is also a nice bonus that will probably never be used. I think this is cleaner than Mirror March, but not as exciting and I don't want too many of these haste givers so I will need to figure which of these I want to cut.
Utility
Rampage of the Clans - 3/3's aren't that threatening in this format, and having a sweeper for these kinds of permanents is sometimes handy. This is even an instant, which gives it even more ticks for approval. I think that it is just that little bit too niche. I don't have enough of these permanent types and this will mostly be stuck in hand. I think I will stick with Planar Cleansing effects instead.
Regenesis - Instant speed draw 2 is decent enough I think. The fact that it is permanent and not creature is a nice boon too. I think I will put this in. Will be great with Decree of Justice and Mystic Snake
Bedevil - A solid instant speed removal spell. I don't think there has been anything that destroys creature or artifact in my stack yet (I don't have any Planeswalkers).
Macabre Mockery - I think this may be too strong, as it could get back a firebreather and kill someone outright. I don't mind giving a firebreather haste, but it has to be a permanent on your side to that people can be prepared if it does happen. No one will be expecting it from out of the graveyard. I will give this a miss, but it would have been a cool combat trick to steal an ETB and block at instant speed.
Consecrate // Consume - I actually really like this card. Can cycle itself in a pinch and possibly even counter a spell that cards about the graveyard. Otherwise it is a decent removal spell. I do run Tribute to Hunger and it has always been sweet. Being sorcery does hurt it a little but the flexibility means I think it is definitely playable in my stack.
Incubation // Incongruity - I don't think the first side will ever be played in this format, as you can only get a creature, which 90% of the time you will only be able to cast next turn anyway. The removal spell side is decent, but I like beast within better as it hits anything. Unlike the above card, the flexibility of this card doesn't save both average sides and thus I won't be putting it in my stack.
Repudiate // Replicate - Replicate wouldn't see too much play, as doubling up on a decent creature is just asking to have a sweeper be played. The whole card hinges on if Repudiate is worth a slot. Which I don't think it is. I don't have Stifle in my stack, the only ones I do have are Nimble Obstructionist and Trickbind. Both of which are uncounterable and have extra abilities attached. I don't believe the flexibility that can turn this card into a Mirror Image is worth putting this card in my stack.
Revival // Revenge - Revival will only hit about 4 creatures in this stack, so that side doesn't exist. Revenge is all that matters here, and to be honest feels just like a poor mans Sorin's Vengeance. It could be cute and still be a decent burn spell, but I just don't think it is just too variable and would be more like a sorcery Warleader's Helix more often than not, so will leave it on the sidelines for now.
Warrant // Warden - This is another card that is almost there, but not quite. Warrant is the side I want in y stack, as putting cards on the top of the library is sweet as it lets another person draw them. The only problem is that you have the restriction of it having to be attacking or blocking, so you won't get the option to draw the card yourself unless you are lucky that the person to your right was the one attacking you. A 4/4 flyer is a little under rate in my stack. If it was a 5/5 then we might be talking but at this stage it just won't cut it.
Depose // Deploy - Decided to write about this at the last minute as any instant can be decent. This one can cycle itself and tap a blocker (it generally won't tap an attacker as you can hope they attack someone else), which is passable or it can be an instant speed blocker. I don't think either side does enough again to warrant a spot.
So there we go, if you think I missed anything or want me to explain any card in further detail I am always willing to talk type 4.
So I did say that I would do more things for Type 4, so I decided the first thing I should do is a review of the new set for all the possibly playable Type 4 cards. Here we go!
Flash Creatures
Angel of Grace is exactly the kind of card that can find a home in type 4. Any flash creature has a decent chance, but this has a large evasive body, an okay ETB and an ability that can save you in a pinch later on once everyone has forgotten about it. When it drops in price I will definitely pick up a copy. As an extra thought experiment, I wonder which out of both this and Angel of Salvation is better? I think Salvation's ability is better than either of Grace's but the combination of the two makes Grace the better card in more situations. The extra toughness doesn't mean much in this format.
Frilled Mystic - Another Mystic Snake? Yes please. Any counterspell is grenerally good enough to make the cut in the stack. Having a 3/2 body, which is really quite small, is a decent enough. Can get in for chip damage as no one usually cares about things that small.
Spire Mangler - Even I have a limit as to what Flash creatures are playable in this format. A 2/1 flyer is not one of them.
