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					The 
					Southwestern Paladin  
							Uncommonly GoodCheck Out the Quality Uncommons Cards from Saviors
 by Jeff Zandi
 June 3rd, 2005
 The fifty-five 
					uncommon cards found in Saviors of Kamigawa are uncommonly 
					good for limited play. In last week’s article, I rated each 
					common card in Magic’s newest expansion with respect to each 
					card’s value in limited formats like booster draft and 
					sealed deck. This week, we turn our attention to the 
					fifty-five uncommons of the set.
 I believe the relative quality of the uncommons in Saviors 
					of Kamigawa is easier to determine than the commons. That’s 
					the good news. The bad news is that you have a lot fewer 
					uncommon cards available to you in limited formats. You 
					definitely have to make the most of the good uncommon cards 
					that come your way in order to end up with an above average 
					deck.
 
 After another week of playing with Saviors of Kamigawa, I am 
					prepared to stand behind the ratings that I gave the commons 
					of Saviors last week. At the same time, I am certain that as 
					each week passes, there will be cards from the set that 
					seemed terrible at first glance that will emerge as very 
					important cards. As subtle as some of the commons of the set 
					are, I find that the uncommons are just the opposite. The 
					uncommons of Saviors reveal their value, or lack thereof, 
					for booster draft and sealed deck in a much more 
					straightforward way.
 
 In each color, I have rated the cards from worst to best, 
					with regard to their usefulness in limited formats.
 
 ARTIFACT UNCOMMONS
 
 5. Ivory Crane Netsuke causes you to gain four life at the 
					beginning of your upkeep anytime you have seven or more 
					cards in your hand. Snore! Gain life cards are generally too 
					defensive to fit into the better limited decklists.
 Wizards is constantly attempting to lure players into the 
					warm, cuddly embrace of Gain Life Cards. I hope this one 
					doesn’t pull too many of you offsides.
 
 4. Ebony Owl Netsuke is a lot like its cousin described 
					above, except that this one deals damage to your opponent at 
					the beginning of his turns when he has seven or more cards 
					in his hand. The biggest problem with both of these cards, 
					of course, is the simple fact that neither you nor your 
					opponent are going to start your turn very often already 
					holding seven cards. Hey, Zanman, how can we remember which 
					of these Netsukes is which? Here is a simple trick to keep 
					these two cards straight in your memory. Ebony Owl Netsuke 
					features an owl in its artwork. An owl is also the mascot 
					and trademark for Hooter’s. A lot of people find Hooter’s 
					OFFENSIVE because it caters to men and employs primarily 
					buxom ladies who serve you wearing low-cut t-shirts. The 
					Ebony Owl’s power is OFFENSIVE because it deals damage to 
					your opponent. Now that you have these two cards straight in 
					your mind, forget about both of them and don’t put them in 
					your limited decks.
 
 3. Soratami Cloud Chariot costs WAY TOO MUCH at five 
					colorless mana.
 However, the Cloud Chariot then gives you two very 
					interesting abilities, one offensive and one mostly 
					defensive. For two mana, you can give a creature you control 
					flying or prevent all damage dealt to and by target creature 
					you control until end of turn. One downside of this card is 
					that you can only target creatures that you control, but the 
					biggest problem is that this artifact simply costs too much. 
					The world of Kamigawa drafting slows down a good bit with 
					the addition of Saviors, but I find it hard to believe that 
					its going to slow down enough to make the Soratami Cloud 
					Chariot a good card. Call it slightly playable at best.
 
 2. O-Naginata is a very good card because it provides a 
					colorless way to give any creature you control the very 
					enviable Trample ability. Of course, the creature in 
					question has to have a power of three or greater in order to 
					be equipped with O-Naginata. Of course, once equipped, your 
					creature not only gains Trample but +3/+0 as well. This is a 
					quite a payoff, and one that I think makes O-Naginata a very 
					high pick for two kinds of decks, decks with lots of 
					creatures with a power of three or more, and decks that have 
					power-up effects. In a green deck, if I didn’t have a three 
					power creature in play already, I would think seriously of 
					spending a giant growth type spell to give a creature the 
					higher power needed to allow it to be equipped with O-Naginata.
 
