Ranking the Saviors Cards You See The Most in
by Jeff Zandi
Saviors of Kamigawa is
here and the world of Kamigawa limited play has just gotten
a little more complicated. When a new set comes out, the
first way that most of us actually find out how the cards
play is in limited formats like sealed deck and booster
draft. This process began in cities all across America last
Saturday in special pre-release events. I was the head judge
at the pre-release in the Dallas-Fort Worth area. It’s funny
how you can start out a day knowing not much more than what
you can learn from studying the Frequently Asked Questions
report, and then, bang, twelve or fourteen hours later, you
actually start to have a clue about an entire new set of
Magic Online won’t have these cards for some time, so if you
want to learn about Saviors of Kamigawa, you might want to
dust off your DCI card and head out to your favorite Magic
store to play in some booster drafts. When you do, the cards
that you will see the most of are the commons.
In this article, I will rank all eleven commons in each
color in order of their quality for booster drafting and for
sealed deck. To save time, I will not be describing each
cards wording, casting costs and so on. You can find these
details elsewhere. The only other thing I would like to say,
by way of disclaimer, is that I haven’t had these cards for
quite a week yet, and there is only so much play you can do
in that period of time. We do the best we can!
Actually, Magic: the Gathering’s newest set makes the
limited environment a LOT more complicated. For a few years
now, the packaging for Magic expansion sets has carried the
label “Expert Level”. I have thought in the past that this
kind of labeling was unnecessary. In the case of Saviors of
Kamigawa, the label actually fits. How complicated is this
new set? Well, let’s just say the cards have more text than
usual. A lot more. I would not be surprised if the average
card in Saviors has 10% more words than the average card
from Champions or Betrayers. Third sets are a funny thing in
Some third sets, like last year’s Fifth Dawn, contain an
unusual amount of powerful cards with really large casting
costs. Apocalypse, the third set in the Invasion block, was
famous for the number of powerful multi-colored spells that
THINGS YOU NEED TO KNOW ABOUT THE NEW ABILITIES
I know this seems obvious, but it’s very important. I great
number of spells in Saviors perform some function based on
the number of cards in your hand.
You need to remember that in all cases, it is the number of
cards in your hand WHEN THE SPELL RESOLVES that matters. The
number of cards in your hand NEVER includes the spell that
you are currently playing.
Cards that have Sweep allow you to return a number of your
choosing of some type of basic lands back to your hand in
order to determine the effect of the spell at resolution
time. In other words, the lands you return when you cast a
spell with Sweep, and the number of lands to be returned,
are not determined until the spell is resolving. This fact
is very important. It means that if your Sweep spell is
countered, no lands are returned to your hand. It also means
that opponent’s must respond to your Sweep spell with
whatever effects of their own BEFORE you have to decide how
many lands to return to your hand. When the Sweep spell is
resolving, and you finally decide how many lands to return
to your hand, the effect of the Sweep spell is then
determined and the spell finishes resolving without the
ability of anyone to respond to it further. One thing to
remember before you fill your deck with Sweep effects is
that constantly returning lands to your hand can set you
back in the game, where your board development is concerned.
On the other hand, Sweep effects give you great
opportunities late in the game to increase the number of
cards in your hand.
LESSER RED COMMONS
11. Inner Fire. Four mana to put a lot of red (if you have a
lot of cards in your hand) really isn’t too good, and it
isn’t even Arcane.
10. Into the Fray is probably as good in a deck with cheap
Splice onto Arcane spells as a lot of other BAD Arcane
spells. Also, it COULD come in handy to force an opponent’s
creature to attack when they really don’t want to. While
this card is not particularly good, the fact that we are
even talking about the tenth best red common as being
somewhat playable may be a great testament to the overall
playability of the red commons in the set.
9. Glitterfang is a fun card. It’s kind of hard to believe
that this card hasn’t been printed before. I know, he looks
a lot like the 1/1 hastey Goblin of yesteryear, but the
ability (penalty?) of having to return this card to your
hand at the end of every turn is funny. This is a little
worse than not being able to block. People who understand
this EXPERT set more than me COULD offer that Glitterfang
helps you keep your hand full. I’ll allow that argument, as
weak as I find it.
8. Path of Anger’s Flame is a poor man’s late game finisher.
However, this card is Arcane, and its cheap three mana cost
makes it completely appropriate as a finishing strategy for
red/green or red/black limited decks.
