MTG Pack: Dragons of Tarkir #10



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!


Magmatic Chasm

One red and one generic for a red sorcery that says creatures without flying can't block this turn. This card is great to use to finish off an opponent. Most of their creatures won't have flying so you will be able to over come them with ease, assuming you have some attackers. When you are behind, this card will really just be a terrible draw.


Center Soul

One white and one generic for a white instant that gives target creature you control protection from the color of your choice until end of turn with Rebound. This could come in handy if you have a bigger creature you want to jam in for extra damage. With the multicolor format of Prismatic, however, I am not sure how useful protection from one color will be.


Tread Upon

One green and one generic for a green instant with gives target creature +2/+2 and trample until end of turn. This card again is great for pushing through damage. It would also be used to protect a creature in combat or from a removal spell that gives -X/-X. When you are behind, this is a terrible card to draw.


Updraft Elemental

One blue and two generic for a 1/4 flying blue elemental creature. Flying creatures are great for dodging creature on the ground. The four toughness is great for blocking, too.


Vandalize

One red and four generic for a red sorcery that has choose one or both of destroy target artifact or destroy target land. The good thing about the destroy target land part is that this card is always relevant even if your opponents do not have an artifact, but if they do have one, it adds to the value of this card. I'm not sure how effective cards like this card when your have big creatures running around, though.


Fate Forgotten

One white and two generic for a white instant that exiles target artifact or enchantment. This card is useful, but it is a real bummer when there are not any artifacts or enchantments to get rid of. I'm not a huge fan of straight artifact and enchantment removal spells.


Flatten

One black and three generic for a black instant that gives target creatures -4/-4 until end of turn. This card can handle a lot of the smaller creatures in the prismatic deck, but the bigger ones will still be a problem. Removal is precious so I would make sure to use it sparingly. 


Ancient Carp

One blue and four generic for a 2/5 blue fish creature. Five toughness evades most forms of -X/-X type removal spells. This fish is a good blocker, he costs a lot to cast, though. I'm not sure how he'll end up.


Pacifism

One white and one generic for a white enchantment that enchants a creatures and that creature can't attack or block. I like this as another type of removal spell. For the most part, a creature enchanted with this is going to be useless for the rest of the game. The two mana cost helps its case, too.


Epic Confrontation

One green and one generic for a green sorcery that gives target creature you control +1/+2 until end of turn and fights target creature you don't control. This is another type of removal spell in my book. Fighting is not the most efficient to get rid of a creature, but it will work if it is all you have.


Dromoka Captain

One white and two generic for a 1/1 white human soldier with first strike and when he attacks, bolster one. As long as this guy survives a could combat steps, he could be an asset to building up your team. Other than that, he does not excite me too much.


Dragonlord's Servant

One red and one generic for a 1/3 red goblin shaman that allows you to cast dragon spells for one generic less. There are not too many dragon spells in the prismatic deck so this guy will not due a whole lot. Two casting 1/3's are not the worst, but this guy won't be doing a whole lot, I feel.


Scale Blessing

One white and three generic for a white instant that has bolster one and then put a +1/+1 counter on each creature you control with a +1/+1 counter on it. That means that the worst, it puts +2/+2 on your weakest creature. If you had a small group of creatures with +1/+1 counters on them, this card could turn into a real treat when you draw it.


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

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