Black and red work really well together in Origins limited due to all of their removal, but I would consider splashing the Hellhound in a UR Thopter deck as well in order to get maximum value out of each 1/1 flyer. What I’ll try to do is to look at them from a different angle and see if there is another way to use them.īesides a great ability that is easy to use, the Hellhound’s 4/3 body makes him very playable. I mean, you don’t need me to tell you where they’ll be most effective. The cards are pigeonholed into one strategy, meaning if you want to push them to their limit you better be playing that strategy. They are all uncommons which means they aren’t too pushed, but nonetheless they are must haves if you end up playing in their colors. I don’t think there is one bad multicolor card in this set. Just remember not to have too many non-basic lands in your deck! It’s probably not great in a tempo/aggro deck, but just as with Rogue’s Passage I think it can be very useful in midrange decks. I found myself playing cards like Gideon’s Phalanx before turn 7 which was pretty useful, and another time I burned my opponent out for 8 damage with it late game. But what are it’s uses? Well, if you’re playing a midrange deck with a few 6+ mana spells like Woodland Bellower or an X burn spell like Ravaging Blaze, I think Mage-Ring Network will come in handy. Whenever you have one of those turns where nothing happens you can add a storage counter, and when you’re ready you get a huge boost of mana. Let’s start off with artifacts in this last article devoted to Magic Origins. Wizards did a good job with this set and they finished strong with the final cards of their expansion. Just as Magic Origins did with all the other colors, it’s going to change the way you use and draft the cards that are off the color wheel or sharing multiple colors. Planeswalkers, massive creatures, etc., these are the cards you could build a deck around.Īrtifacts, lands, and multicolor cards have never been really good when it came to core sets, and were usually an afterthought that you’d add into your deck as your 22nd or 23rd card. These will usually be your rares and mythics because they are incredibly bonkers.
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