Lost in the Woods is yet another gimmicky Dark Ascension rare, but unlike Jar of Eyeballs, this is a much more useful rare. In a mono-green deck, Lost in the Woods can be very helpful, turning what may be dead Forest draws into negating opponent’s attacks. Considering the powerful beasts that mono-Green has, this card can essentially lock-down your opponent if it’s played right. Trouble is, mono-green doesn’t really need the board control, and it only stops one creature at a time. It’s not the greatest of enchantments, but it’s a better card than Jar of Eyeballs, and it’s okay in casual play.
Archive for March, 2012
Today we take a look at one of the more gimmicky rare cards in Dark Ascension, Jar of Eyeballs. It’s a flavorful card, but essentially all it does is let you dig into your deck for one card. It’s certainly useful in EDH, but otherwise, it’s not really that playable or necessary as a tutor in your typical Constructed deck. In EDH, it’s possible that you could get a good deal of “eyeball” counters on it, but there are far more useful tutor cards available. Then again, if you’re not running black in your deck, this could be one to consider if you’re needing to dig for that one combo piece in your combo EDH deck.
Dark Ascension has some of the weakest mythic rares that we have seen in awhile, but this is certainly not one of them. Huntmaster of the Fells is a good double-sided card with both sides having good abilities that activate whenever he transforms back and forth. Huntmaster has a good enter the battlefield ability, put a 2/2 green Wolf creature token into play and gain 2 life. He’s only a 2/2, but for what you get when he enters the playing field, it’s okay. His flip-side, Ravager, is a 4/4 with trample that deals 2 damage to target opponent and 2 damage to one creature that player controls. Not too bad. What makes him a mythic though is that these abilities activate each time he is flipped, so he can become a potential problem if not dealt with.
One drawback is that he doesn’t have good synergy with Immerwolf, which honestly is the card that really makes Werewolves playable. If he can’t transform back and forth, he can’t really live up to his full potential. Still, he’s a good card and it doesn’t mean you shouldn’t play him, as with Immerwolf he’s at least a 5/5 trampler as Ravager. No matter how you play him in a Werewolf deck, he’s going to be well worth the 4 mana you pay to cast him. So while he’s not a “wow” card, I’m still a fan.
Huntmaster of the Fells/Ravager of the Fells is now being considered one of the best cards in Standard, skyrocketing from a 13-15 dollar release to currently between 25 and 30 a piece. Red/Green has become an extremely powerful contender since the release of this card, Naya Birthing Pod and R/G and R/G/B Wolf Run being among the decks that tend to use it.
Birthing Pod has a fun interaction with Huntmaster, as if he’s podded in and you don’t cast any other spells, you get both effects in a single turn, which seems like a decent deal to me. Personally, I play Naya Pod and play four of these guys.
In Wolf Run, Huntmaster is used mainly due to how much value is packed into both sides of the card; one side is essentially 2 2/2s and 2 life, and the other side can kill a creature and shock an opponent.
Here’s a neat little artifact card. In fact, this can devastate a whole ton of decks. You can’t cast any creatures out of graveyards, such as Gravecrawler and negates Sun Titan’s ability to bring back creatures. It also, and here’s the real utility of this card, stops flashback completely. Snapcaster Mage and all of the spells that are now commonly run out of the graveyard are now totally useless once this Cage hits the board. It’s such an amazing card, and costing only 1 to cast, it’s a devastating sideboard option, and actually a main deck option in a blue/black deck utilizing Tezzeret, Agent of Bolas (as you can make it a 4/4 creature, as well). This and Torpor Orb together ruin a great number of decks out there right now. Suddenly you’re going to have to sideboard a lot of artifact hate just to get past this nagging little card. Grafdigger’s Cage is definitely one of the best cards in the set, and perhaps the best non mythic rare.
Now, that was Elspethftw’s review of Grafdigger’s Cage, but with the way standard is shaping up right now, it’s better than we thought, even if the price has dropped.
Grafdigger’s Cage is seeing less play in standard and more play in Modern due to Dredge being played, but it’s still a strong side board card in standard; assuming you’re not playing a deck that relies on it. In my opinion, it’s good enough to be main decked it’s you’re playing a control deck that isn’t U/B Control. Why? Because it stops undying and persist, too.
It isn’t just that creatures can’t be cast from the graveyard, creatures also can’t enter the battlefield from graveyards, rendering Undying and Persist useless; a bonus in conjunction with killing flashback. One card with undying in particular is seeing significant play; Strangleroot Geist. There’s also Vorapede, who’s also seeing some competitive play in Birthing Pod.
I’m just adding a bit to an already great review, and plan on seeing me around the site again fairly soon.
If the last card in the “Increasing” cycle of Dark Ascension looks familiar to you, then you’re absolutely right; it should. Increasing Vengeance is indeed Reverberate with an added Flashback perk. I don’t have to say how silly this card can be in the right combos (especially in EDH and perhaps in Legacy, too). This card is pretty devastating, actually, and I think it’s a little overlooked at the moment, as there isn’t really a combo-driven Standard format. If you happen upon a few copies of this card, hold onto them, because eventually a few silly combo decks will be built abusing this card.