MTG Pack: Dragons of Tarkir #7



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!


Qarsi Sadist

I wrote about it here: Dragons of Tarkir #1



Sabertooth Outrider

I wrote about it here: Dragons of Tarkir #1



Champion of Arashin

I wrote about it here: Dragons of Tarkir #1



Contradict

Two blue and three generic for a blue instant that counters target spell, and draw a card. Any card with double of a color mana symbol can be a hazard. There is a small chance this card will just be stuck in your hand. Even though you get to draw a card, I'm not sure if this card is worth five mana.



Revealing Wind

One green and two generic for a green instant. Prevent all combat damage that would be dealt this turn. You may look at each face-down attack or blocking creature. This is an expensive Fog. Being able to look at all face-down creatures is fine, but I do not see it mattering too much a lot of the time. This card is still good in a pinch when you need it, though.



Vandalize

One red and four generic for a red sorcery. Choose one or both of destroy target artifact or land. At the worst, this is a five mana land destruction spell to hopefully cutoff your opponent from a color. It can also snag one of those pesky artifacts, too, while you are at it. I like this card.



Fate Forgotten

I wrote about it here: Dragons of Tarkir #3



Flatten

I wrote about it here: Dragons of Tarkir #3



Ancient Carp

I wrote about it here: Dragons of Tarkir #3



Herdchaser Dragon

One green and five generic for a 3/3 green dragon with flying, trample, and Megamorph. When it is turned face up, put a +1/+1 counter on each other Dragon you control. A six casting 3/3 flying trampler is pretty good to me. A Megamorph of two green and five generic makes him pretty easy to be a 4/4, too. I am excited to cast him.



Strongarm Monk

One white and four generic for a 3/3 white human monk with whenever you cast a noncraeture spell, creatures you control get +1/+1 until end of turn. This guy seems like he will be a big threat in prismatic. He pumps your other creatures and make combat math a headache for your opponents. I am looking forward to casting this creature.



Outai Monument

Three generic for an artfact that can be tapped to add a white or blue to your mana pool. For one white, one blue, and four generic. it turns into a 4/4 dragon with flying until the end of turn. I'm still not sure how I think about the monuments. I think they'll be useful if you're missing one of the colors, I guess.


Thank you,
Philip
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Image Source: http://shop.tcgplayer.com/magic/dragons-of-tarkir/sabertooth-outrider

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