Counterspells
Essence Capture - Counterspells are always king in this format, but I don't think a +1/+1 counter is worth only being able to hit creatures. It is another option anyway. I mean it is worse than Summoner's Bane, and I don't run that. The only restrictive counterspells I have generally draw a card, such as Bone to Ash and Scatter Arc. Once I keep adding too many cards that I need to increase my counterspell percentage, then I may touch these, but at this point I will keep it on the sidelines.
Thought Collapse - This could be fine, I mean I do run Cancel and Vex, but I don't think I like people milling cards. It doesn't really add anything unless someone as put something on top recently, but then they would have used their spell for the turn and someone else is about to draw the card put there and you don't have the instance to mill it away. I don't want to put it in for the sake of putting another counterspell in. There is generally a counterspell every set anyway.
Absorb - I already have this in my stack and is a great counterspell, just mentioning it for people who want to pick it up cheap.
Card Draw
Precognitive Perception - I do run Jace's Ingenuity, and that is the max of card draw I would like to run, otherwise people run away with the game. I think this is fine, being able to dig while wasting your spell seems like a nice upgrade to Jace's Ingenuity that will almost never be played, as you usually have other things you want to do on your own turn.
Prying Eyes - There can be too much instant speed card draw. I don't mind this though, as it only goes up +2 cards, which is about the max I want instant speed draw to do. I think I like it better than Fortune's Favor, as it saves doing the minigame that would arguably take more time to decide what to keep and what to lose. I think I might just stick with Precognitive Perception instead of doing both.
Verity Circle - Now this one is strange. I feel like it may draw too many cards. Crowd Favourites and Azorius Guildmage lock down the board decently enough without drawing an obscene amount of cards. I think this may be good for a stack that is even higher powered than mine, but as said above I have been cutting on big card draw as that just makes that person way too ahead as they can just stock up on counterspells. Unless I dramatically change my creature suite so there are more flyers I don't think I will be playing this.
Emergency Powers - I used to play with Sway of the Stars and it was always really painful to have everyone get a new grip of cards. As there is just a flurry of instants as everyone tries to get back down to the 5 card max hand size. This being instant speed makes it worse in my opinion. Could be an upgrade if you like Sway, but I am staying away.
Big Threats
Amplifire - Probably a little too random, even though it seems hilarious. The small morphs and ultility creatures dampen it's largeness. It would be good if it gave itself trample, but just don't think it will cut it in my stack. Could be cool for lower powered ones though.
End-Raze Forerunners - I like having another Decimator of the Provinces. A hastey boi that pumps your team is pretty decent in this format. Actually, maybe this is the creature the eldrazi possessed in the decimator? If it wasn't for the difference in planes, I would believe this was the case.
Ravager Wurm - A big haste creature and removal spell? Sign me up! Can do a lot of different things, which is what you want in this format. A lot of intricacies for a big dumb beater.
Wrecking Beast - A bit boring, but on rate for my stack. Anyone building a new stack should probably throw it in as a cheap threat.
Zegana, Utopian Speaker & Scuttlegator - Both are just a plain ol' 8/8 and 9/9. If Zegana could reliably draw you a card it could be worth it, but for now there are more interesting things than these vanillas. At least Wrecking Beast has haste.
Game Changers
Eyes Everywhere - This could lead to an interesting little subgame where permanents start sliding around the table. I have enjoyed Perplexing Chimera whenever it makes and appearance as it just changed the game in an interesting way. Don't know how much I like scry 1 in this format, since the stack is communal, if you don't want the card you just throw it in the exile pile (there is no bottom of the library) which just leaves a decent amount of cards unplayed which is a bit sad. I may give it a shot, but if had a different ability rather than the scry I would probably have jammed it straight away until it got too annoying.
Mass Manipulation - Now, this is something that gets a bit weird in Type 4. Is gaining control of every creature in play fair? At instant speed, no. But this being a sorcery makes me think this may be okay. There are enough wraths that there isn't usually that many creatures in play at a time. Blatant Thievery is great but not back breaking, and this only hits creatures, not all permanents. I'll give it a chance. It is once of those big swingy effects that I like to draw people into type 4. If it is just an 'I-win' button when it is cast the next couple of times I see it, then it shall be put in the Pyromancy cabinet to never be touched again.
Awaken the Erstwhile - I have been favouring discard more and more lately, as seen with Mindslicerand Sire of Insanity. I think what makes this fail though is the fact is that everyone gets zombies. So even if you are behind on cards, you will now be behind on creatures in play as well. Close but not good enough.