7. Shinen of Fury’s Fire is a 2/1 Spirit with Haste that
only costs three mana. This card has the Channel ability, so
you can discard Shinen of Fury’s Fire to give a target
creature Haste for just one red mana. Decent.
GREATER RED COMMONS
6. Akki Underling is the last of the higher tier of red
commons. If you play second and drop this guy on turn two, a
little patience can have you attacking with a 4/2 first
striker for a couple of turns early in the game, eventually
enabling you to play one card a turn while maintaining your
combat superiority. The idea would be to draw a card, making
your hand size seven, then attack with the Underling, who
will probably go unblocked. Now you can safely play a single
card, dropping your hand size to six. Even though your
Underling drops back to 2/1 size and loses first strike, it
doesn’t matter since he didn’t take any damage from any
creatures that might have chump blocked him (since he had
first strike when you attacked with him). Next turn, you can
do the same thing again. Having said all of this, I’m not
crazy about the idea of sitting back and playing slow just
to get the Underling pumped up, but sometimes it will be the
best thing to do.
5. Akki Drillmaster is not exciting in of itself, a 2/2 for
three mana. What IS exciting is the ability to give each of
your subsequent creatures, especially your larger mid to
late game creatures, Haste.
4. Spiraling Embers gives you a good reason to hold cards in
Every unnecessary land that you keep in your hand instead of
playing might end up winning the game for you, when
Spiraling Embers deals damage equal to the number of cards
in your hand to a target creature OR player.
3. Ronin Cavekeeper is a giant monster just on the edge of
being too expensive to consider. In the current limited
formats, a six casting cost beast like this is completely
acceptable, as long as you don’t include too many cards at
this cost. The Cavekeeper is even splashable with its
casting cost of 5R. Bushido 2 makes this monster a heavy
hitter that you have to consider for your limited decks.
2. Barrel Down Sokenzan is the most powerful damage-dealing
red common in the set. That being said, this card is
definitely a double-edged blade. Yes, you can return three
mountains when the spell resolves and deal a big six damage
with only a three mana spell. On the other hand, red decks
generally need their Mountains on the board. Barrel Down
Sokenzan has two important things going for it, it’s an
instant and it’s Arcane. Removal spells are at a premium in
Champions/Betrayers/Saviors draft, so get used to making
this spell a fairly high pick.
1. Sokenzan Spellblade is a great creature for five mana,
and an Ogre to boot. In combat, this card has an effective
toughness of four, since any creature blocking it will
activate this Ogre’s Bushido 1 ability. This creature is
fairly hard to kill, and it delivers a big punch with the
ability to give itself +X/+0 where X is equal to the number
of cards in your hand for just 1R. If you get this guy
unblocked and get to activate its power up ability twice,
you might win yourself a game or two, making this big guy
the best red common in Saviors of Kamigawa.
LESSER GREEN COMMONS
11. Dosan’s Oldest Chant is the latest in Wizards’
continuing experiment to determine when does a gain life
spell become decent enough to play. This non-Arcane sorcery
is not quite good enough. It’s funny to imagine that the two
weakest green commons in the new set each have one amazing
thing in common…they each let you draw a card.
10. Rending Vines is a perfectly fine card that, in the
current limited environment, will spend most of its time in
9. Sakura-Tribe Scout is a tiny little 1/1 Snake that you
can tap to put a land into play. I’ve already heard one
exciting Magic story about how this great Magic player
prevailed thanks to giving his Sakura-Tribe Scout haste and
using it to put an extra land into play just in time to play
the game-saving spell. I think I lost interest right after
they admitted that they were playing this guy in their deck.
8. Matsu-Tribe Birdstalker is kind of a liar. When you look
at him, he kind of looks like Matsu-Tribe Sniper, he even
has a bow and arrow like the Sniper. Birdstalker is to
Sniper as bird-WATCHER is to, well, a sniper.