 1. Manriki-Gusari is slightly better than O-Naginata all the 
					time, and A LOT better some of the time. Imagine, equipment 
					that is cheap to cast, cheap to equip that gives any 
					creature +1/+2 (making this card a reusable Holy
 Strength) that ALSO has the ability to destroy other 
					equipment. Equipment may not be as big a deal in the 
					Kamigawa block as it was in the Mirrodin block, but the 
					ability to get rid of an opponent’s equipment will 
					definitely come in handy sometimes. This is clearly the best 
					of the five uncommon artifacts in the set.
 
 GREEN UNCOMMONS
 
 10. Dense Canopy seems pretty useless to me. No one 
					understands better than me how dangerous it can be when I’m 
					playing green and my opponent is playing a bunch of flying 
					creatures. However, the problem is generally that they are 
					attacking with their flyers while I have no creatures 
					capable of blocking them. This card doesn’t solve the 
					important problem that green has with flyers.
 
 9. Haru-Onna does a nice thing, allowing you to draw cards, 
					an unusual ability for green. However, the price is high. 
					This card costs way too much mana (3G) for far too little.
 
 8. Molting Skin sounded okay to me at first, and I’ve tried 
					it in a few decks, but I think this card is too slow to be 
					ultimately valuable in limited play.
 
 7. Seek the Horizon is exactly the kind of card you DON’T 
					want to be playing on turn four. On turn four, you need to 
					be playing cards that put threats on your side of the board 
					or get rid of threats on the other side of the board.
 The most obvious problem with this card is that it solves a 
					problem, the need for mana, only after you are able to pay 
					FOUR MANA to cast it. On the plus side, you can’t minimize 
					the effect of getting three cards from your library for the 
					cost of just one card from your hand. Obviously, this card 
					loads up your hand with cards, which can certainly be an 
					important factor in Saviors of Kamigawa. In the end, I find 
					this card to be too situational to be very useful.
 
 6. Descendant of Masumaro is suboptimal because it depends 
					on situations outside of your control. Namely, the number of 
					cards in your opponent’s hand. The turn you play this Human 
					Monk, he’s just a 2/1. At the beginning of your next turn, 
					he will get bigger or smaller depending on the difference in 
					the number of cards in your hand and the number of cards in 
					your opponent’s hand. This COULD be a good card for you on 
					turn three, but how good will he be when you top deck him on 
					turn eleven? Not very good. This card is situational, it can 
					be good or bad. Let’s try to draft cards that are good ALL 
					THE TIME.
 
 5. Kashi-Tribe Elite gives Legendary Snakes you control the 
					ability to not be targeted by spells or abilities, but the 
					real value of this card is his
 2/3 body for three mana and his ability to keep creatures 
					that it deals damage to tapped. For an uncommon, this card 
					is not particularly exciting or valuable to your deck most 
					of the time.
 
 4. Stampeding Serow is amazing, a 5/4 Beast with Trample 
					that, by way of downside, requires you to return a green 
					creature to your hand at the beginning of your turn. Count 
					me in! This card gives you WAY TOO MUCH power on the table 
					for WAY TOO LITTLE risk. Yup, you better include some little 
					green creatures in your deck, no problem, it’s a small price 
					to pay to have a creature of this magnitude available to you 
					on turn four.
 
 3. Kami of the Tended Garden is slightly better, in my 
					opinion, than the mighty Stampeding Serow simply because it 
					gives you less to worry about. A
 4/4 for four mana is downright SICK, and the downside of 
					having to pay one green mana during your upkeep seems MORE 
					THAN FAIR. Early in the game, count on attacking a lot with 
					this guy. They even gave this guy Soulshift 3.
 Unbelievable.
 
