Commons of Kamigawa -
Reviewing the Common Cards from Champions of Kamigawa
by Jeff Zandi
Commons of Kamigawa Part 2
Reviewing the Common Cards from Champions of Kamigawa by
Last week, we looked in detail at the red and black
commons from Champions of Kamigawa. Helping me review
these cards is Neil Reeves, Pro Tour regular and noted
limited play expert. Last weekend, Neil flexed his
sealed deck and Rochester draft muscles at Grand Prix
Austin and finished in the top eight.
This week, with Neil’s help, we will review the green,
blue and white commons from Champions.
TIER ONE – MUST PLAY
Kodama’s Might is an Arcane Instant for one green mana
that gives target creature +2/+2 until end of turn. This
card has Splice onto Arcane for just one green mana.
Green is very deep in playable commons, but this one is
the best because it is NOT ONLY a very decent Giant
Growth-type card, but because its low Splice onto Arcane
cost makes it very valuable in decks with any decent
number of Arcane cards.
TIER TWO – USUALLY PLAY
Orochi Sustainer is a 1/ 2 Snake Shaman for 1G that taps
to add one green mana to your mana pool. If you like the
idea of cheap mana acceleration consistent enough to
allow you to play less than seventeen land in your
Champions of Kamigawa limited decks, then green is the
color for you, and Orochi Sustainer is the perfect green
common for you. Green has all the color fixing cards for
this set, and most of the mana acceleration cards.
The best part is that these mana fixers are commons. The
Sustainer is a little better than the rest because it
plays on turn two and has a toughness of two making it a
little more resistant to removal than a 1/1.
Sakura-Tribe Elder is a 1/1 Snake Shaman for 1G that can
be sacrificed to bring a basic land from your library
directly into play tapped. Late in the game, you can use
this guy as a speed bump that gets one more land out of
your deck. On turn two, you should probably sacrifice
him during your opponent’s turn before your own third
Kodama’s Reach is an Arcane Sorcery for 2G that allows
you to search your library for two basic land cards,
putting one of those into play tapped and the other into
your hand. This remarkable card gives you mana
acceleration by putting an extra land directly into
play, while giving you excellent access to your third
color (if you are playing a third color).
Matsu-Tribe Decoy is a 1/3 Snake Warrior for 2G.
Whenever Matsu-Tribe Decoy deals combat damage to a
creature, tap that creature and it doesn’t untap during
its controller’s next untap step. For 2G, the Decoy
causes target creature to block Matsu-Tribe Decoy this
turn if able. Everything about this card messes with
your opponent’s combat plans. If you block and lose your
Decoy in combat, the blocked creature will remain tapped
during your opponent’s next turn. Matsu-Tribe Decoy is
best, however, on the attack, causing the opponent’s
best creatures to block him, helping your other
attacking creatures to get damage onto your opponent’s
face. This little guy doesn’t look like much at first.
If you haven’t, you should definitely try this card a
few times, you may find out that you really like him.
Order of the Sacred Bell is a 4/3 Human Monk for 3G. At
first, I sort of ran past this card, dismissing it for
its total lack of creature abilities. Even though this
card has no game text, it really does have a special
ability, the ability to SMASH FACE! Green decks
typically have mana acceleration, making it all too easy
to have Order of the Sacred Bell on the table on turn
three. The Order’s three toughness is very large in the
world of Kamigawa.
Since Order of the Sacred Bell is a Human Monk and not a
Spirit, he is unafraid of the cheap early game effects
that your opponent may have that work only on Spirit
Orochi Ranger is a 2/1 Snake Warrior for 1G. Whenever
Orochi Ranger deals combat damage to a creature, tap
that creature and it doesn’t untap during its
controller’s next untap step. First of all, you’re
getting a 2/1 creature for two mana, very solid in the
early game. The Ranger’s ability to leave a creature it
damages tapped for an extra turn is a subtle, but
Kami of the Hunt is a 2/2 Spirit for 2G that gains +1/+1
until end of turn whenever you play a Spirit or Arcane
card. A lot of games, this card will simply be a 2/2
creature for three mana. Often, however, his pump up
ability means that you play a Spirit creature before
combat, then send your 3/3 Kami of the Hunt in on the
Burr Grafter is a 2/2 Spirit for 3G that has Soulshift 3
and the ability to sacrifice itself to give a target
creature +2/+2 until end of turn. Slightly overcosted
for a 2/2, the Burr Grafter gives you solid creature
insurance on the board. Now get in there and attack!