While the Sniper hold down flying creatures much larger than
he is, the Birdstalker takes only pictures and leaves only
footprints. In the unlikely event that you have paid the 2GG
cost to have this weak 2/2 in play, you need only to pay an
additional green mana to enable the Birdstalker to block and
probably die to most flying creatures you might face. Not
7. Shinen of Life’s Roar is a 1/ 2 Spirit that forces all
creatures able to block him to do so. This can be a valuable
ability late in the game. Just in case the creature version
of this ability doesn’t end up being useful enough, you can
use this card’s Channel ability to use this card as a kind
of instant-speed one-time use Lure. As useful as this
ability might be, you wouldn’t want more than one of these
in your deck, and you might not want any at all. I believe
that this card and the next card both fall just outside of
the top tier green commons.
6. Fiddlehead Kami is, at worst, another 3/3 Spirit for five
mana. However, when you play another Spirit or Arcane spell,
the Fiddlehead (I call this guy Chewbacca, I kind of think
the artwork looks like a Wookie) gains a regenerations
shield. (a few years ago, if a creature had a regeneration
ability used on it when that creature did not yet have
damage applied to it a “regeneration shield”. I believe that
the current description is simply “regenerated”. Fiddlehead
Kami’s exact wording is “Whenever you play a Spirit or
Arcane spell, regenerate Fiddlehead Kami”. This card is
perfectly fine, if not terribly exciting. This card will
make the cut in a good two colored deck a little less than
half the time, I believe. The next five green commons will
be played much more often.
GREATER GREEN COMMONS
5. Promised Kannushi, or, as I call her, the Promise Keeper,
is a little 1/1 with, amazingly enough, Soulshift 7.
Basically, this card is a slow-motion Raise Dead for your
biggest Spirit creatures.
4. Nightsoil Kami is a 6/4 “Craw Wurm” (only better because
he’s a Spirit) that has Soulshift 5.
3. Inner Calm, Outer Strength makes little creatures very
big and makes big creatures absolutely gigantic. Of course,
it all depends on how many cards you have in your hand.
Compared to other giant growth-type abilities, even those in
Champions and Betrayers, this card is not so good. However,
this three mana cost Arcane instant will very often get the
2. Okina Nightwatch is slightly better for limited than the
6/4 Nightsoil Kami because it costs five instead of six and
needs one green mana to cast instead of two. I’m not
particularly thrilled with the cards that need you to have
seven or more cards to get the premium capability from the
card, I find the idea of having seven or more cards in your
hand unrealistic in the greatest number of game situations
that you will find yourself in. The Nightwatch, however, and
cards like it, only ask that you have more cards in your
hand than your opponent has. I like this ability because I
think it represents a much more plausible way for you to get
the premium ability out of a card like Okina Nightwatch.
1. Elder Pine of Jukai fills several roles for your limited
deck. He provides an early drop that can block and kill a
2/2 if necessary. This 2/1 Spirit also has Soulshift 2. The
best thing, however, is the ability of this card to put
extra cards in your hand whenever you play a Spirit or
Arcane spell. With Elder Pine of Jukai, you could easily
maintain a six or seven card hand while playing a land and a
creature just about every turn. The subtle effect of this
card’s triggered ability is the way it thins out your deck,
removing the lands from your deck and putting them right
into your hand. It may not be the coolest card advantage
effect of all time, but it is very good. This is why the
Elder Pine of Jukai is the best green common in Saviors of
LESSER BLUE COMMONS
11. Cut the Earthly Bond lets you bounce a creature to its
owner’s hand if it is enchanted. This card lives in your
sideboard. I wouldn’t bring it in unless I thought my
opponent was playing at least four creature enchantments in
his deck, which is a difficult thing to know. I would
probably have to SEE four creature enchantments played by my
opponent before I would sideboard this card in. This card is
an Arcane instant, and elegantly priced at one blue mana.
10. Dreamcatcher is, well, bad. If this card gave you a 1/1
creature that you could sacrifice whenever you wanted to
draw a card, it would be A LOT better. Instead, you get a
1/1 Spirit that can be sacrificed to draw a card when and
only when you play a Spirit or Arcane spell. Why not just
play a better card and leave Dreamcatcher in the junk pile.
9. Oppressive Will is a counter spell whose effectiveness
increases with the number of cards you keep in your hand,
allowing you to easily counter your opponent’s big spells
while you get killed by all of your opponent’s little spells
that he played on turns 1-4.
8. Oboro Breezecaller is as low-ranked as any flying
creature I can remember. He’s just not very good, and he’s
not a Spirit either.