 2. Ghost-Lit Nourisher gives you a dependable way to pump a 
					creature +2/+2.
 The activation cost of this card is high, but in aggressive 
					decks, this will not matter as much as you think. You attack 
					with a creature, if your creature is blocked and the +2/+2 
					from the Nourisher would destroy the opponent’s creature and 
					keep yours alive, go ahead and pay the big activation cost 
					with your head held high, you just achieved what we in the 
					business like to call CARD ADVANTAGE. Many times, your 
					attacker will NOT be blocked simply because of the threat 
					posed by your Nourisher. If they don’t attack, and you would 
					like to cast another creature that turn, feel free to NOT 
					activate the Nourisher. Definitely DO NOT save mana to 
					protect the Nourisher itself from effects that deal a single 
					point of damage. If your opponent can get rid of the 
					Nourisher, that will have to just have to happen. The 
					Nourisher is in your deck to use on your attackers.
 
 1. Briarknit Kami is the best uncommon green card in the set 
					because it provides an effect very close to card advantage 
					every time you play a Spirit or Arcane card with it in play. 
					Free, permanent +1/+1 counters are unbelievably good in 
					limited play. This creature’s ability can help your team 
					become too big to deal with in a big hurry. If you are 
					playing green/white or green/blue, your +1/+1 counters will 
					seem even bigger when they land on your flying creatures. 
					The ability to add these counters in response to your 
					opponent’s effects is another important strategic advantage 
					that this card give you.
 
 BLACK UNCOMMONS
 
 10. Footsteps of the Goryo is quite a bad spell. It ALMOST 
					says “put a creature from your graveyard into play, then 
					return it to the graveyard”.
 What I DO like about this card is its ability to put a 
					Soulshift card back into play in order to ultimately return 
					a Spirit card to your hand from the graveyard. Frankly, 
					there are plenty of better cards in the world of Kamigawa to 
					use to return a creature to your hand from the graveyard. If 
					this card was an instant, it would be very playable, giving 
					you the ability to surprise an opponent’s attacking creature 
					with an instant blocker from your graveyard. If this card 
					gave the returned creature Haste, it might be playable. As 
					it is, this card isn’t very good at all.
 
 9. Measure of Wickedness gives you a complicated way to 
					POSSIBLY cause your opponent to lose eight life points. This 
					card is like a time bomb that you hope you can hand off to 
					your opponent before it explodes in your face.
 Obviously, you wouldn’t play this card unless you had a way 
					to move it to your opponent’s control before the end of the 
					turn. Even when you do pull this part of the trick off, you 
					have no way of controlling whether your opponent is able to 
					ship this card right back over to your side of the net.
 No matter who ends up losing the eight life points, your 
					deck is worse because YOU are the one who decided to include 
					this card in your deck.
 
 8. Exile into Darkness gives you a renewable way, at a heavy 
					cost of five mana, to make your opponent sacrifice a 
					creature of three or less mana cost.
 In most games, this card will cause your opponent to lose an 
					average of one creature, and the opponent gets to choose 
					which creature he sacrifices. This card is too hard to 
					depend on. Look elsewhere for creature removal.
 
 7. Locust Miser gives you a 2/2 creature for 2BB and reduces 
					your opponent’s maximum hand size by two cards. Not quite 
					valuable enough. I know, I know, if you manage to get a 
					couple of these in play at the same time, your opponent’s 
					hand size will be greatly reduced. In the meantime, your 
					chances of winning are becoming greatly reduced as you 
					continue to pay four mana for
 2/2 creatures with no board-changing capabilities.
 
 6. Ghost-Lit Stalker is a little guy, but his ability to 
					make your opponent discard TWO cards is quite mighty. 
					Moreover, he’s a one-drop and a Spirit creature as well. 
					This card’s ultimate power level is quite high for a one 
					mana cost 1/1 creature.
 
 5. Kemuri-Onna is a 3/3 Spirit that makes your opponent 
					discard a card when it comes into play. Normally, I doubt 
					you would want to use this card’s secondary ability very 
					often, which is to return Kemuri-Onna to your hand whenever 
					you play another Spirit or Arcane spell.
 