Your opponent will be burdened with the knowledge that
you can pump up any of your creatures by sacrificing the
Feral Deceiver is a 3/2 Spirit for 3G. For one colorless
mana, Feral Deceiver allows you to look at the top card
of your library. For two colorless mana, you may reveal
the top card of your library, if the revealed card is a
land, Feral Deceiver gets +2/+2 and trample until end of
This ability can only be played once per turn. Feral
Deceiver is considered the best of the five common
Deceiver creatures, all of which feature similar play
Moss Kami is a 5/5 Spirit for 5G with trample. Fangren
Hunter from Mirrodin was a 4/4 trampler for 3GG. This
splashable 5/5 trampling Spirit is well worth the one
additional mana. However, six mana is still six mana, so
you probably wouldn’t want more than two Moss Kami in
your deck. So far, in my experience, it’s rare to have
more than one or two of these available to you in a
Humble Budoka is a 2/2 Human Monk for 1G that cannot be
the target of spells or abilities. This creature’s
special ability is more likely a drawback for its owner.
Many players would rather play a more fragile, easier to
kill 2/1 creature instead of Humble Budoka. In the end,
Humble Budoka is still welcome in many green Kamigawa
limited decks simply as a 2/2 “bear” for two mana.
TIER THREE – SOMETIMES PLAY
Wear Away is an Arcane Instant for GG that destroys
target artifact or enchantment. Wear Away also has a
Splice onto Arcane cost of 3G. The high Splice onto
Arcane cost makes it less likely that Wear Away will be
used more than once, but the important thing is the
overall utility that this card can provide to your deck.
Even though there are plenty of playable enchantments
and artifacts in this set, Neil and I would be unlikely
to have this card in our decks main. This is a card that
belongs in the sideboard most of the time.
Serpent Skin is a creature enchantment for 2G that gives
+1/+1 and the ability to regenerate for one green mana.
Skin can be played anytime that you could play an
instant, making this adaptable card a good choice for
the twenty-third best card in your deck.
This card is not much of a sideboard choice. Basically,
it either belongs in your deck all the time (probably
around half the time or less) or not at all.
Venerable Kumo is a 2/3 Spirit for 4G that has Soulshift
4 and the ability to block as though it had flying. A
lot of people are calling this card one of the worst
creatures of its kind ever. (green creatures that don’t
have flying but which can block flying creatures) I
would have to disagree with them. Venerable Kumo is
certainly not exciting, but at least one of these will
probably fit into most green decks to help out against
the large number of flyers in this set. Evasion is such
a strong part of winning strategies with Champions of
Kamigawa that this card cannot be ignored.
Commune with Nature is a sorcery for one green mana that
lets you look at the top five cards of your library. If
you reveal a creature card from the five cards that you
look at, you can put it in your hand. Put the rest of
the cards on the bottom of your library in any order. In
a format that encourages forty card decks with fifteen
and sixteen creatures in them, Commune with Nature can
be a quick, cheap way to improve your hand by grabbing a
much-needed creature. On turn one, Commune with Nature
can help you find a mana producing creature to play on
Kashi-Tribe Warriors is a 2/4 Snake Warrior for 3GG.
Whenever Kashi-Tribe Warriors deals combat damage to a
creature, tap that creature, it doesn’t untap during its
controller’s next untap step. The other common green
creatures with this ability are much better costed in
regards to their power and toughness. This card is
overcosted by one mana. This card is hardly ever worth
including in your limited decks.
Dripping-Tongue Zubera is a 1/ 2 Zubera Spirit for 1G.
Whenever Dripping-Tongue Zubera is put into a graveyard
from play, put a 1/1 colorless Spirit creature token
into play for each Zubera put into a graveyard from play
this turn. We think this is the third or fourth best of
the five different colored common Zubera creatures. If
you have combos in your deck, like the rare red creature
Kiki-Jikki or some other combos in your deck that can
take advantage of sacrificing creatures whenever you
want, this card could be of greater value to you.
TIER FOUR - NEVER PLAY
Joyous Respite is an Arcane sorcery for 3G that makes
you gain one life for each land you control. Life
gaining spells should never make the cut in competitive
limited decks. It may seem attractive, particularly in a
format where most decks have seventeen land in them, but
its really not a good idea. Life gaining strategies are
too passive to win most of the time in limited play.