7. Murmurs from Beyond sounds pretty good at first, you
reveal three cards, your opponent chooses one that goes into
your graveyard, giving you the other two to keep in your
hand. Reminds you of Fact or Fiction, right? Well, even
though this Arcane instant is attractively priced at 2U,
this card is NOT Fact or Fiction. In limited play, when you
reveal three cards from the top of your library, losing
access to the best card (this isn’t as hard to determine in
limited play as it is in constructed) makes this card just
not worth it most of the time.
GREATER BLUE COMMONS
6. Freed from the Real is a fun card, allowing you to make
an opponent’s creature much less useful for him, or making
one of your own creatures much more useful. Play it on their
guy, and spend a blue whenever you want to keep him tapped
and out of the realm of attacking or blocking. Play it on
your Frostwielder and watch your opponent throw up as you
machine gun his creatures one after another.
5. Moonbow Illusionist is a decent little two-powered flyer
for just three mana. This card also has the ability to lock
an opponent out of a color that they only have one source
for on the board.
4. Ideas Unbound is a cheap card drawing spell that pays big
dividends to good players. If you want, feel free to play it
on turn two (a weaker play) to help make your early game
hand better. Use it in the mid-game to replace several
unneeded lands that you have been keeping in your hand. Late
in the game, with an empty hand, play Ideas Unbound to put
three cards in your hand. You now have the rest of the turn
to play the three cards that you draw. If you are unable to
play all three of them, simply discard the leftovers at the
end of the turn (even if it’s less than three cards) to
satisfy the spell. Remarkably good.
3. Minamo Scrollkeeper is a real surprise and quite a
powerful common considering that it is what we USED TO call
a “wall”. Scrollkeeper drops a
2/3 blocker on your side of the board for just two mana.
Opponent’s have to worry about how to get through this
little guy without losing a creature.
They probably won’t be able to. More often, your small two
mana investment is going to end up costing your opponent one
of his precious creature removal cards. The fact that
Scrollkeeper also allows increases your maximum hand size is
just more icing on the cake. This is the best defensive
creature for limited play in a long time.
2. Descendant of Soramaro cost four mana, a touch more than
you would like to pay for a 2/3 creature, but the ability to
control the top X cards of your library (where X is the
number of cards in your hand) more than makes up for it.
1. Shinen of Flight’s Wings is a five casting cost 3/3
flyer. That’s really all you need to know. This is the most
powerful flying common in the block, pound for pound. Each
of the five common Shinen cards unite a familiar ability
usually associated with a certain color with a creature that
has that familiar ability built in. The blue Shinen might be
the best of the lot for limited play, and the best blue
common in the set for limited play, in my opinion.
LESSER BLACK COMMONS
11. Deathknell Kami is a cool creature name utterly wasted
on a poor creature. Basically, there is nothing too terrible
about this card, right up until you see that if you pump up
this 0/1 flyer (which you can do with colorless mana, an
interesting ability) you have to SACRIFICE IT AT END OF
TURN. Exactly what is the purpose of this creature? It seems
like a promising enough design on some levels, but what you
end up with is utterly unplayable. I guess this card falls
under the heading of “skill tester” but it really is a
shame. This card can’t really be played in any format I can
think of, competitive or casual.
10. Gnat Miser’s name is SO CLOSE to being “Giant Miser”
that I can’t quite hate this card. However, this is not a
good card. Reducing player’s maximum hand size by one is not
a good enough reason to play a crappy little dude like this
9. Death of a Thousand Stings could be an interesting card
that lets you deal a reusable point of damage each turn.
Unfortunately, this card is a little too clumsy to use.
Maybe if it came back to your hand WHENEVER you had more
cards in your hand, instead of only at the beginning of your
own upkeep. I tried to use this card several times, but
found that it is easy enough to include a better card
(probably a creature dealing a lot more
damage) over Death of a Thousand Stings.
8. Shinen of Fear’s Chill is the worst of the five common
Shinen cards, providing a two-toughness creature for five
mana with no useful abilities and the drawback of having to
attack each turn. This card’s Channel ability allows you to
discard it to give a creature Fear until end of turn is
slightly more useful, but probably not enough so to include
Shinen of Fear’s Chill in your better limited decks.
7. Raving Oni-Slave is EITHER the best, most powerful two
drop in your deck, or else he’s six points of life lost just
to accelerate into a 3/3 creature.