 4. Skull Collector is a big, really big, 3/3 for just three 
					mana.
 Regeneration for 1B keeps this guy coming back again and 
					again. On the downside, you have to return a black creature 
					to your hand at the beginning of your turn. This might be a 
					bigger downside with this creature than with others with the 
					similar stipulation because Skull Collector is only 3/3 as 
					opposed to the 5/4 trampler you get with the similar green 
					uncommon. Still, I like this Skull Collector a lot.
 
 3. Hand of Cruelty is the second coming of Black Knight, he 
					is a 2/2 Samurai with Bushido 1 and protection from white 
					for just two black mana. Black and white are the two most 
					popular colors in Kamigawa limited play, making Hand of 
					Cruelty (and his white twin brother Hand of Honor) very 
					valuable cards in the current limited formats.
 
 2. Razorjaw Oni is a monstrous 4/5 Demon Spirit for just 3B. 
					In order to allow us to have such a BIG creature for such a 
					LOW mana cost, Wizards of the Coast R&D have given Razorjaw 
					Oni the “downside” of making all black creatures unable to 
					block. I don’t know about you, but when I have a 4/5 monster 
					in play, I’m thinking about attacking, not blocking.
 
 1. Kiku’s Shadow is the best black uncommon in the set for 
					limited play. As good as several of the uncommon black 
					creatures are, you simply cannot beat a removal card that 
					can destroy almost any of the creatures in the Kamigawa 
					block for just two black mana. Black removal in Kamigawa 
					almost always limits itself to destroying non-black 
					creatures. See Befoul and see also Horobi’s Whisper. This 
					card is probably the best single target removal spell in the 
					entire Kamigawa block.
 
 WHITE UNCOMMONS
 
 10. Presence of the Wise will probably be a part of some 
					very successful combo deck in constructed play. In limited 
					play, I can’t imagine a worse card. Simply put, this card 
					can’t help you win, it can only help delay losing.
 
 9. Inner-Chamber Guard is functionally a wall (oops, I 
					forgot that Wizards doesn’t make walls anymore…I meant a 
					creature with the Defender ability).
 However, this card’s cheap casting cost and Bushido 2 make 
					it possibly useful in more defensive white decks in limited 
					play.
 
 8. Aether Shockwave is an instant, and this is the most 
					important reason this card could be good enough to play 
					sometimes. Played at the end of an opponent’s turn, you 
					could find yourself attacking while the greater number of 
					your opponent’s creatures are tapped. However, this card is 
					situational and not particularly cheap at four mana. You 
					certainly don’t want more than one of this in your deck at 
					any time.
 
 7. Ghost-Lit Redeemer a 1/1 for one mana that you can tap to 
					gain two life.
 While this is still a very defensive card, the ability to 
					gain two life a turn for just one mana is interesting. In a 
					pinch, you can discard Ghost-Lit Redeemer to gain four life 
					by using its 1W mana cost Channel ability.
 
 6. Nikko-Onna is a little unusual in the world of Kamigawa. 
					Most creature abilities in Kamigawa require your creature to 
					be in play already to activate, or else require your 
					creature to be sacrificed. Nikko-Onna delivers the goods 
					when this 2/2 Spirit comes into play. The goods, in this 
					case, is the ability to destroy target enchantment. Be 
					careful, though, because this is NOT an ability you can 
					ignore, meaning you don’t want to cast her when you are the 
					only player with enchantments in play. The ability to return 
					Nikko-Onna to your hand makes this card the ultimate answer 
					to opponent’s enchantments.
 
 5. Charge Across the Araba is a great finishing card, 
					allowing you to give all of your creatures a big pump up for 
					a final attack, or even simply to swing combat unexpectedly 
					in your favor when several of your creatures become blocked.
 
 4. Eiganjo Free-Riders is, at worst, a 3/ 4 flying wall 
					(oops, I did it again, I meant DEFENDER) that you have to 
					recast each turn. At best, this card is a potent three 
					powered flyer that simply requires you to recast some OTHER 
					white creature every turn. Very playable in any white deck, 
					but probably better in more defensive, control minded deck 
					designs.
 