Orochi Leafcaller is a 1/1 Snake Shaman for one green
mana that lets you create one mana of any color for the
activation cost of one green mana.
There are three green commons that solve your deck’s
colored mana problems much better than this card.
Jukai Messenger is a 1/1 Human Monk with forestwalk for
one green mana. It’s possible that this card is not even
good enough to sideboard in against green opponents,
simply because you need more than a 1/1 creature to win
Vine Kami is a 4/4 Spirit for 6G that cannot be blocked
except by two or more creatures and has Soulshift 6.
Simply overcosted. If this card is in your deck, you
have some problems. For seven mana, you need to do
better than a 4/4 creature. This creature comes into
play so late in the game that his special ability,
requiring at least two blockers, is unlikely to really
TIER ONE – MUST PLAY
Mystic Restraints is a creature enchantment for 2UU that
taps enchanted creature when it comes into play, and
stops enchanted creature from untapping during its
controller’s untap step. Mystic Restraints can be played
anytime you could play an instant. This card is
basically THE removal card among the blue commons. The
casting cost is reasonable enough, but the ability to
play this card as an instant truly puts it over the top.
This is a first pick in drafts.
Teller of Tales is a 3/3 flying Spirit creature for 3UU.
Whenever you play a Spirit or Arcane card, tap or untap
target creature. In this format, where evasion is at a
premium, a 3/3 flyer is basically a win condition.
Teller of Tales special ability provides a great way to
move potential blockers out of the way before you
TIER TWO – USUALLY PLAY
Soratami Cloudskater is a 1/1 flying Moonfolk Rogue for
1U that for two colorless mana allows you to return a
land you control to your hand, then draw a card, then
discard a card. This card is an evasive attacker early
in many games, but Cloudskater becomes a real power card
a little later when he starts trading extra land you
have in play but may not need for better cards. Any blue
deck in this format is certainly happy to include one or
two of these.
Soratami Rainshaper is a 2/1 flying Moonfolk Wizard for
2U. For three colorless mana and the return of a land to
your hand, target creature you control cannot be the
target of spells or abilities this turn. Late in the
game, when Rainshaper is pounding your opponent in the
head for two points a turn, Rainshaper’s special ability
can disrupt virtually any strategy your opponent can
come up with to get rid of the Rainshaper.
Soratami Mirror-Guard is a 3/1 flying Moonfolk Wizard
for 3U. For two colorless mana and the return of a land
you control to your hand, target creature you control
with power 2 or less is unblockable this turn. The
Mirror-Guard is kind of the reverse version of the
Rainshaper. The Mirror-Guard is mostly about 3 powered
flying beatdown for just four mana.
Mirror-Guard’s ability is much less useful than
Hisoka’s Defiance is an instant for 1U that counters a
target Spirit or Arcane spell. This card would be worth
playing if for no other reason than because half the
creatures in the set are Spirit creatures and half the
non-creature cards are Arcane cards. However, when you
consider that the most powerful rare and uncommon
creatures in the set are all Spirit creatures, Hisoka’s
Defiance becomes an even more important card.
Counsel of Soratami is a sorcery for 2U that causes you
to draw two cards.
If you’re lucky, this card won’t fit in your deck thanks
to all of your great creature and creature-removal cards
in your deck. When Counsel of Soratimi does fit in your
deck, you get decent card drawing for a decent price,
albeit a sorcery and not an instant. The reason you
don’t want to fill up your deck with this card is that
you need to draw creatures and spells, not more
River Kaijin is a 1 /4 Spirit for 2U. This creature is
essentially a wall that can still attack from time to
time. River Kaijin’s 4 toughness lets him confidently
block 3/3s and the numerous 2/2 creatures with Bushido
TIER THREE – SOMETIMES PLAY
Consuming Vortex is an Arcane instant for 1U that
returns target creature to its owner’s hand. This card
has a Splice onto Arcane cost of 3U, making it difficult
to abuse this card repeatedly. Bounce cards are
generally not automatically a part of your deck, and
Consuming Vortex is no exception.
Floating-Dream Zubera is a 1/ 2 Zubera Spirit for 1U.
When Floating-Dream Zubera is put into a graveyard from
play, draw a card for each Zubera put into a graveyard
from play this turn. A two toughness creature that
replaces itself with another card when it is destroyed
is really quite remarkable for just two mana. On the
other hand, there really aren’t many creatures that this
Zubera can block and survive. This card does provide
card advantage, but at the cost of putting a very low
powered creature in your deck.