Even if your deck DOES have three Demon cards in it, which
would be pretty lucky, you would most likely not have one of
them in play when you cast Raving Oni-Slave. In the right
deck, one with at least three Demons (and preferably one
with one four casting cost Demon) you might have to take the
risk and play a couple of these. Basically, they will either
be VERYGOOD in your deck, or else very costly to you in
terms of life points lost. I can’t help myself, my gut tells
me this is a good creature. Think aggressive when you play
6. Kami of Empty Graves is a four drop that will trade with
four toughness creatures, but will also trade with one power
creatures. Soulshift 3 helps make this card a little more
useful, but essentially, you just don’t want to waste a four
mana slot in your deck for a creature as brittle as this
The upside just isn’t there. This card, like the Raving Oni-Slave,
is almost good enough to be in a lot of decks. The next five
cards are all quite a bit better than these previous six.
GREATER BLACK COMMONS
5. Sink into Takenuma is an Arcane sorcery with Sweep,
allowing you to return any number of Swamps to your hand
when this spell resolves. Your opponent must discard a
number of cards equal to the number of Swamps you return to
your hand. This card is unwieldy, but powerful. Unwieldy
because it costs four, and unwieldy because you will
probably have to return three or four Swamps in order to
remove your opponent’s entire hand. There can be no doubting
the power of this card, however, because it can net you so
much card advantage. For the overall cost, I think I would
just as soon play Three Tragedies from Betrayers of
Kamigawa. Sink into Takenuma gives you scalable solutions to
the opponent’s hand, and that’s the reason that you have to
consider playing one in your deck.
4. Kuro’s Taken is the little engine that could. Cheap
regeneration is a plus in the current limited format, and
this card adds both a Rat and a Samurai to your deck, not to
mention Bushido 1. The artwork for this card puts me in the
mind of Teenage Mutant Ninja Turtles. That alone will make
some of my friends play with it!
3. Deathmask Nezumi is most often a simple 2/2 for three
mana. However, when the planets are all in alignment, and
you have seven or more cards in your hand (maybe you just
played Sink into Takenuma), your little three caster can
turn into a 4/3 monster with Fear. Very playable all the
time, terrifyingly explosive some of the time.
2. Death Denied allows you to reload your hand at instant
speed. The only downside of this card is that it is a
support card. As good as Death Denied is, you really only
need one of these for your deck. Furthermore, this card
can’t do much to help you early in a game. Just make sure
you get one of these, even if you have to draft it fairly
early. (I have found, at least in the first week of Saviors
limited play, that you don’t have to draft this card
terribly early in order to get one for your deck.
1. Kagemaro’s Clutch is an enchantment that gives the
creature enchanted with it –X/-X where X is, you guessed it,
the number of cards in your hand.
I like this card for a number of reasons. First and
foremost, it’s reliable removal for small creatures OF ANY
COLOR. Even if the creature you enchant with the Clutch
isn’t destroyed immediately, it retains the –X/-X, keeping
the enchanted creature in check until you have enough cards
in your hand to kill it, or until you can use another effect
to finish off the enchanted creature. Put all the useful
ways to play it together, and what you have is the best
black common in the set for limited play.
LESSER WHITE COMMONS
11. Curtain of Light is essentially a cantrip (a card that
draws a card to replace itself) that stops one of your
opponent’s creatures from damaging one time. Not very
exciting. It’s an instant but not Arcane (I guess they can’t
all be Arcane instants…)
10. Spiritual Visit SHOULD be a good idea. With a Splice
Onto Arcane cost of one white, Visit is easy enough to add
to any Arcane spell you play. But make no mistake, Spiritual
Visit is no Glacial Ray. The effect that you get with Visit
is a 1/1 colorless Spirit creature token. Most of the time,
the point of this exercise will be to give you another chump
blocker. There are simply much better cards to include in
your deck than this one.
9. Cowed by Wisdom is very enticing looking. What it LOOKS
like is a kind of Pacifism for one white mana. Looks can be
deceiving. Cowed by Wisdom will be the shut-down kind of
creature enchantment that you want only in the slowest and
most controlling blue/white draft decks. In the largest
number of possible outcomes, I think that this card doesn’t
make it, because it affects only one creature, unlike a card
like Ghostly Prison. Basically, when you dedicate a slot in
your deck to a card like Cowed by Wisdom, you need to be
able to count on that card to shut down an opponent’s
Imagine the scenario where you have one or two cards in
hand, or even no cards in hand, and you’re counting on your
draw this turn to keep you in the game. Cowed by Wisdom is
the worst top-deck ever, because in the critical moments of
a game, it cannot be counted on to reliably take an
opponent’s creature out of the game.