 3. Hail of Arrows is a rarity in Magic, a white instant that 
					can remove multiple creatures from your opponent’s side of 
					the board while leaving your own army intact. It is true 
					that opponent’s will know something is up when you pass the 
					turn with large amounts of untapped mana, but I doubt it 
					will stop them from attacking with plenty of creatures to 
					turn your Hail of Arrows in to literal card advantage.
 
 2. Descendant of Kiyomaro is a problem for your opponents 
					right away.
 Anytime you have more cards than they do, your little three 
					casting cost Human Soldier turns into a 3/5 monster that 
					gains you three points of life whenever it deals combat 
					damage. While keeping a full hand of seven cards, as some 
					Saviors cards want you to do, may be too difficult, white 
					players will very often have more cards than the other guy, 
					making this little bald man a very bad dude.
 
 1. Hand of Honor is a one card answer to most of the threats 
					in the most popular color in the limited format, black. This 
					makes Hand of Honor the best uncommon white card in Saviors 
					of Kamigawa.
 
 BLUE UNCOMMONS
 
 10. Shifting Borders is a retread of an old Magic card 
					Political Trickery.
 The ability to exchange lands with an opponent simply is not 
					relevant in the current limited format.
 
 9. Evermind is a funny card. Every once in a while, Wizards 
					of the Coast likes to mess with us by printing some strange 
					oddity. Evermind is just such an oddity. Evermind has no 
					casting cost and, as a result, cannot be cast.
 This is a sign that things are not going well for a card. 
					The ability to be played is an important and generally 
					overlooked feature of all the really good cards ever printed 
					in the game of Magic. Research and Development hopes that 
					you will put Evermind in your deck so that you can splice it 
					to your Arcane spells in order to draw a card. I can’t see 
					how this card is good enough to help any but the slowest 
					control decks in the current limited format.
 
 8. Trusted Advisor seems to be whispering to another figure, 
					“You know, I’m the weakest uncommon creature in this set 
					that requires the return of a creature to your hand.” On the 
					plus side, Trused Advisor offers a toughness of two for a 
					casting cost of just one blue. Despite what you may have 
					heard on late night television, (hand) size is not 
					everything.
 
 7. Kiri-Onna bounces a creature back to its owner’s hand. 
					Unfortunately, Kiri-Onna costs five mana and only leaves 
					behind a 2/2 Spirit. The ability to return Kiri-Onna back to 
					your hand when you play a Spirit or Arcane spell doesn’t 
					make this card much more interesting to me.
 
 6. Shape Stealer is a little 1/1 that takes on the power and 
					toughness of any creature blocking it or that it blocks. In 
					short, two blue mana gives you a creature that can block and 
					trade with a wide range of threats. This card might be 
					better from the sideboard against decks with massive green 
					creatures.
 
 5. Overwhelming Intellect is one expensive counterspell, but 
					its hard to argue the power of countering a late game spell 
					AND drawing a number of cards equal to the number of cards 
					in your hand. I would probably only want to play one of 
					these, but I have seen two played by the same player IN THE 
					SAME GAME and I know that this card can be quite powerful.
 
 4. Ghost-Lit Warden is more dangerous than he looks. The 
					first time I saw this guy in play on my opponent’s side of 
					the board, I rolled my eyes. I doubted that my opponent 
					could actually leave four mana untapped just in order to 
					counter my spell (spell would be countered by the Warden’s 
					ability unless I can pay two mana). In control decks, 
					however, this card can be very powerful. Just as 
					importantly, you can discard this card from your hand to 
					counter a spell unless its caster can spend four more mana 
					by using Ghost-Lit Warden’s Channel ability.
 
 3. Oboro Envoy is a small 1/3 flyer that can allow you to 
					lower the power of a creature by the number of cards in your 
					hand by returning a land to your hand. Of course, the land 
					you return to your hand is included in the count of cards in 
					your hand.
 