Kami of Twisted Reflection is a 2/2 Spirit for 1UU that
can be sacrificed to return a target creature that you
control back to its owner’s hand. This card is somewhat
comparable to the green creature that can be sacrificed
to give another creature +2/+2 until end of turn. Since
Kami of Twisted Reflection can only be used to bounce
your own creatures, his beneficial effects are hard to
take advantage of. In heavy blue decks, this could be a
good enough 2/2 for three mana to include several of,
but not very often.
Callous Deceiver is a 1/3 Spirit for 2U. For one
colorless mana, this card lets you look at the top card
of your library. For two colorless mana, you may reveal
the top card of your library. If the revealed card is a
land, Callous Deceiver gains +1/+0 and flying until end
of turn. This creature’s special ability just doesn’t
provide as positive an advantage as some of the other
common Deceiver creatures. You would usually be better
of with the more vanilla flavored River Kaijin.
Reach Through the Mists is an Arcane instant for one
blue mana that lets you draw a card. In limited play,
about all you can do with this card is put a few of them
in your deck to help you essentially shrink your deck
down, using Reach Through the Mists to help you cycle
through your deck to get to the more important cards.
Thoughtbind is an instant for 2U that counters a target
spell with converted mana cost of four or less. The
common wisdom about this card, so far, is that this
card’s cost makes it unlikely to counter anything
Eye of Nowhere is an Arcane sorcery for UU that returns
a target permanent to its owner’s hand. Somewhat more
versatile than Consuming Vortex, Eye of Nowhere is still
FAR from a premium card choice for your Champions of
Kamigawa limited deck.
TIER FOUR – NEVER PLAY
Peer Through Depths is an Arcane instant for 1U that
allows you to look at the top five cards of your
library. You may reveal an instant or sorcery card from
those five cards and put it into your hand. Put the rest
of the cards on the bottom of your library in any order.
If this card worked the way I WISH it would, it would be
really powerful…because when I think about looking at
the TOP FIVE cards of my library, I think about getting
to go through my library to find the five BEST cards, my
deck’s TOP FIVE cards.
Unfortunately, that’s not how the card works…
Hisoka’s Guard is a 1/1 Human Wizard for 1U. You can
choose not to untap Hisoka’s Guard during your untap
step. For an activation cost of 1U and tapping, as long
as Hisoka’s Guard remains tapped, target creature you
control other than Hisoka’s Guard cannot be the target
of spells or abilities. Whew! It’s hard to imagine when
you would want to go to this much trouble to make one of
your creatures untargetable. Forget about it.
Psychic Puppetry is an Arcane instant for 1U that taps
or untaps a target permanent. Psychic Puppetry also has
Splice onto Arcane for one blue mana.
This ability is perfectly interesting on a creature like
Teller of Tales, but not in a card with no other
Field of Reality is a creature enchantment for 2U that
causes the creature enchanted with it to be unblockable
by Spirits. For 1U, you can return Field of Reality to
your hand. Against a deck containing mostly Spirits,
it’s possible that you could sideboard this card in, but
so far, this has been a completely uninteresting card to
the better players in the game.
Lifted by Clouds is an Arcane instant for 2U that gives
a target creature flying until end of turn. This card
has a Splice onto Arcane cost of 1U.
Magic has printed a lot of cards that give a creature
the ability to fly for a single turn, none of them has
been good enough to seriously play with, and this
version is no exception to the rule.
Wandering Ones is a 1/1 Spirit for one blue mana. That’s
it. No special abilities, nothing, just as generic a 1/1
creature as you could possibly imagine. Just say no.
Sift Through Sands is an Arcane instant for 1UU that
lets you draw two cards, then discard a card. If you
played a spell named Peer Through Depths and a spell
named Reach Through Mists this turn, you may search your
library for a card named The Unspeakable, put it into
play, then shuffle your deck.
Thanks, Wizards of the Coast, for printing a card that
will do very little by itself, but can possibly do
something pretty broken if you have at least one good
card in your deck (The Unspeakable) and at least three
bad cards in your deck (Peer Through Depths, Reach
Through Mists and Sift Through Sands).
Thanks but no thanks.
TIER ONE – MUST PLAY
Cage of Hands is a creature enchantment for 2W.