8. Kitsune Bonesetter presents a lot of the same kind of
problems that Cowed by Wisdom does. In each case, your
ability to get a decent level of quality out of the card is
based COMPLETELY on having a lot of cards in your hand.
Bonesetter is a lot more limited than other creatures of its
kind. It can prevent damage only to creatures and not to
players, and its 0/1 body is as bad as it gets.
7. Kitsune Dawnblade has not been very popular with players
so far, but I don’t see much wrong with a 2/3 Samurai with
Bushido 1 that taps a creature when it comes into play. I
would not want to load up my deck with multiple copies of
this guy, but I think he is entirely playable.
6. Torii Watchward is a 3/3 Spirit for five mana that
doesn’t tap to attack (oh sorry, I forgot there was a name
for every ability nowadays…creatures that don’t tap to
attack are now described as having the creature ability
Vigilance.) Future Magic cards will have abilities like
Urgency (must attack each turn if possible) and Web (ability
to block flying creatures). If this kind of thinking keeps
on going to its logical end, then a lot of players will gain
an ability called Concordance (players require a thick book
with all of the arcane creature abilities explained inside).
Players might start to use an ability they already have
called Let’s Do Something Else…but I digress.
Torii Watchward is a 3/3 for five mana that also has
Soulshift 4. You could do a lot worse than include one of
these in your deck.
5. Plow Through Reito is cheap enough at 1W, and is an
Arcane instant. Plow has Sweep, meaning that the targeting
creature will gain +1/+1 for each Plains that is returned to
the hand of the person playing the spell.
Although this giant growth effect could be very important,
this card is a weaker use of Sweep than some others. Off the
top of my head, I would say this card is very good if I am
Sweeping one or two Plains back to my hand and less optimal
if I am needing to return more than two Plains.
GREATER WHITE COMMONS
4. Araba Mothrider, and the three cards listed after it,
represent the best four white cards in Saviors for limited
format play. These cards have something in common, they are
all cheap creatures that give you more than your money’s
worth. It would be perfectly fine to include multiple copies
of these cards in your deck. Moreover, as these cards are
not extremely powerful, they will be available in drafts
without having to use a high draft pick on them. Araba
Mothrider is a 1/1 flyer with Bushido 1. Not bad at all.
3. Shinen of Stars’ Light is a 2/1 first striker that you
can discard from your hand to use its Channel ability,
giving a target creature first strike until end of turn.
Perfectly useful as a creature early in the game, perfectly
useful as a combat trick late in the game.
2. Moonwing Moth is a two powered flyer for three mana. This
creature can be pumped +0/+1 for one white mana, giving it
good defensive options at any point in the game when you
1. Kitsune Loremaster is a 2/1 for two mana that can pump
its defense +0/+X where X is the number of cards in your
hand. Early in the game, you can use this creature to punch
through for early damage or sit back to stop large
attackers. Late in the game, you can block virtually
anything on the ground with this creature. For adaptability
between aggressiveness and defensiveness, Kitsune Loremaster
earns my highest ranking among white commons in Saviors for
AFTER CONSIDERING ALL 55 COMMONS
I would have to say that white offers the greatest
challenge, when it comes to evaluating its commons for
potential in limited formats. Every white common does
something relatively useful, yet I included only the best
four white commons in the category of “greater white
commons”. In reality, I think every color in Saviors is deep
in playable cards. This means that Saviors is very good for
limited play, and especially good for drafting.
However, this set may be too focused on how many cards are
in your hand. If this mechanic (it’s really not a mechanic
the way Bushido or Arcane is a mechanic, but you know what I
mean) overwhelms player’s patience, then Saviors will have
failed to bring a truly satisfying conclusion to the
Kamigawa block, at least as far as limited play is
concerned. My sense is that Saviors is a good set because it
adds real dimension and adds more skill to an already
healthy limited formats. Whether this set, or even this
block, really provides interesting options for constructed
play is still up in the air.
Level II DCI Judge
Zanman on Magic Online