 2. Rushing-Tide Zubera will often just be a 3/3 Hill Giant 
					for you, but in those times that this card lays down his 
					life blocking a creature larger than he is, you get to draw 
					three cards. Specifically, Rushing-Tide Zubera must have had 
					four or more damage dealt to it the turn that it is put into 
					a graveyard from play. Imagine, in a red/blue deck, that you 
					attack with this creature and are blocked by a smaller 
					creature. After combat, you could decide that you would 
					rather draw three cards than hold onto the Crushing Pain in 
					your hand any longer. It is also important to remember that 
					this card is a Zubera.
 
 1. Secretkeeper is a 2/2 Spirit for four mana that gains 
					+2/+2 and flying whenever you have more cards in your hand 
					than your opponent. Let’s say that at the beginning of your 
					turn, you have Secretkeeper in play and the same number of 
					cards in your hand as your opponent. You could draw your 
					card for the turn and attack with your 4/4 flying 
					Secretkeeper. After your attack, if Secretkeeper was not 
					blocked, you have now successfully dealt four damage to your 
					opponent and can feel free to go ahead and play at least one 
					card from your hand. Chances are, you will get the chance to 
					do the same thing next turn. Blue has always been the 
					hardest color to play in Magic: the Gathering, and in a 
					challenging set like Saviors of Kamigawa, it’s no surprise 
					that the blue cards are BY FAR the most challenging to play 
					with.
 Having said all that, most of the blue uncommons in Saviors 
					are playable in limited formats, but I think Secretkeeper is 
					the best.
 
 RED UNCOMMONS
 
 10. Gaze of Adamaro only damages your opponent, making it 
					less than useful when what you really need is creature 
					removal. The best case scenario is ALWAYS a card that can 
					deal damage to a creature or player, but when a card can 
					only target one or the other, the better card is the one 
					that can target a creature.
 
 9. Sunder from Within is yet another land destruction card 
					for constructed play. In limited formats, the ability to 
					destroy a land or artifact is strictly a sideboard 
					consideration, if it is a consideration at all.
 
 8. Yuki-Onna destroys an artifact when it comes into play, 
					and can even be returned to your hand when you play a Spirit 
					or Arcane card. This card is slightly better than Sunder 
					from Within simply because Yuki-Onna is a creature. For four 
					mana, you can usually find a better card for your deck.
 This card is perfectly reasonable for use from the 
					sideboard.
 
 7. Feral Lightning could be a great finishing card late in 
					the game, a top deck that most opponent’s won’t have an 
					answer for. On the other hand, the usefulness of this card 
					is too narrow to include in most limited decks.
 
 6. Captive Flame is an enchantment that essentially gives 
					all of your creatures Firebreathing, the ability to pump up 
					any creature +1/+0 for one red mana. The problem with this 
					card is finding a slot for it in your deck.
 Red decks generally need to limit themselves to creatures 
					and cards that help them destroy other creatures. I am 
					interested in this card, but I believe the best limited 
					players will leave it on the sidelines.
 
 5. Godo’s Irregulars is just a little guy, but his ability 
					is strangely good. If this little 1/1 is blocked, and I 
					can’t imagine why anyone would block him, he can deal a 
					point of damage to the blocker for just one red mana. If he 
					gets blocked by a 3/3 creature and you use the Irregular’s 
					ability three times to deal three damage to the blocker, it 
					can be destroyed before damage time, leaving Godo’s 
					Irregulars completely intact. If this card’s ability worked 
					when it blocked as well as when it is attacking, Godo’s 
					Irregulars would be extremely good. As it is, this creature 
					is just playable enough to fill out the lower end of a 
					limited deck’s creature base.
 
 4. Sokenzan Renegade is a little too unstable and 
					situational to be automatically included in every red 
					limited deck, but there may be many times where he will be a 
					tremendous creature for you. If you are able to keep more 
					cards in your hand than your opponent, this card will be 
					very good. I believe there are too many ways for many decks 
					to surprise you, however, and turn this card against you by 
					taking control of it away from you. I might be more 
					interested in bringing this card in from the sideboard 
					against certain kinds of decks or including it only in decks 
					that are designed to minimize the risk of this creature 
					turning against you.
 