Enchanted creature cannot attack or block. For 1W, you
can return Cage of Hands to your hand. This is the best
option for removal among white commons, making it the
number one white common for limited play. Early in the
game, if you need to lock down a creature, it’s
important not to worry too much about keeping 1W
available for returning Cage of Hands to your hand.
While you want to be able to return Cage of Hands to
your hand any time that there is a threat of Cage of
Hands ending up in the graveyard, you can’t let the
greed of wanting to reuse Cage of Hands make you
miss-play your game.
TIER TWO – USUALLY PLAY
Kabuto Moth is a 1/ 2 Spirit with flying for 2W that
taps to give target creature +1/+2 until end of turn.
The ability to give a creature two additional points of
toughness makes Kabuto Moth one of the best white
commons in the set. This card is practically an always
pick, and it is selected quickly in booster drafts.
Kitsune Blademaster is a 2/2 Fox Samurai for 2W with
first strike and Bushido 1. This card attacks
fearlessly. The Blademaster’s combination of first
strike and Bushido make him one of the best common
creatures in the set. You would be happy to play three
of these if you could get them for your limited deck.
Mothrider Samurai is a 2/2 Human Samurai for 3W with
flying and Bushido 1.
Bushido is really a better ability for creatures that
get blocked more often than this creature does. In a lot
of ways, Mothrider Samurai is another in a long line of
2/2 white flying creatures for four mana. Mothrider
Samurai trades or wins in combat with virtually all of
the common and uncommon flyers in the set.
Indomitable Will is a creature enchantment for 1W that
gives enchanted creature +1/+2. This card can be played
any time that you could play an instant. This is a
powerful enough combat trick, thanks to the ability to
play it as an instant, that you need to fight the desire
to play it aggressively on a turn one or turn two
creature simply to make that creature a better attacker.
You need to wait to use this card until it swings a
combat situation in your favor.
Kitsune Diviner is a 0/1 Fox Cleric for one white mana
that taps to tap target Spirit. This card’s power is
rather subtle, but once you have played with him, you
will really like Kitsune Diviner. He is really very
similar to the 1/1 white creature from Mirrodin that let
you tap artifacts. Basically, the Diviner lets you tap
roughly half the creatures in Champions of Kamigawa, and
without having to spend mana to do it. One of these is
almost a must-play.
Kami of Ancient Law is a 2/2 Spirit for 1W that can be
sacrificed to destroy target enchantment. This card has
great usefulness in any deck as a reliable
2/2 creature for two mana. This card allows you to
include anti-enchantment technology in your main deck
without the risk of having a dead card in case your
opponent has no enchantment cards in his deck.
Kitsune Riftwalker is a 2/1 Fox Wizard for 1WW that has
protection from Spirits and from Arcane cards.
Basically, this creature has protection from roughly
half of the cards in the format. Double white mana cost
means you need to include the Riftwalker only in decks
with at least seven plains in order to insure the
ability to play it on turn three as often as possible.
TIER THREE – SOMETIMES PLAY
Kitsune Healer is a 2/2 Fox Cleric for 3W. The Healer
can tap to prevent the next one point of damage that
would be dealt to a creature or player this turn. The
Healer can also be tapped to prevent all damage that
would be dealt to a target legendary creature this turn.
I might play this card if I had two or more legendary
creatures in my deck, but I doubt I would include this
creature for his normal healing ability. Samite Healer
from the ORIGINAL Magic set provided the same ability
(for non-legends) as Kitsune Healer for half the mana
Hundred-Talon Kami is a 2/3 flying Spirit with Soulshift
4 for 4W. If you need another flying creature in your
deck, this card is good enough to play with. The current
limited formats are shaping up to be faster than
originally thought, so it really is important to limit
the number of cards you have in your deck with casting
costs of five, six or higher.
Harsh Deceiver is a 1/ 4 Spirit for 3W. For one
colorless mana, Harsh Deceiver will let you look at the
top card of your library. For two colorless mana, you
can reveal the top card of your library. If the card
revealed is a land card, untap Harsh Deceiver and it
gets +1/+1 until end of turn. Play this ability only one
time each turn. The real attraction with this card, if
it has one, is its four toughness. This creature’s
special ability is among the weakest of the five common
Deceiver creatures, but Harsh Deceiver is still worth
playing in a pinch.
Lantern Kami is a 1/1 flying Spirit for one white mana.