Mirror March - Like a more random (exciting!?) Minion Reflector. Could be worth a spin if you are in to that sort of thing. If I get a foil one I might swap it for minion reflector, as it hasn't been too exciting in games I have played.
Captive Audience - A really cool card that I think has a place in the stack. It takes an entire rotation to do anything, and I think the last thing you would do is give everyone zombies, but the first two effects are enough to give it a shot. Going to 4 is no joke and from there anything could kill you. A little less Door to Nothingness, which is always a good thing.
Ethereal Absolution - More graveyard hate is always welcome. It is like a stronger Necromancer's Covenant in that it hits everyones graveyard, and the tokens have flying. I don't think this will be too busted, as it can only exile creatures (to get the token) so it shouldn't spew out more tokens than Storm the Herd. I like it and shall give it a try.
Rhythm of the Wild - This seems decently strong. Giving everything haste is no joke, that is why Minion Reflector sees any play at all. Being uncounterable isn't that much of a boon, as most creatures just get hit with removal, instead of counterspells. The option to give a +1/+1 counter instead of haste is also a nice bonus that will probably never be used. I think this is cleaner than Mirror March, but not as exciting and I don't want too many of these haste givers so I will need to figure which of these I want to cut.
Utility
Rampage of the Clans - 3/3's aren't that threatening in this format, and having a sweeper for these kinds of permanents is sometimes handy. This is even an instant, which gives it even more ticks for approval. I think that it is just that little bit too niche. I don't have enough of these permanent types and this will mostly be stuck in hand. I think I will stick with Planar Cleansing effects instead.
Regenesis - Instant speed draw 2 is decent enough I think. The fact that it is permanent and not creature is a nice boon too. I think I will put this in. Will be great with Decree of Justice and Mystic Snake
Bedevil - A solid instant speed removal spell. I don't think there has been anything that destroys creature or artifact in my stack yet (I don't have any Planeswalkers).
Macabre Mockery - I think this may be too strong, as it could get back a firebreather and kill someone outright. I don't mind giving a firebreather haste, but it has to be a permanent on your side to that people can be prepared if it does happen. No one will be expecting it from out of the graveyard. I will give this a miss, but it would have been a cool combat trick to steal an ETB and block at instant speed.
Consecrate // Consume - I actually really like this card. Can cycle itself in a pinch and possibly even counter a spell that cards about the graveyard. Otherwise it is a decent removal spell. I do run Tribute to Hunger and it has always been sweet. Being sorcery does hurt it a little but the flexibility means I think it is definitely playable in my stack.
Incubation // Incongruity - I don't think the first side will ever be played in this format, as you can only get a creature, which 90% of the time you will only be able to cast next turn anyway. The removal spell side is decent, but I like beast within better as it hits anything. Unlike the above card, the flexibility of this card doesn't save both average sides and thus I won't be putting it in my stack.
Repudiate // Replicate - Replicate wouldn't see too much play, as doubling up on a decent creature is just asking to have a sweeper be played. The whole card hinges on if Repudiate is worth a slot. Which I don't think it is. I don't have Stifle in my stack, the only ones I do have are Nimble Obstructionist and Trickbind. Both of which are uncounterable and have extra abilities attached. I don't believe the flexibility that can turn this card into a Mirror Image is worth putting this card in my stack.
Revival // Revenge - Revival will only hit about 4 creatures in this stack, so that side doesn't exist. Revenge is all that matters here, and to be honest feels just like a poor mans Sorin's Vengeance. It could be cute and still be a decent burn spell, but I just don't think it is just too variable and would be more like a sorcery Warleader's Helix more often than not, so will leave it on the sidelines for now.
Warrant // Warden - This is another card that is almost there, but not quite. Warrant is the side I want in y stack, as putting cards on the top of the library is sweet as it lets another person draw them. The only problem is that you have the restriction of it having to be attacking or blocking, so you won't get the option to draw the card yourself unless you are lucky that the person to your right was the one attacking you. A 4/4 flyer is a little under rate in my stack. If it was a 5/5 then we might be talking but at this stage it just won't cut it.
Depose // Deploy - Decided to write about this at the last minute as any instant can be decent. This one can cycle itself and tap a blocker (it generally won't tap an attacker as you can hope they attack someone else), which is passable or it can be an instant speed blocker. I don't think either side does enough again to warrant a spot.
So there we go, if you think I missed anything or want me to explain any card in further detail I am always willing to talk type 4.