MTG Pack: Dragons of Tarkir #2



Each time I open a pack, I want to write a little bit about each card to make sure that I think about each one individually as it relates to prismatic. When I'm done writing, I am going to add the non-rare or foil cards to my "Phil Plus Syd" prismatic deck. If you don't know what prismatic is or want to see what the decklist currently is, here is the link: By Card Type and By Card Color!



Impact Tremors

One red and one generic for a red enchantment. Whenever a creature enters the battlefield under your control, it hits each opponent for one damage. This card works well with decks that want to play a lot of cheap creatures. It also goes great with the Dash mechanic. Being able to guarantee that you will be able to cast a creature every turns makes this card a real threat. 



Student of Ojutai

One white and three generic for a 2/4 white human monk. This guy doesn't really excite me. Whenever you cast a noncreature spell, you gain two life. That means that you most likely play him in a more noncreature heavy deck so a 2/4 body isn't going to do much. Also, I think it is pretty much accepted that life gain is the biggest trap that new players fall into. I try to remind myself that from time to time.



Kolaghan Skirmisher

One black and one generic for a 2/2 black human warrior.This guy has Dash for one black and two generic, but that's not too exciting for no abilities. I guess he's a filler if you need more Dash guys or just guys in general. I don't like him too much.



Negate

One blue and one generic for a blue instant that counters target noncreature spell. This card is fine in sideboards, I guess. Personally, I don't like counterspells too much.



Tread Upon

I wrote about it here: #1 Dragons of Tarkir



Keeper of the Lens

One generic for a 1/2 artifact golem creature. This guy lets you look at face-down creatures you don't control. The good thing about this creature is that he's easy to cast. He also is good at blocking 1/X's and killing X/1's. He also kind of puts your opponent at a weird spot if they are playing morphs. It takes out the surprise factor, but some might argue that you should always have a decent idea of what your opponent's morph is.



Reckless Imp

One black and two generic for a 2/2 flying black imp that can't block and has Dash for one black and one generic. I like him as a 2/2 flyer for two that I can cast only on turns that I want to attack, that way his can't block drawback doesn't matter anyway. I like him as a late game way to use your mana too if you have extra mana up or have dead draws.



 Artful Maneuver

One white and one generic for a white instant. Target creature gets +2/+2 until the end of the turn and rebound. I like having cards like this to help push some extra damage through on an unblocked creature. When its cast the second time, its not really a surprise anymore, though. Having a few of these in my aggro decks is always fun.



Elusive Spellfist

One blue and one generic for a 1/3 blue human monk. Whenever you cast a noncreature spell, it gets +1/+0 until end of turn and can't be blocked this turn. Having a handful of pump spells with this creature like Artful Maneuver would turn this guy into a lot of damage fast. He would be great in a WU or GU aggro deck with a larger than normal spell count.



Aerie Bowmasters

Two green and two generic for a 3/4 green hound archer with Reach and Megamorph. This cute doggie could be used as a surprise blocker for some flyer (maybe a dragon as the art suggests). Other than that, I don't see much use for this guy.



Salt Road Questermasters

One green and two generic for a 1/1 green human soldier that enters the battlefield with two +1/+1 counters on it. If you say one green and two generic and remove a +1/+1 counter from it, you can put a +1/+1 counter on target creature. If this guy is cast and remains a 3/3 forever or if you move the counters to maybe a creature with trample or a just a bigger creature, I still say that this card is fine. He's not exciting, but he is fine.



Skywise Teachings

I wrote about it here: #1 Dragons of Tarkir



Minister of Pain

One black and two generic for a 2/3 black human shaman with Exploit. When it exploits a creature, creatures your opponent control get -1/-1 until the end of turn. She would be good if you had an expendable creature after your opponent plays a a bunch of X/1's on the first two or three turns. Other than that, I'm not a fan of this card.




Myth Realised

One white for a white enchantment. Whenever you cast a noncreature spell, put a lore counter of Myth Realized. Then, for one white and two generic, you can put another lore counter on it. For one white, until the end of turn, it becomes a creature with power and toughness equal to the number for lore counters on it. This card is awesome for control decks. All the draw and counter spells you cast will help fuel this enchantment, and then you can finish the game with it. I'm excited to try this card in my cube.


Thank you,
Philip
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Image Source: http://www.artofmtg.com/art/dragons-of-tarkir-art-by-filip-burburan/

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