In most sets, a 1/1 flying creature is not of much use,
but in Champions of Kamigawa, Lantern Kami can be good
enough to make the cut in your deck. Many of the common
flying creatures in the set have a toughness of one,
allowing Lantern Kami to trade with them in combat.
Kami of the Painted Road is a 3/3 Spirit for 4W.
Whenever you play a Spirit or Arcane card, Kami of the
Painted Road gains protection from the color of your
choice until end of turn. This is not the best creature
option by a long shot among the white common creatures.
Once in play, his special ability is weaker than similar
abilities of creatures in other colors. To make the most
of gaining protection from a color, you would need to
have Arcane instant cards in your hand, ready to play
when your opponent attempts to destroy this creature
with a spell of their own. Neil says to leave this card
out of your deck. I say that’s good advice.
Blessed Breath is an Arcane instant for one white mana
that gives a target creature protection from the color
of your choice until end of turn. Blessed Breath also
has Splice onto Arcane for one white mana. This little
card can provide important protection for your creatures
from your opponent’s removal cards, or even single-turn
protection from another creature in combat, or from an
activated ability from an opponent’s creature.
TIER FOUR – NEVER PLAY
Silent-Chant Zubera is a 1/ 2 Zubera Spirit for 1W. When
Silent-Chant Zubera is put into a graveyard from play,
you gain two life for each Zubera put into a graveyard
from play this turn. By far the weakest of the five
common Zubera cards, you should leave this card out of
your limited decks. The ability to gain two life is not
nearly a good enough reason to include this little guy
in your deck.
Quiet Purity is an Arcane instant for one white mana
that destroys a target enchantment. This card is very
narrow, and is all sideboard in our opinion.
Call to Glory is an instant for 1W that untaps all
creatures you control.
Samurai you control gain +1/+1 until end of turn. This
card could be good enough for your deck if you happen to
have five or more Samurai cards. If all you get from
this card is a bunch of untapped non-Samurai creatures,
it’s just not enough bang for the buck.
Pious Kitsune is a 1/ 2 Fox Cleric for 2W. At the
beginning of your upkeep, put a devotion counter on
Pious Kitsune. Then, if a creature named
Eight-and-a-Half-Tails is in play, you gain one life for
each devotion counter on Pious Kitsune. You can also tap
Pious Kitsune to remove a devotion counter from Pious
Kitsune and gain one life. This card is simply not worth
playing, probably not even if you have the elusive
Eight-and-a-Half-Tails. This is the very definition of a
card so narrow that it just should not be played.
Devoted Retainer is a 1/1 Human Samurai with Bushido 1
for one white mana.
This card really is quite a bargain for one white mana.
The problem is that this little guy really doesn’t help
you win much. Devoted Retainer doesn’t make the cut
because at best, it trades with 2 toughness creatures.
Good, but usually not good enough.
Ethereal Haze is an Arcane instant for one white mana
that prevents all damage that would be dealt by
creatures this turn. This card is essentially a white
Fog spell. The current limited format may be a little
too aggressive to fit a card as low on the power scale
as Ethereal Haze.
Terashi’s Cry is an Arcane sorcery for 3W that taps up
to three target creatures. This card is a lot like a
white Falter, giving you the unexpected ability to push
more combat damage through than your opponent is
Like the Devoted Retainer and Ethereal Haze, this card
is another example of a good card that isn’t quite good
Vigilance is a creature enchantment for one white mana
gives enchanted creature the ability to attack without
tapping. Nope. Attacking without tapping, an ability now
named “vigilance”, is a perfectly desirable creature
ability, but hardly one worth wasting a card in your
deck for. This may be one of the worst commons in the
SUMMING IT ALL UP
I want to remind everyone that these card reviews are
only intended for limited formats. More importantly,
these are reviews based on only a month of playing with
Champions of Kamigawa. There is still a lot to be
learned about how to make the most of these cards in
sealed deck and draft play. A lot was learned last
weekend at Grand Prix Austin, and I’ve been sifting
through that information as quickly as I can. In the
meantime, I really believe there is good card insight in
this and last week’s common review that can help you in
the current sealed deck PTQ format. Neil Reeves is a
great resource in all forms of Magic limited play, as
his top eight finish last week at Grand Prix Austin once
again proves. I’m a big fan of Neil’s Giant Magic Brain
and I’m happy to learn from him whenever I get the
As usual, I’m always interested to know what YOU think.
Level II DCI Judge
Zanman on Magic Online
ZZanman on AOL Instant Messenger