 3. Burning-Eye Zubera delivers plenty of beatings as a 3/3 
					Zubera Spirit on offense, and deals three damage to a 
					creature or player if it goes to the graveyard from play in 
					the same turn that it received four or more damage.
 This card’s double red casting cost means that you won’t be 
					able to splash it as a third color, but honestly, only a few 
					of the red uncommons would be useful at all as a splash 
					card.
 
 2. Oni of Wild Places is the best of the creatures in this 
					set that require you to return a creature to your hand at 
					the beginning of your upkeep. This card has the impact of a 
					dragon or other “power rare”. For six mana, you get a real 
					monster for your money. This 6/5 hits the ground running 
					with Haste and is not easily killed by a single blocking 
					creature.
 
 1. Ghost-Lit Raider is the most powerful uncommon in the 
					set, in my opinion, and is easily the best red uncommon in 
					Saviors. The ability to deal two damage to a creature each 
					turn WITHOUT the combo of Shuriken and Ninja make this a top 
					pick for booster drafts. Unlike Frostwielder, which some 
					consider the most powerful common creature in Kamigawa 
					limited play, Ghost-Lit Raider can be easily included as a 
					small third color splash. If needed, you may decide to 
					discard Ghost-Lit Raider from your hand instead of playing 
					it, in order to deal four damage to a creature by spending 
					3R and using this card’s Channel ability. Very, very 
					powerful.
 
 
 TOP TEN UNCOMMONS FROM SAVIORS
 
 Drumroll, please, for the top ten Saviors uncommons, 
					overall.
 
 For the ability to make EVERY creature in your deck better 
					while eliminating competing equipment, Manriki-Gusari is the 
					TENTH BEST UNCOMMON in Saviors of Kamigawa.
 
 For worrying the opponent every turn he is in play, 
					Descendant of Kiyomaro is the NINTH BEST UNCOMMON in Saviors 
					of Kamigawa.
 
 For providing the two best colors in Kamigawa limited play 
					with a pair of perfectly symmetrical creatures, Hand of 
					Cruelty and Hand of Honor are the EIGHTH and SEVENTH BEST 
					UNCOMMONS in Saviors of Kamigawa.
 
 For providing the biggest trampling creature for the lowest 
					casting cost in the entire Kamigawa block, Stampeding Serow 
					is the SIXTH BEST UNCOMMON in Saviors of Kamigawa.
 
 For best performance by a black uncommon fattie EVER, 
					Razorjaw Oni is the FIFTH BEST UNCOMMON in Saviors of 
					Kamigawa.
 
 For providing the means to leave a lasting impression on all 
					the creatures on his team, Briarknit Kami is the FOURTH BEST 
					UNCOMMON in Saviors of Kamigawa.
 
 For playing like a rare in the body of a mere uncommon, the 
					game-changing power of Oni of Wild Places is the THIRD BEST 
					UNCOMMON in Saviors of Kamigawa.
 
 For providing the best single-creature removal option in the 
					entire Kamigawa block, Kiku’s Shadow is the SECOND BEST 
					UNCOMMON in Saviors of Kamigawa.
 
 Finally, for providing reusable creature removal in a 
					splashable and cheap casting cost, Ghost-Lit Raider is my 
					choice for the NUMBER ONE BEST UNCOMMON in Saviors of 
					Kamigawa.
 
 Any of these ten could easily be a very good choice for 
					first pick in booster drafts.
 
 AFTER REVIEWING ALL THE UNCOMMONS
 
 I find that all but one of the white uncommons is good 
					enough for booster draft and sealed deck play, making white 
					the deepest color in Saviors for uncommons. White was 
					already very popular in Kamigawa limited play before 
					Saviors. This new set will only make white more popular.
 
 I found blue to be the weakest color of the five, where 
					uncommon cards are concerned.
 
 Jeff Zandi
 Texas Guildmages
 Level II DCI Judge
 zanman@thoughtcastle.com
 Zanman on Magic Online
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